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Messages - WillLem

#1
Good shout, I'll look into it for sure.
#2
Lemmini / Re: [RetroLemmini] GeoffLems
March 06, 2026, 07:44:19 PM
Version 1.1 uploaded.

Added a logo for the level select screen, plus a level fix:

Fun 7 Promenade - Moved the steel area to the right of the exit down

:lemming: Get the latest version of GeoffLems :lemming:
#3
Lemmini / Re: [RetroLemmini] WillLem's SUPERLEMMINAS
March 06, 2026, 07:23:28 PM
Version 2.0 uploaded.

The epic-sized 'lemminas' style is now deprecated*, and has instead been split into several smaller styles:

'lemminas_pink' - this mostly features OG traps remade with pink lemmina sprites
'sugar' - mostly recolored crystal, brick, bubble and snow pieces with some unique additions
'starlight' - mostly recolored dirt and fire pieces with some unique additions

The levels have now been remade using these styles. Some of the level pieces have been swapped out, but the physics remains identical so all replays should still be compatible.

*N.B. The 'lemminas' style still works, so if anyone has used it to make levels, they will still load. However, this style should ideally not be used to make any new levels going forward. All the pieces in that style can be found in the above smaller styles, plus the OG tilesets from which many of the 'lemminas' style pieces were borrowed. This was done because at the time I first made SUPERLEMMINAS, I was unaware that the Lemmini codebase actually supports tileset mixing, and always has.

:lemming: Get the latest version of SUPERLEMMINAS :lemming:
#4
Quote from: hrb264 on March 04, 2026, 07:12:11 PMAlso re Tricky 7, something went wrong in the editor when I first made the level as the terrain wasn't acting as terrain that the lemmings could walk on

Terrain can be set as "fake", which means it will be visible but non-solid. You may have accidentally set it as fake terrain.

In a future Editor update I'll make it so that setting anything to "fake" or "invisible" by accident is much harder to do.

Regarding the 1-pixel gaps, WYSIWYG in both Editor and Player. Try using the "Clear Physics" view option in the Editor, this will show up any accidental gaps much more easily.

Of course, if the gaps are intentional, that's perfectly valid level design and there's no need to "fix" it.
#5
NeoLemmix Styles / Re: Style updates topic
March 03, 2026, 11:33:48 AM
Update to willlem_lemminas: added specified pickup size following this CE update.
#6
Hovering the cursor over a pickup (even after it's been collected) now displays "N [SKILL(S)]" in the skill panel info display:



Implemented in  NLCEPlayer commit d6e6418.

So, to reduce UI clutter, we can also remove the pickup skill number (on the pickup itself) after it's been collected:



Implemented in NLCEPlayer commit 361be93.



NOTE: Due to the way that pickup images are composited, there's no sensible way to get the actual size of the output pickup image (turns out it's hardcoded, and is *not* the same size as the actual pickup image itself). So, for the purposes of the mouseover feature, the pickup's hitbox size has been set to the default of 12 x 12, and for any other sizes (such as the proposed larger blue pickup) we can use the existing DEFAULT_WIDTH and DEFAULT_HEIGHT properties in the object's .nxmo in order to specify the actual size of the pickup. This is by far the simplest way around this issue.



@namida - Would you be happy to add the larger blue pickup to the default (or special) style?



It's attached to this post. I've renamed it so that it can be placed into either style cleanly.

#7
Quote from: Simon on March 02, 2026, 06:31:08 PMI can offer you: Saturday, March 7, or Sunday, March 8

Both are fine for me, let's go for 3pm CET (2pm UTC) on Saturday. We should only need a couple of hours. See you then :)
#8
Lemmini / Re: Menu bar theme & icons
March 03, 2026, 06:06:29 AM
That's wierd, I wonder why it's only happening for the glasses and not the other two. Or maybe it is and I just can't tell.

I'll certainly investigate the other icon sizes and/or find out if there's anything going on in rendering which might be causing the scaling.
#9
Quote from: Guigui on March 01, 2026, 10:33:57 PMSimple suggestion : display the skill type and its number in the panel when mousing over the pickup icon ?

Great idea, I'll get on this for sure.

SuperLemmix also solves this problem by making the default pickup much larger:



Would people be up for this in NeoLemmix as well? If so, we could either add it to the 'default' style, have it replace the default pickup, or add it to the 'special' style. If not, this version of the pickup is always available from 'willlem_lemminas'.
#10
Here is a GUI-based tool for building a full levelpack.ini file. You can add music, levels and groups and auto-generate a codeseed for the pack.

For RetroLemmini: Make sure the .exe is placed in the RetroLemmini root directory, or 'resources' folder.

For any other version of Lemmini: Make sure the .exe is placed in the same folder as 'levels', 'mods', 'music', etc.

Enjoy!

Changelog:

Version 1.1 ensures that the resources\ folder is present
Version 1.2 adds .rlv support
Version 1.3 removes the junk strings between level entries (your level files should be properly named anyway! ;P)
Version 1.4 fixes the music indexing issue
Version 1.5 adds the ability to load and edit a pre-existing levelpack.ini file
Version 1.6 adds 'mods' to the .ini correctly, and shows a confirmation dialog after saving



F.Y.I. It's always possible to download the latest version of the LemminiLevelPackCompiler via the Editor.

#11
Here are some demo background colors. I really like the blue:



A more standard-looking dark gray:



A much darker gray (also made the text a bit darker for this one):



And, a darker blue (the same color, in fact, as the Amiga blue background):



The last of these blends in perfectly when playing a level in one of the OG styles. Maybe a bit too perfectly, but it does look awesome.

EDIT: I've now also updated the hotkey text color so it's visible against all backgrounds.
#12
Quote from: zanzindorf on March 02, 2026, 12:44:18 AMHere's the icons so far on different backgrounds

The dark background looks so much better. I'll have a play with the menu bar, it probably should have a dark mode.

The angled glasses do look great, but the front-view ones are just way better imho. Maybe somewhere between the two perspectives could work...? Keep the originals as well so that we have a few to play with.

The hatch looks good as well, I did end up wanting to straighten the edges and make it slightly bigger. Here are the icons in context so far:



I'll have a go at making a dark mode now and post the results soonish.
#13
Great work, zanzindorf :thumbsup:

Quote from: zanzindorf on March 01, 2026, 12:08:20 AMHere's an attempt at the code icon:
...
Do we like the binary code? I can add or remove it to either render.

I definitely prefer the front-view glasses. The binary is also a nice touch.

Quote from: zanzindorf on March 01, 2026, 12:08:20 AMFor this one, I changed the lighting a bit to brighten everything.

I can't decide which I prefer of these. The darker one seems a bit more 3D, has more depth to it, which is good. The lighter one is more "visible", but might not contrast as well against the standard menu background.

I'll get some previews of these icons up later today.
#14
I looked into this with a view to implementing a simple .txt-based Groups saving system (which would essentially save and load the custom groups to/from a .txt file in the exact same way that they're written to the level), but this proved to be way more complex than I originally anticipated, and progress was halted fairly quickly.

Amongst other things, given the fact that the piece would need to have some sort of visual reference, a .png of the group would need to be created anyway (if only for display purposes), so that got me thinking that we might as well just add the grouped pieces as new terrain pieces to whichever style would be the best fit. If we limit this to, say, 5 additional pieces per style (give or take), we'll likely cover the most-frequently-created groups anyway. For the rest, the workaround of saving to a "MyGroups" level file seems decent enough for the time being.

As for suggestion (2), my honest thoughts are that if a style creator recognises that a particular piece grouping is useful and should be available to all users, they should simply go ahead and add that piece as a regular terrain/steel piece, rather than the Editor having to messily support in-style groups for basically the same end result.

With this in mind, and given that I've added a lot of new and very cool features to the Editor recently, I'm going to reject this one. We can keep the topic unlocked (albeit in the Closed board) in case anyone wants to revisit the idea at a later date, but for now I believe I've explored it enough and come to the correct conclusions.
#15
Quote from: hrb264 on February 28, 2026, 09:24:04 AMIs it OK to leave it in Mayhem as a kind of 'breather'?

Yes. It's your pack, go with your instincts :)

Quote from: hrb264 on February 28, 2026, 10:49:49 AMI get the impression many people often like to have 1 or 2 of each skill and don't like this sort of level? (To be honest, 1 of everything levels aren't my favourite type :D )

Mine neither, I'm also a fan of more open-ended levels that provide enough skills to find more than one solution. To each their own.

Don't try too hard to please others. Make the levels you'd want to play yourself.