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Messages - WillLem

#1
Quote from: Guigui on November 07, 2026, 01:52:53 PMOK, and if I use theme.nxmi, am I allowed to name the sound file other than usual name in the sound folder ?

That's correct. It can be any name as long as it is present in the sounds folder.

It's all explained in more detail here, with specific instructions for how to construct the .nxtm section.
#2
Lemmings Main / Re: Lemmix Next Project
November 07, 2026, 02:47:41 PM
Sounds cool! How do Rogue Lems interact with the replay system? Are their actions recorded and played back or are they always random?
#3
SuperLemmix / Re: [RELEASE] SuperLemmix 3.1
November 07, 2026, 01:47:01 PM
3.1 Update

This update includes online features, a Talisman button in the skill panel, and much more! :lemcat: Here's what's new:

Changelog

:lemming: Online Updates
  • It's now possible to update SuperLemmix online - no more manually managing the directory! The program checks for an available update once per week and, if found, prompts the user to update
  • Updates can also be checked for manually by either clicking the version number on the main menu (it's now clickable!) or via Options > Check For Updates
  • The update process takes about 10-20 seconds depending on processing speed / internet connection. It downloads only the files that have been updated, and preserves user mods by renaming them with a '.backup' suffix. SuperLemmix automatically restarts once the process is complete

:lemming: Skill Panel
  • Updated the panel info font, icons and layout - we can now display more information in this part of the skill panel using smaller text and additional icons
  • Some icons are now clickable to reveal further information (e.g. click the Exit icon to toggle between 'Saved' and 'To Save')
  • The Replay icon is now shown on the new HUD overlay (see below - it's still clickable to cancel the replay)
  • Panel hints are no longer optional, as they're now an integral part of the panel's new design
  • Eliminated UI flicker when clicking buttons
  • Optimized rendering

:lemming: Skill Panel - Talisman Button
  • A new Talisman button has been added to the skill panel!
  • When clicked, the panel info updates to reflect the talisman's requirements - some are shown directly in the relevant display (e.g. skill counts, save requirement), whilst others have dedicated icons. All elements show a panel hint when hovered-over to provide further information

:lemming: Talismans
  • Talismans are now limited to 3 per-level. This is also applied in the Editor

:lemming: Collectibles
  • Collectibles can now be given custom names by adding a 'NAME' parameter to the .nxmo
  • Note: at present, the name must be plural. This may change in a future update

:lemming: HUD Overlay
  • A new HUD overlay has been added to the main gameplay screen
  • Displays the (clickable) Replay icon in the top-left
  • Displays the Zoom factor (when zooming in/out) in the top-right
  • There are possibilities to use this overlay for more in the future!

:lemming: Camera Lock Lemming - special thanks to Armani for providing code for this feature! :)
  • It's now possible to apply a camera lock to any lemming! The camera will then automatically follow that lemming during replay playback
  • Camera Lock is set by holding the [NumPad .] hotkey and clicking whichever lemming you want the camera to follow. The hotkey can of course be reconfigured in settings

:lemming: Physics View
  • Added fall distance ruler to entrance hatches when in Physics View

:lemming: Level Select
  • Added Collectibles info to level pack display
  • Search Levels now displays author results
  • Search results are now kept in view until manually closed

:lemming: Styles - head to Options > Update Styles to ensure all styles are up to date!
  • Removed background tiles from OG (orig_ / ohno_ / slx_) styles and added them to special - these are now handled in the Editor
  • A style's theme.nxtm can now specify another style's EFFECTS and/or ICONS, reducing the need for duplicate gfx - see willlem_lemminas for an example of this
  • Fixed low-res Freezing/Unfreezing overlay in willlem_lemminas
  • Added Rival state recoloring to all lemminas styles
  • Added some new styles by dex, and guilhem_save_one
  • Added lava object to orig_fire
  • Updated panel icons in various styles
  • Updated exit marker & digit positions in various styles

:lemming: Theme-Customizable Sounds
  • Added Normalizer, Portal and Skill Assigner to theme.nxtm-specified sounds. See this topic for more details

:lemming: SuperLemmix Welcome Pack
  • Removed impossible 'Save 50' talisman
  • Raised one of the Collectibles by a few pixels

:lemming: DMA Levels
  • Removed erroneous terrain from Havoc 4 The Race Against Cliches
  • Fixed water objects on Wicked 12 Suicidal Tendencies

:lemming: Physics
  • Bugfix - Climbers and Hoisters can now climb all the way to [the top of the level + 1px] - this fixes Wicked 10 Temple of Love (and potentially other similar levels) which was previously broken by Climbers not being able to reach higher than [the top of the level + 7px]

:lemming: Misc UI
  • Switch menu themes between SuperLemmix and Amiga using [F8] from any menu screen
  • Switch resolutions using [F9] or [NumPad 0] from any menu screen
  • Object are now drawn to the standard-quality Minimap
  • Added extra sounds featured in some custom NL packs

:lemming: Bugfixes
  • Impossible Talisman save requirements are now handled gracefully
  • Clickable items in the main menu are once again reset correctly after accessing the Options menu
  • Low-res Minimap mouse interaction is (finally!) fixed following the update to a hi-res-only panel
  • Lemming effects are correctly offset depending on the direction they're facing
  • Clicking either list in the Style Update clears the opposite list's selection

See also: SLX Editor 3.4 Update



Download the latest version of SuperLemmix here.

A reminder of what's new in SuperLemmix 3.0

#4
SuperLemmix / Re: [RELEASE] SuperLemmix Level Editor 3.4
November 07, 2026, 01:39:57 PM
SuperLemmix Editor 3.4 Update

Online updates, UI improvements and bugfixes. Here's what's new:

:lemming: Online Updates
 • The Editor can now check online for updates! This happens automatically once per week when starting the Editor, or can be done manually using 'Help > Check For Updates...'

:lemming: Global/Special Backgrounds
 • The background tiles from 'special' (amiga_blue and dos_black) are now available globally.
 • The background tiles from 'proxima_tile' are matched to their associated 'orig_*' and 'ohno_*' styles.
 • PLEASE NOTE - The tiles previously in CE versions of 'orig_*' and 'ohno_*' have now been removed to avoid duplication. They can still be accessed from these styles as before, but now point to the relevant background tile in 'proxima_tile'. This is to ensure cross-compatibility with the NeoLemmix styles.

:lemming: Hotkey Config
 • Added 'Clear Current Key' button.
 • Bugfix - 'Edited' label persists until changes have been saved successfully.

:lemming: Piece Highlight
 • When loading a style from a selected piece (from the button on the Pieces tab), the piece is now highlighted in the Piece Browser.

:lemming: Piece Search
 • Added a 'Load Piece' button. When clicked, the relevant style is loaded and the selected piece is highlighted in the Piece Browser.

:lemming: Misc UI
 • Added default title 'Untitled' when creating a new level.
 • Added setting for 'Always Use Auto Screen Start'.
 • Added control hints for various buttons/controls.
 • Moved 'Snap to Grid' to 'View' menu.
 • Moved 'About' to 'Help' menu.

:lemming: Bugfixes
 • Talisman dialog accounts for Skill Min/Max when saving. This prevents the erroneous 'has no requirements' popup.
 • Unknown hotkey strings are tolerated (and ignored/replaced with default).
 • Entrance Hatches are only ever moved by 1 index when using Draw Sooner/Later.
 • When settings can't be saved for any reason, the Editor fails silently and logs the error rather than crashing.
 • Combos no longer pull focus from text inputs when the text is actually being edited.



Get the latest version here.

#5
Quote from: Guigui on November 07, 2026, 11:31:44 AMNot sure I understand though. If I put a sound A and a sound B file in the good folder, will this allow to have style A using sound A for exit, and style B using sound B for exit ?

It works like this:

Priority 1) If a custom sound is specified in theme.nxtm and it exists in the sound folder, use that one
Priority 2) If a sound exists in the level pack folder, use that one
Priority 3) Use the usual sound
#6
This was eventually implemented in SuperLemmix (SLXPlayer 1864ad7 - 7d49554).

Sounds can be set per-theme using theme.nxmi, or per-levelpack by simply dropping a sound with the same name as the original into the level pack's root folder. So, both options are available. See this topic for for details.

Is this something people would be interested in for NeoLemmix CE?

I've added a poll for this. If 'Yes', I'll go ahead and implement it in the same way. If 'No', or if there are no votes at all (other than my own vote for 'Yes') after 14 days, this topic will be closed as resolved.
#7
Lemmings Main / Re: Lemmix Next Project
November 07, 2026, 12:58:54 AM
Rogue Lemmings is a novel idea. Do they eat from the available skillset or are their actions free of cost?
#8
Contests / Re: Anyone up for a retrolemmini contest?
November 02, 2026, 01:49:23 AM
I think go for it!
#9
RetroLemmini no longer requires steel areas. The designated steel pieces from each style are automatically steel as soon as they're added to the level.

It's still possible to disable auto steel and use areas instead, but that's mainly to support existing levels.
#10
Contests / Re: Anyone up for a retrolemmini contest?
November 01, 2026, 03:58:40 PM
I'd be up for that, of course. What sort of contest?
#11
Loap / Re: how do i rotate
October 31, 2026, 04:32:48 AM
Quote from: The64Watcher on October 30, 2026, 11:35:39 PMthis is stupid but im serious

Quote from: The64Watcher on October 30, 2026, 11:39:12 PMnevermind its the ijkl keys for anyone else :forehead:

No question is stupid. If you've been unable to easily identify necessary controls, that's a valid issue and you're right to bring it up.

Glad you managed to find them, and thanks for sharing what you found in case it helps others :)
#12
Site Discussion / Re: Anything Else?
October 31, 2026, 04:27:32 AM
Quote from: The64Watcher on October 30, 2026, 11:12:36 PMAll people talk about is making levels and engine fixes, can we actually talk about lemmings for once?

1) You are free to start a conversation about anything you like (within reason/forum guidelines, obvs).

2) Custom levels is what the vast majority of LF users are interested in. For that, we need regularly-maintained engines and easy ways for people to share and discuss their levels.

3) The next versions of the engines I personally maintain will all have Online Updates, so it'll never be necessary for the end user to re-download and maintain a cumbersome bunch of folders from that point on. If you have an issue with any of the engines or the way they're distributed, by all means post a bug/sug topic so that it can be addressed properly.

4) Criticising others' posts is unlikely to generate positive dialog. But, you do you.
#13
So far I haven't been able to reproduce the misalignment behaviour. Is anyone else experiencing this bug in any of the Editors?
#14
I'm still up for this. Happy to re-arrange it for another time if it means more people can make it. Otherwise, let's just keep the original date :thumbsup:
#15
Since the above screenshots were taken, the icons and info are now dynamically placed depending on:

a) Whether the level has a talisman (and therefore needs the button to be shown)

and

b) Whether the talisman requires additional icons to be shown - e.g. if it's a Max Skill Types talisman, we show the number beside the button: