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Messages - WillLem

#1


Implemented in NLCEPlayer commit a92b190.
#2
Quote from: Armani on September 09, 2026, 09:43:05 AMMost of what I implemented was the result of me experimenting and having fun rather than focusing on practical usefulness.

That's great! Some of the best ideas come from just having fun and seeing what's possible :)



Quote from: Armani on September 09, 2026, 09:43:05 AMThis video showcases how some of the features work in-game. For the camera lock specifically, check out 1:26:35 or 1:26:50

Thanks for sharing, it's great to see some of your features in action.

The camera lock looks excellent, it moves very smoothly and naturally. If you're happy to share code I'd be interested to see how you managed to achieve this effect.

The camera lock may be particularly useful for Playback Mode. We could ask the camera to always move to whichever lemming was most recently assigned a skill (or something similar) so that the player doesn't have to input camera movements (and nor do they have to be stored in the replay).

I may even look at adding something like this to RetroLemmini.
#3
This idea is courtesy of Armani, who has implemented it his custom NeoLemmix build.

In Physics View, we should show a fall distance ruler beneath each entrance hatch. The ruler can always the exact fall distance (63px) just in case terrain needs to be removed from beneath the hatch when lemmings are still spawning.
#4
This idea is courtesy of Armani, who has solved this issue in his custom NeoLemmix build.

We need some way of being able to view the talisman requirements during gameplay. If a talisman has many requirements, it can be difficult to remember them all and this can inhibit a player's attempt at the talisman, or worse - put them off attempting it altogether.

Armani solves this by displaying a clickable talisman button which opens a panel showing the requirments. The panel is updated live, so a player can also track their progress on the talisman in real-time.

This may be a good enough solution as it is, but I thought it best to open this up to discussion in case anyone has any other suggestions.

One possibility I can think of is that clicking the talisman button could adjust the skillset, save requirement and time limit shown in the panel itself. We can use different-colored digits (possibly) to show that it's a talisman requirement rather than the normal requirement, and the player can toggle between the normal/talisman values by clicking the button again. Progress feedback will be inherent; the display can revert to normal once any of the requirements have been failed.

The only downside to this idea is that a level can have multiple talismans, so we'd need multiple buttons.

Thoughts? Suggestions?
#5
The Hold-to-assign hotkey is something I've implemented in RetroLemmini which can be very useful for levels which require repeat assignments of the same skill.

Essentially, whilst the hotkey is held, any lemming under the cursor will be assigned the currently-selected skill (i.e. if they can be assigned to, and if the skill is available).

Armani has implemented something very similar in his custom NeoLemmix build, which has prompted me to post this topic. I'll look at adding the hotkey to CE soon.
#6
This idea is courtesy of Armani, who has implemented it his custom NeoLemmix build.

The Level Select menu currently has a search bar, which allows the user to search the levels by title. The results are displayed and can be clicked to load the relevant level.

Armani's version also allows searching by Title and Style. This could be expanded even further to allow searching by Skills, Talismans and other level properties.

Now that the Search feature is fast and stable, expanding it seems like the obvious next move.

Also, @Armani - I'd be very interested to see how your Search feature works, and if you may have been able to optimise it in a different or better way than I have.
#7
This idea is courtesy of Armani, who has implemented it his custom NeoLemmix build.

Basically, right-clicking a lemming twice locks the camera to that lemming. The view then follows them until another is highlighted, or empty space is clicked. This is potentially super useful for watching replays back in Playback Mode.

Armani takes this a step further by also anchoring the Zoom function to the same lemming.

I'd like to add this to CE, but make it a hotkey (similar to the existing 'Highlight Lemming' hotkey) which toggles the anchor on and off, rather than 2 right-clicks.

We can decide later if clicking air should cancel the anchor. Air-clicks also cancel the replay and perform forwards frame steps; we probably shouldn't make it also do this third thing.
#8
Ah OK... so, the option is remembered between Editor sessions (and is set via the Auto Screen Start checkbox itself), but reverts to being unchecked if a new level is created in the same session, regardless of option.

The setting must necessarily be separate from the level property, then (which is initialized to false every time a new level is created). An oversight from my early days with the Editor before I knew better! It has at last been added to the Settings menu.

Fixed in NLEditor commit 8ecd3c6.

#9
Turns out this is a game bug (rather than an Editor bug) so I've moved the topic.

The fix is to wrap the LoadReplay function and pass it a bool when loading replays via Playtest. This restores all other replay-loading controls.

Fixed in NLCEPlayer commit ff7dd7f.
#10
Yeah this is likely due to the new Autosave feature, I'll take a look at it later.
#11
The Editor should already do this. It remembers whatever you chose for the last level you Edited (rather than adding a setting for it specifically).

I'll have a look and see if I can figure out why it might not be working.
#12
Had a play around with this today. The 'panels' idea from the OP could work quite nicely:



However, with a large collection of levels this quickly becomes unfeasible. I still want to see if it can be done on a single screen, much like the current Level Select menu.

It was nice to get this working though :) we may soon have a decent-looking Level Select screen!
#13
SuperLemmix / Re: [RELEASE] SuperLemmix 3.0.3
September 07, 2026, 01:03:46 AM
The Editor has been updated to 3.3.1 in the main SuperLemmix download.

If you already have SuperLemmix 3.0.3, you can get the latest version of the Editor here.

Otherwise, just go ahead and download SuperLemmix 3.0.3 as normal.
#14
SuperLemmix / Re: [RELEASE] SuperLemmix Level Editor 3.3.1
September 07, 2026, 01:01:08 AM
SuperLemmix Editor 3.3.1 Hotfix

:lemming: A few bugfixes and UI tweaks:

 • Rulers can now be fully opaque without causing an exception due to lack of alpha channel.
 • Piece data is correctly updated after adding a ruler.
 • Piece Search - Piece data is correctly updated after adding a piece via the Piece Search dialog.
 • Piece Search - Trigger Effect combo now fits all items, no need for scrolling.
 • Pieces tab controls are properly positioned with no overlap.



Get the latest version here.

#15
The Editor has been updated to 2.2.1 in the main NeoLemmix CE download.

If you already have NeoLemmix CE 1.1.3, you can get the latest version of the Editor here.

Otherwise, just go ahead and download NeoLemmix CE 1.1.3 as normal.