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Messages - WillLem

#1
Finally got around to starting this today!



It's playable - just! - but is very janky and needs a lot of work.

For example, the entire tableau is currently repainted after every click; this should be easy enough to sort out, but I also need to implement card-dragging, flip animations, sounds and plenty of other optimizations to make it smooth and satisfying to play.

One step at a time.
#2
Awesome! Can this be used with Amiga Forever?
#3
Fixed in SLXPlayer commit 13a1855.
#4
The level is now fixed. Rather than distribute it here and have a rendom level floating about, please await the release of the next version of SuperLemmix for the fixed level. It should be ready later this week.

Fixed in SLXPlayer commit b1beadc.
#5
Ah, thanks for reporting.

A SLX update is due later this week; the level will be fixed.
#6
This is a bug, let's not edit the levels. If the top of the block is visible then the lem should climb over.

I'll fix this is the next SLX update.
#7
Yeah, I probably should have been clearer there: I wasn't suggesting that we delete existing topics, just that we archive the In Development board as it is and ask users to use the regular Levels board for WIP.

And, as long as the In Development board is archived, WIP topics can be moved to it once the pack proper has been released. We don't lose anything, even visibility of the topics.

However, it seems that there is significant support for the In Development board staying active and un-archived so I'm happy to retract the suggestion.
#8
Honestly, I think we should just get rid of the "In Development" board. If authors wish to release unfinished work, maybe we could encourage the practice of a [WIP] topic in the regular "Levels" board which subsequently gets deleted when the finished product is ready. This would help to reduce Forum clutter and seems good practice anyway.

Beyond that, I also agree with Silken that the current setup isn't really broken.

We'd then have:

Levels: Random levels by random authors.
Levels: Xyz's levels.
Levels: OhYesNoLems by Xyz.
Levels: [WIP] OhYesNoLems by Xyz.

That keeps all levels on a single board.

Then again, if the concern is that everything on a single board makes stuff harder to find, is there a way to automatically index everything that gets added to the board (or, at least, finished packs)? If not, then maybe a "Loose" board and a "Packs" board might be the best way to go. I'd then suggest that [WIP] should go in "Loose", since any levels released there are technically not part of a finished pack at that point.
#9
Contests / Re: Level Design Contest #34
September 27, 2026, 07:18:07 PM
Quote from: Kingshadow on September 27, 2026, 07:16:21 PMI've had thoughts of considering whether to push to bring in collab contests like Contest #3 used to be

Interesting. What would a 'collab contest' constitute?
#10
Level Search now filters by Author as well as title.

Implemented in NLCEPlayer commit 47bfebf.

Also, the search results remain open until the user hits 'Close' on the search results panel. This is so that the results can be browsed without having to repeat the same search.

Implemented in NLCEPlayer commit 9000c81.

Filtering by style is also something I'd very much like to add, but would require a slight refactoring of what level info gets stored in the level object itself, as well as adding significant time to the initial search.

Armani - if you're happy to send me a link to your source, I'd be interested to see how you resolve these particular concerns.
#11
Made some progress on this in SuperLemmix (if successful, the code can be ported over).

We can add a small talisman button to the skill panel just to the right of the replay 'R'. This can be clicked multiple times to cycle through the level's talismans. If the talisman is not yet obtained, display the usual '?' version of the icon, otherwise display the full-color 'solved' version.

As the talismans cycle through, the requirements can be displayed in the panel in the following ways:

Save requirement - Show the talisman save requirement in blue, change the 'available' count to red early if too many lems have been lost and the talisman can no longer be obtained

Time limit - Show the talisman time limit in yellow (or blue for consistency with save requirement, and to differentiate between a normal time limit and a talisman time limit)

Skill limits - Individual skill limits can be displayed by changing the displayed 'available' count to the talisman limit (the actual quota for that skill would of course remain unchanged). We can hue-shift it to green if within the limit, and to red if the limit is passed (and therefore the talisman is failed)

Skill type limits - This requires a bit more UI than the others. We can print a simple purple square with the type limit displayed within. As skills are used, we highlight them with a purple rectangle. Once the type limit is passed, we display the type limit in red and change to red highlights

That's it for now. Here's an example of how the above looks:



Before anyone complains about using text color to show talisman requirements: we can also hue-shift the icons for further clarity, and to avoid asset clash:

#12
NeoLemmix CE now has this feature.

It differs slightly from Armani's implementation in that it's assigned using a separate hotkey ([NumPad *] by default), to keep the Highlit and Camera-Locked states mutually exclusive (i.e. they can be used together, or separately).

Meanwhile, as with Highlight Lemming, air-clicking with [Hotkey + LMB or RMB] will cancel the camera-locked state.

This is a really nice feature, I can see it being useful for a variety of things. As well as giving focus to a particular lemming during a replay or playback showcase, it may also help with large or multitasking levels where it can be difficult to keep track of things, or - particularly - teleporter levels!

Anyway, we have it in CE now. Many thanks to Armani for providing the idea, and the code, for this feature! :)

Implemented in NLCEPlayer commit 43c57c3.
#13
Lemmini / Re: [RELEASE] RetroLemmini 3.3
September 27, 2026, 11:04:05 AM
Version 3.3 Update

A significant update this time. Removed the need to install Java, updated some physics, and further improved the UI. Here's what's changed:

:lemming: Java Version

• It is no longer necessary to install Java to run RetroLemmini! In line with modern Java development practices, the app is released along with a custom Java runtime through which RetroLemmini will run.
• To run RetroLemmini, use 'RetroLemmini.exe' rather than running the .jar directly.
• Compliance level is now set to Java 25, so it is still possible to run RetroLemmini from the .jar if you have Java JDK 25 or later installed on your system. If you only have Java installed to run RetroLemmini, you can now uninstall it and use the .exe instead!

:lemming: Miner Physics

• Steel checks have been updated so that if mining through a builder bridge that meets a steel block, the lem will only fall if they actually remove builder bridge pixels. Otherwise, they will detect the steel and turn (as expected).
• Miner Y-Position check now accounts for the 2px vertical adjustment at Frame 0. This is to fix this bug and to anchor the physics more closely to the sprite itself.
• Miner animation is reset to Frame 0 after the lemming is turned by a Blocker. This ensures that the lem will destroy the terrain in their new direction, preventing clipping through <=4px wide platforms. See this topic for more details.

:lemming: Builder Physics

• If a Builder is turned by a Blocker, the step is always redrawn so that it connects with the already-created bridge. This was fixed previously, but needed another fix to handle the very last frame of the animation cycle.

:lemming: 'Parental Settings' Options

• Added an option to 'Use Family-Friendly Sprites'. With this option toggled on, RetroLemmini will load alternative sprites wherever they are made available.
• For this to work, style authors must supply a '_pg' version of each relevant object animation. For example, The Brick style has 'bricko_7' (the ketchup trap) and 'bricko_7_pg' (the ketchup trap with blood removed). The 'Family-Friendly' option will choose the '_pg' version when loading.

:lemming: Styles

• Added 'Family-Friendly' trap animations to all OG styles, plus lemminas_pink.
• Rock exit trigger moved down by 2px (and resized to account for the adjustment).

:lemming: Turbo Fast-Forward

• Turbo Fast-Forward (hotkey T by default) is now faster. This is for added convenience after restarting a level.

:lemming: Viewport Scroll Speed

• Added option to set the default scroll speed (when placing the cursor at the edge of the gameplay window) to 'Slow' or 'Fast'.
• 'Slow' is default RL scroll behaviour; it will be slow normally, and fast if the modifier key is held (see Hotkeys / Mouse Config). 'Fast' inverts this.

:lemming: Debug Mode

• The status bar now shows the selected lemming's foot position when in Debug mode.

:lemming: OGG Audio Extension Compatibility

• Sounds can now be in .ogg format (as well as Music).

:lemming: Options Menu

• New & improved Options menu layout, including mouseover hints for all controls.
• Mouse options moved to the main Options menu (mouse button config is still done in its own dialog).
• 'No Percentages' is now 'Use Percentages' (off by default) - you may need to set this option again.

:lemming: UI/Bugfixes

• One-Way objects are never drawn over Steel.
• levelpack.ini can now handle unlisted music.
• De-cluttered Postview screen text.
• Replay revision check no longer crashes if the values are invalid.
• Replays can once again be loaded without being checked first (this is to optimise loading in certain conditions).
• Updated disclaimer text.

See also - RL Editor release topic for the latest version of the dedicated RetroLemmini Level Editor.

A reminder of what's new as of RetroLemmini 3.0.


Get the latest version of RetroLemmini here.

#14
Lemmini / Re: [RELEASE] RetroLemmini Level Editor 1.8
September 27, 2026, 10:23:28 AM
Version 1.8 Update

:lemming: Open Recent
 • Recent levels can now be opened via File > Open Recent.

: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: UI / Bugfixes
 • Added setting for 'Always Use Auto Screen Start'.
 • Applying a Custom Skillset immediately commits the skillset to the active level.
 • Entrance hatches are now only ever moved by 1 index when choosing Draw Sooner / Draw Later.
 • Unknown or invalid hotkey strings are now tolerated (and ignored).
 • Added control hints for the Piece Browser.
 • Piece data is correctly updated after adding a ruler or steel area.
 • Repositioned 'Load Style' button and changed piece data text to blue.



Download the latest version of the RetroLemmini Editor.

#15
In Development / Re: X-tralems levels
September 26, 2026, 10:28:16 PM
FWIW, I agree with Silken here, we should probably merge the level topics as it's clear that the levels are supposed to be grouped together. Edit Simon: Yep! Done!

@lemmkeev Check out Level Pack creation tools, there are some useful .bat scripts that can help you to compile your levels into a pack, as and when you're ready to take that step with your levels. People are more likely to get around to playing your levels if they're presented as a pack, or - at the very least - all together in a single topic.

Here are some replays for the levels you have shared in this topic and the one linked above. Have fun and keep creating!