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Messages - WillLem

#1
1.2 Update

Although technically a hotfix, we'll move the Minor version number on because that should've ideally been done last time! :forehead: Anyways, here's what's new:

:lemming: Styles

• The background tiles added to orig_* and ohno_* styles in CE Version 1.1 RC-1 have now been removed from those styles
• The tiles remain available in special and proxima_tile, and...
NLEditor 2.3 ensures that they are visible from the relevant orig_* and ohno_* styles for which they are intended - this is so that the tiles are still convenient to access, but - even more importantly - levels created using these tiles will be now be compatible with NL 12.14
• Meanwhile, 'amiga_blue' and 'dos_black' from special are now globally available from any style as of NLEditor 2.3
• Please see this topic for more details


:lemming: Skill Panel

• The 'Load Replay' button can now Save Replay (if clicked with RMB) and Edit Replay (if clicked with MMB). The panel button hint has been updated to reflect this


:lemming: Level Select

• Level Search now includes Author (as well as Title) in the search results
• The search results are now displayed until the user clicks 'Close' rather than disappearing to treeview when a result is clicked


:lemming: 'Clear Physics Mode' is now 'Physics View'

• A fall distance helper has now been added to entrance hatch spawn points
• All relevant assets/settings/hotkeys now refer to PhysicsView rather than ClearPhysicsMode and may need to be updated manually - apologies for any inconvenience this may cause, but it only needs to be done this one time
• The change has been made for several reasons, not the least of which is that the previous use of the word "clear" implies that the physics are otherwise unclear, which usually isn't the case. The rename simply reframes this as a tool that can be used or not rather than something which is necessary to make the game rendering "clear"
• The Physics View logic has also been refactored behind the scenes for maintainability. The functionality is identical to the user, but is now easier for the dev to work with
• The state of Physics View is reset to OFF between levels
• The panel icon has been updated


:lemming: UI / Bugfixes

• Replays can once again be loaded normally when Playtesting (CE will still try to load the Auto_Playtest replay if it exists, but manual loading is now restored alongside it)


See also: NeoLemmix Editor 2.3 Update



Get the latest version here.

#2
Community Edition / [RELEASE] NeoLemmix Level Editor 2.3
September 16, 2026, 12:30:49 AM
NeoLemmix Editor Version 2.3 Update

A bigger update this time. Here's what's new:

: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 background 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: Piece Highlight
 • When clicking 'Load Style of Selected Piece' (on the Pieces tab, at the bottom), 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 setting for 'Always Use Auto Screen Start'.
 • Added control hints for the Piece Browser.

:lemming: Bugfixes
 • 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).



Download the latest version of the NeoLemmix Editor.

#3
In Development / Re: so you actually made it here huh?
September 15, 2026, 10:23:25 PM
Quote from: lemmkeev20 on September 15, 2026, 08:00:23 PMbut where do i share them?

If you just want to post one level at a time, I'd suggest just replying to this topic (or one of your others) with your new level. The topic will get bumped every time you post to it, and you can change the topic title every time if you want to, so people will always be informed when you've made a new level.
#4
This is about the original styles only (orig_* and ohno_*) and does not concern custom styles.

Since NL's Style Manager is effectively the authority on style contents, it's not a good idea for CE to provide tiles which don't exist in the NL versions of those styles.

So, the background tiles that were introduced in CE Version 1.1 RC-1 have now been removed and will no longer ship with CE's copies of the OG styles. If you have copies of these styles with the tiles included, please do not use the tiles in any of your levels as they will no longer be supported by either NL or CE. It's also a good idea to delete them from your copy to prevent any possible confusion, or replace the styles with those from the next CE update (due to be released later today).

If you do wish to use the tiles, they are available in 'special' and 'proxima_tile', from where they will work in both NL 12.14 and CE. The next Editor update (due to be released later today) will make these tiles automatically available from the relevant 'orig' and 'ohno' styles so that it's not necessary to manually search for them. Simply click the Backgrounds button and the tiles will still be there as previously, albeit referenced from the correct style (either 'special' or 'proxima_tile').

Note also that the backgrounds which exist in the NL styles (crystal_level.png, nessy.png, etc) will still be available as before. This topic is only about the colored tiles which were introduced in CE Version 1.1 RC-1.



Meanwhile and on a similar note, the alternative trap animations will continue to be shipped with CE's copies, but can currently be overridden from Style Manager. If you agree that these updates should be accepted into the OG styles, please show your support by replying to the topic otherwise nothing will happen.
#5
@Moderators - Please pin this topic until it's resolved.

@namida - It looks to me like those who have replied are happy for the agreed animation updates to go ahead. If you approve, let me know and I'll send over the full set again following your approval (rather than just add another .zip of files to this topic unnecessarily). Meanwhile, the proposed backgrounds are now handled by the Editor, so no longer need to be added to the OG styles manually and can therefore be ignored.

@Everyone - If you agree that these updates should be accepted into the OG styles, please show your support by replying to this topic otherwise nothing will happen.
#6
Reading over this topic again, the best solution to Proxima's concern is to allow the Editor to access special's 'amiga_blue' and 'dos_black' background tiles from anywhere - this will be added in the next Editor update.

Meanwhile, I've forgotten why I was bothered about background brightness when I first made this topic and it hasn't really been an issue since. It's possible to disable backgrounds if they're an issue; maybe an option could be added to make them a lot darker and fuzzier, but it's probably not worth it at this point.

So, let's close this topic as resolved.
#7
This probably isn't needed now that we have the Crop rectangle. Its functionality could potentially be expanded so that it can crop outwards as well as inwards, making it much easier to quickly resize the level in any direction we want.

Closing this as resolved.
#8
I did consider adding this, and explored whether it would be possible.

Since NLEditor now supports horizontal-only and vertical-only drag (as well as the other various drag actions already supported), it would be more complicated than it's worth to add a 'bypass grid whilst held' hotkey; the mouse-related hotkeys would need to be able to stack in this case, so that the other hotkeys could also take effect alongside it: not trivial, and potentially very messy.

Or, it could be an independent hotkey to just bypass the grid whilst held, but since it's easy to toggle the grid on and off with F9 (and, we now have a visual grid in the background to let us know whether it's currently active or not), this overrides the need for a bypass key to exist anyway.

So, this one can be closed. Thanks for the suggestion anyway @Silken - if you start making levels again, feel free to post with any other ideas you might have to help improve Editor workflow.
#9
Just giving this a bump. Do we want NL/CE to have a collaborative "erasers" style to which anyone can add eraser pieces as needed?

If there are no replies, I'll close this as resolved in a minimum of 14 days from the date of this post.
#10
In Development / Re: so you actually made it here huh?
September 15, 2026, 12:19:43 AM
Welcome to the Forums @lemmkeev20.

Quote from: IchoTolot on September 12, 2026, 07:06:48 PMgather them all in one topic instead of making a new one for each

Agreed. It may be worth merging the existing individual level topics into one.
#11


Implemented in NLCEPlayer commit a92b190.
#12
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.
#13
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.
#14
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?
#15
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.