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Messages - WillLem

#1
NeoLemmix Styles / Re: Style updates topic
December 16, 2025, 11:55:49 PM
Quote from: namida on December 16, 2025, 09:11:25 AMGoing to need to see some community consensus

That's a rare currency these days. I hope I'm wrong, but I doubt anyone will reply either way regarding the proposed changes. Might I suggest that we at least trial them? That way, people can see for themselves if they like them or not before we decide anything.
#2
NeoLemmix Styles / Re: Style updates topic
December 16, 2025, 04:29:00 AM
Here are some proposed updates to orig_ and ohno_ styles.

Proxima made some tiles for each of these styles and they work really well, I'd suggest that we include these as backgrounds alongside the ones already included.

I've also improved a few of the secondary animations for trap objects (whilst keeping all of them NL-friendly):
Secondary Animation improvements
ohno_bubble zapper trap has a pulsating electric 'glow' effect.
ohno_rock chameleon trap has less frequent blink and more natural eye movements.
ohno_rock weed trap looks like the original but bobs up and down.
orig_crystal electric trap has an electric 'shine' effect.
orig_dirt rock trap has fewer drips.

orig_ohno_w_prox_tiles.zip contains the styles exactly as they are now, but with Proxima's tile backgrounds added.
orig_ohno_w_secondary_anims.zip contains the styles with Proxima's tiles and the proposed secondary animation updates.

#3
Here's a new batch of secondary animations for the orig_ and ohno_ trap objects. I've included here only those which I think are most NL-friendly.

ohno_bubble zapper trap has a pulsating electric 'glow' effect.
ohno_rock chameleon trap has less frequent blink and more natural eye movements.
ohno_rock weed trap looks more like the original but bobs up and down.
orig_crystal electric trap has an electric 'shine' effect.
orig_dirt rock trap has fewer drips.
#4
Community Edition / Re: Roadmap for CE 1.1
December 16, 2025, 02:57:26 AM
Updated the OP.

All skill panel updates are complete, next task is to add Playback Mode. I'm also going to aim to fix a few more UI bugs for the next release. RC should be ready very soon.

Quote from: Simon on May 20, 2025, 10:02:18 PMFix the design Reinvestigate all ideas to fix the design of the splat ruler.

This one might have to wait until 1.2, progress/feedback has been slow and we want to get it right first time.

Quote from: Simon on May 20, 2025, 10:02:18 PMSubtle animation for the R is fine

This can certainly be done, but we need to keep in mind that some users wish to run CE and 12.14 from the same directory, and I agree that this should be possible. It may be necessary to add a "panel_icons_ce" image, with graceful fallback to NL's panel icons if absent, in order to support gfx updates.



Please do get involved in the discussions now if you have anything to add/suggest/request/ask. All feedback is relevant, valid, and helpful, especially yours!!!


#5
Some more of these (apologies if they've already been done):

From Holiday Lemmings (let's make it festive :santa:):

Merry Christmas Mr. Balls
Jingle Balls
Lemming Balls in the Snow
The North Balls
Check Your Balls!

From L1:

The Balls Gallery
Triple Balls
POOR WEE BALLS!
Balls of Hercules
We All Balls Down

And, from ONML:

BBBBBBAAAAAALLLLLLLLLLLLSSSSSS!!!!!!
Inroducing Balls
Dolly Balls
Flow Balls
Five Balls

or how about just...

Balls (to replace any one-word title, like "Oogilemming", "Patience" or "Dangerzone")!
#7
Confirmed that this bug exists in 2.9.2.

The problem seems to be that, when refocusing the Level Arranger Window, the scrollbar controls are eating the directional hotkeys (and, indeed, any other hotkeys). Should be a relatively straightforward fix.
#8
From GigaLem on Discord:

Quote from: GigaLem1)Open SLX editor and open both Level Arranger Window and Piece Selector Window
2)zoom in on the level till the scoll bars appear
3)Click on Steel in the Piece Window then Refocus Level window
4)Try to move the Piece or press any of the hotkey

Note: An extra step is required after (1) - add a piece to the level and select it (it can be any piece)
#9
So, to be very clear, the feature as it currently stands supports levels that meet the following criteria:

:tal-gold: Fully supported

• Lemmini-compatible styles
• Classic 8 skillset
• Classic objects (traps, water, fire, one-way arrows, entrances & exits)
• All piece drawing types (eraser, no overwrite, etc)
• Superlemming speed
• Autosteel

:tal-silver: Partly supported

• Grouped pieces (must be ungrouped before exporting, so will work if ungrouping doesn't affect the layout)

:tal-bronze: Unsupported

• New skills (Jumper, Glider, Swimmer, etc)
• New objects (Buttons, Teleporters, etc)
• Resized pieces

Please note that the Editor will always try to export the level, but the output may need to be manually edited if it contains any partly supported or unsupported elements.
#10
OK, added very basic support for grouped pieces. It works if all pieces in the group are drawn solid, and it works for some groups involving erasers and/or no-overwrite pieces; the more complex, the less likely it is to translate correctly in the output, particularly if the grouped piece is adjacent to other pieces.

There isn't really a sensible way to preserve groups exactly as they are in the original .nxlv - for now, we should always try to do so, but accept occasional failures. We'll warn the user that their level might not export correctly if it contains grouped pieces.

Implemented in commit 514716b.

EDIT: Also added a warning that resized objects/terrain will appear at their orginal size. After looking into it quickly, it just isn't sensible to try and auto-build a resized piece using default-sized pieces; it will nearly always require the author to manually edit the output anyway.

Added in commit 979d5f8.
#11


Quote from: Simon on December 12, 2025, 01:48:46 AMWhat do you do with tile groups?

Nothing, currently. The screenshot above shows how a group appears in the Exporter. The author is asked to link each piece to a corresponding piece in the target Lemmini style. For groups, then, it's not really possible.

I can think of 2 possibilities here:

1) When loading the Exporter, use a clone of the level (probably best practice anyway in case we need to mod anything else), and ungroup all grouped pieces.

2) Ask the author to manually ungroup all grouped pieces before exporting (and, don't show groups in the list) - definitely the least user-friendly option, but at least the author will see exactly how the level will be translated in the output.

Quote from: Simon on December 12, 2025, 01:48:46 AMWith resizable water?

It comes through as a single default-sized water piece. Two possibilities:

1) First, measure the water piece (as sized in the level) and compare it to its linked counterpart. Then, draw as many water pieces as are necessary to recreate the resized piece. As each piece is drawn, check the drawing flag of the water piece at the original X, Y and ensure the target piece matches. Accept that smaller-than-default water and remainders will not be translated.

2) Send it through as it is. Ask the author to manually edit the water in the exported level (by adding more pieces as necessary).

Quote from: Simon on December 12, 2025, 01:48:46 AMWith unsupported tile types (teleporters)?

Any piece can be linked to any piece in the target style (see screenshot). It's up to the author if they want to link it to something, or just leave it if it's unsupported in RetroLemmini.

NOTE: The level can be exported even if it contains unlinked pieces; these will simply not appear in the output level.
#12
This feature is now complete and ready for testing!

I've added a feature where pressing F1 automatically updates all transparent edge offsets for the currently-selected style (a folder prompt opens to ensure that the correct target folder is selected) - particularly useful for if styles are updated between sessions (unlikely to happen with the OG ones, but custom styles may need this feature).

Implemented between commits ecc604a and 6bdc581.
Translation tables for OG styles (orig, ohno and slx) added in commit 2ffee5c.
#13
Site Discussion / Re: Lemojis!
December 07, 2025, 07:12:01 PM
Here's some better versions of :geek:

Both have bolder glasses than the original. geek2.png gives the lenses a blue tint (inspired by Velma from Scooby Doo).

I stand by my original versions of :shrug:, both animated and non-animated.
#14
This is coming along nicely. Improved the interface a bit and added support for steel areas, level speed (superlemming, etc) and calculating piece position offsets for transparent edge pixels.

We now also write the .nxlv level ID and version into the .ini file for reference.

Still need to incorporate individual piece flags, but that should be fairly straightforward. Also need to make sure that the offsets are calculated and written into the table with every session, in case pieces are updated.

Preview

NOTE: Piece linking is remembered between sessions on a per-ini-style basis, so once a piece has been linked for a target style, it never needs to be linked again. The translation tables are stored in SLXEditorTranslationTables.ini. This file will be provided fully populated with all OG style translation tables (for Crystal, Fire, Marble, etc). Custom styles will need to be linked by the style and/or level author, but - again - this should only need to be done once.
#15
RetroLemmini 2.4 addendum

Fixed 2 holiday levels (thanks to ericderkovits for spotting these errors). If you already downloaded 2.4, here they are (just drop them into resources\levels\4_xmas). Otherwise, go ahead and update to 2.4 as normal.