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Messages - WillLem

#1
Lemmini / Re: [RELEASE] RetroLemmini 3.2.1
Today at 05:11:38 AM
Version 3.2.1 hotfix

Fixed a few UI bugs and made some QOL tweaks. Here's what's changed:

:lemming: Java Version

• RetroLemmini is now updated to Java SE 26

:lemming: Batch Replay Checker

• Bugfix - UI rendering is completely paused on the game thread (prevents index exceptions due to multiple threads accessing the same resource list)
• Replays browser now always opens at 'replays' directory
• Results list is now colour-coded for easier navigation. Green for PASS, Red for FAIL, Blue for UNDETERMINED
• 'Checking...' text is now displayed center-screen
• Added walking Lemming animation to show progress (this is just for fun!) :lemming: :lemming: :lemming:...

:lemming: Menu Bar

• Bugfix - Corrected position of icons and text following the latest Java update
• Optimized menu item building and loading

A reminder of what's new as of 3.0.


Get the latest version here.

#2
OK, so... it turns out that this one is an issue with the latest Java version(s). I updated mine and immediately started seeing the effects reported in the OP.

Since issues with Java are very much out of our control, the best option here is simply to build our own custom menu items for which we can specify the exact layout ourselves. It wouldn't be the first time the Lemmini codebase has resorted to this!

A relatively easy and enjoyable fix, in the end. Here's how the menu looks now, built with the latest Java version:



Fixed in RLPlayer commits 0294a79 and eaa6350.
Updated to Java 26 in RLPlayer commit 1135d54.
#3
I can see the merits of both ideas tbh.

A single replay keeps the feature neat, and focuses it on the level currently being worked on.

Multiple replays (one per level) does mean that a 'solution replay' is essentially being generated and stored per-level. This can be used to track later backroute fixes, and will no doubt come in handy if the author has forgotten the solution to their own level (I have done this a number of times!)

It could be confusing for a player to playtest a level and see that a replay has been loaded, though.

Feedback welcome.
#4
Quote from: Simon on July 24, 2026, 05:50:24 AMDo you think you want the option (to preserve garbage) for yourself still after you make airclick replay cutting optional?

Most likely: no.

The more I think about it, and get feedback from other users, the more I realise that the most likely thing people will want/expect is for their clicks to cancel future actions, at least to the same lemming. I think I also expect the same, and begin to agree that future assignments to the same lemming are most likely unwanted garbage.

More sleep, time and feedback needed on this one.
#5
Lemmini / Re: [RetroLemmini] small menu text glitch
July 25, 2026, 08:55:38 PM
No worries, thanks for reporting. I can't replicate this on my system, even if I change the screen res and/or scale, the menu icons and text appear like this:



Just in case it could be the issue, please try changing your screen res and/or scale (Windows / Settings / System > Display > Scale & layout). Does this fix the problem?

Are you on Windows 10 or 11?

Is anybody else seeing the issue described in the OP on their system?
#6
Guigui makes a good point.

Replay Insert mode arrived after the standard mode, when advanced players wanted more out of it.

Thus could be tricky for newcomers, sure. UI is key.

I'll come back to this.
#7
Lemmini / [RetroLemmini] Lemminas Origins
July 23, 2026, 07:08:17 PM

The original Lemmings game, but with Lemminas sprites!


More than 5 years in the making, this pack features my favourite levels from the debut DMA Lemmings game we all know and love, some presented as they were originally and others remixed slightly, plus a handful of levels that I've been working on since I first became active on the Forums back in 2019!

The levels all feature the Lemminas sprite set that we're all familiar with by now - female Lemmings with their hair in a swish, ready-for-action ponytail.

With its familiar vibes and focus on classic Lemmings gameplay style, this pack is ideal for your RetroLemmini packs collection!

So... with all of that said, let's take a look at Lemminas Origins... :lemcat:



Levels

For the most part, the levels themselves are identical to the originals, however some of them have modified skillsets, whilst others have had their layouts remixed.

:lemming: Some of the levels have had subtle layout changes:


Tricky 9 All The 9s


Taxing 4 Compression Method 2

:lemming: Whilst others have been more extensively re-shaped:


Tricky 15 Lost Something?


Taxing 11 X Marks The Spot

:lemming: And Tightrope City has been given a bit of visual TLC:


Tricky 17 Tightrope City

:lemming: Backroutes have been fixed where appropriate:


Taxing 1 If At First You Don't Succeed...


Taxing 14 Take A Running Jump.....

:lemming: There are also a number of brand new levels, made exclusively for this pack:


Mayhem 22 Nothing is Impossible


Mayhem 26 What The...?


Taxing 26 As Complicated As It Looks

I hope you enjoy this pack! Feel free to use the Lemminas sprites and music for your own levels, but be sure to credit me if you do so. Thank you!



Music Credits

Included with this pack is 10 star-gazing, head-bopping, toe-tapping tunes, arranged and produced especially for the Lemminas style :lemcat: All tracks have been arranged and produced by me using Logic Pro X, composer credits as follows:

Music composition credits
Lemminas I - My own composition
The Strange Boutique - My own composition
Dance Heaven - My own composition
Nellie Jam - Based on Traditional Nursery Rhymes The Ants Go Marching In and Nellie The Elephant
Nothing is Impossible - My own composition
Lemminas II - My own composition
Island Vibes - The first part is my own composition (contains a sample from Nintendo Black Crisis outro theme by Espen Olsen), the second part is based on Maple Leaf Rag by Scott Joplin
Danse Macabre Supermix - A medley with elements from Danse Macabre by Camille Saint-Saëns, Pontins Crocodile Club Theme by Captain Croc, Moon Chavs by Jay Foreman, plus a few of my own themes
Rach 3 Jam - The first part is based on Piano Concerto #3 by Sergei Rachmaninov, the second part is based on Dance of the Sugar Plum Fairy by Pyotr Tchaikovsky
Skyward Lemminas - My own composition



To install, simply unzip the folder to your RetroLemmini directory; it contains everything you need to run the game:

:lemming: levels - the levels themselves, plus the menu cards and skill panel graphics
:lemming: mods - the Lemminas mod, with all the required sprites and icons
:lemming: music - the 10 new music tracks (see above for credits)
:lemming: replays - a full set of replays generated during playtesting



It is strongly recommended that you play this pack with the latest version of RetroLemmini, and with the 5-second Timed Bomber option toggled on! 8-)

#8
Quote from: namida on July 23, 2026, 05:41:05 AMIf the editor can determine a fallback, it may as well just handle the entire auto-selection logic.

Agreed, the Editor should handle it, and it should be as visible as possible to the user.

With that in mind, if the theme is set to 'Auto', could it still change even after the level has been saved for the first time? Is there any point at which the Editor decides 'this is the theme for this level' and then stops assessing for an Auto-theme, or is it an ongoing process?

There is also the following scenario to consider:

User places 10 pieces from l2_sports (a style with a relatively bright blue background) into a level for which the theme is 'orig_dirt' (or some other default with a black background). They place fewer than 10 pieces from other styles, leaving l2_sports as the most likely 'Auto' candidate.

They then save the level, at which point the Auto-theme is applied. Suddenly, the level has a bright blue background and the user doesn't necessarily know why.

Or, if we set the theme on a per-piece-placement basis, the background colour keeps changing as users place pieces from different styles. Granted, this one is a fairly unlikely scenario, but it could happen.

I'm thinking the best way to handle the problem of 'user never set the theme during level creation' is simply to prompt for it when saving. A custom dialog with options to always use the chosen style as a default, etc, could suffice. It's also fairly easy to grab the colour values from the .nxtm and preview them in the dialog for the user to see.

Another idea would be to explode 'Theme' out into its own tab. This tab has the dropdown, plus some panels showing the theme's main colour scheme (background, masks, etc), maybe other information like whether it has custom sprites, etc. This wouldn't be too difficult to do and would certainly make it stand out as 'this is important, don't forget to set it'.

Should the user not want to have to worry about theme, let them choose a default, and let the default default be as universal as possible.
#9
Just giving this a bump. I'd like to look at adding it in the next Editor update.

A few questions:

1) When should the Auto-theme be applied? Every time a piece is added? Only when saving? Either way, what if the Auto-chosen theme has a wildly different background colour, for example?

2) If the theme is set to 'Automatic', does the Editor ever need to know what the output theme is, or should it be handled entirely by the Game? If the latter, again - what about wildly different background colours, or other potentially unsuitable theme properties?

Alternative suggestion:

Leave the theme blank by default. Then, let the existing Validator system handle un-set themes. Yes, it means showing the user a popup, but prompting them to choose a theme would perhaps get users into the habit of always choosing a theme as part of the level creation process.

Users can disable the Validator, or not use it. In this case, we set a default theme which is as universal as possible.

Thoughts and suggestions welcome.
#10
Lemmini / Re: [RELEASE] RetroLemmini 3.2
July 23, 2026, 01:10:05 AM
Version 3.2 update

A small but chunky update! :lemcat:

Here's what's changed:

:lemming: Batch Replay Checker

• RetroLemmini now features a 'Batch Replay Checker' which can check, and display the results for, an entire folder of replays!
• The process is very fast and the results list is displayed in a dialog
• It's possible to organise the replays into folders from the results list, although they cannot be renamed from here (yet!)
• It's also possible to load a replay directly from the results list
• Batch Replay Check can be run from Level > Batch Replay Check or via a configurable hotkey (Ctrl + B by default)

:lemming: Styles/Mods

• 'Classic' style expanded to include all tiles as individual pieces - thanks to ericderkovits for porting the style over from NeoLemmix
• Bugfix - 'Flapper' is now 'Ohnoer' and 'Flipper' is now 'Hoister' in the xmas mod following the 3.1 update

:lemming: DMA Levels

Lemmings 2: Classic Tribe levels re-converted by ericderkovits using the expanded 'classic' style
• Music for the Classic Tribe levels is now included with the download

A reminder of what's new as of 3.0.


Get the latest version here.

#11
Quote from: Simon on July 22, 2026, 04:17:27 PMI recommend that you keep the default that airclicks cut the global future.

This seems to be the consensus, so yeah let's keep this as the default. It's what users have come to expect anyway, particularly those that don't use insert mode.

I almost exclusively use insert mode, so I would toggle the option off. Here's why:

Quote from: Simon on July 22, 2026, 04:17:27 PMThe default shouldn't remove a useful shortcut (global-future-cutting air click) that does no damage for them: They won't LMB into the map for other reasons.

Not so! There is at least one more reason to airclick, and that is to advance gameplay by 1 frame whilst paused. Sometimes, this is done after rewinding, and with no intention to erase the global future. This is one of the main reasons I engage insert mode, and don't want airclicks to cut the replay.

I strongly suspect that those who don't sympathise with this only use either non-mouse hotkeys or the dedicated panel buttons to framestep.

Quote from: IchoTolot on July 22, 2026, 05:37:37 PM- For shorter and medium sections: I often rather just replay the section than using the blue "R" as I tend to play faster than I editing the history by now.
- For longer sections I do use the blue "R", which is only a minority of levels though.

Would you mind always having to airclick to cancel the replay? (i.e. the proposed 'single replay mode' would no longer cut the global future on lem assigments or RR changes).

Note that airclick-to-cancel is staying, and will be default behaviour (just to be clear).

Quote from: Guigui on July 22, 2026, 09:13:44 PMNever tried insert replay though, mainly because I do not even know how to trigger it.

This is probably the main reason it should be a single mode. Users should get the benefit of NeoLemmix's replay editing capabilities whether or not they know the hotkeys.

Quote from: Guigui on July 22, 2026, 09:13:44 PMAlso I have trouble imagining how inserting an assignation may not break the rest of the coming replay.

Sometimes, it does! Most of the time though, it doesn't. It really depends on the situation.

Quote from: Guigui on July 22, 2026, 09:13:44 PMFinally I am very used to airclick for replay cancel and never use anything else, please do not remove it.

Again, to be very clear, airclick-to-cancel is not going to be removed from CE. The proposal is only to make it optional.

Meanwhile, I've replied to your replay-for-playtesting suggestion here.
#12
Good idea.

The question is really how to do this. We can store a temporary replay file in the directory which always keeps the same name, updating the internal data whenever a level is playtested. If we're in Playtest Mode and the replay data matches the level, we load the replay. Otherwise, we only overwrite.

There may be a better way, though. My goal would be to not litter the directory with temporary replays, ideally.

Suggestions welcome.
#13
From Guigui in this topic.

Quote from: Guigui on July 22, 2026, 09:13:44 PMI'd appreciate if replay carries when using the editor.
To be clearer : create a level, playtest it, exit to editor to make changes, play test the level again and find your previous replay ready for you.
#14
I do like the idea of an Undo system. Save the current replay in memory when making a destructive change, allow user to revert if they make a mistake.

Discoverability is the issue. We often lose sight of the fact that this is, after all, a game. Yes, it's become a fairly powerful piece of replay editing software as well. Where do we draw the line?

The goal here is to simplify the replay feature, not make it more complex. A single mode, let the user choose whethor or not clicking air cancels the replay (by default, it shouldn't), keep it to LMB (I agree that RMB is a bit too obscure), maybe bring more attention to the 'Cancel Replay' hotkey somehow - make it a button and have done with it?

More input from other users would be good. People don't tend to speak up until it's already been implemented and there's a problem, so we might have to just make some calls and go with it.
#15
Quote from: Simon on July 21, 2026, 07:14:52 AMI think the author line should be dark blue like the pack and position, to not stand out as much. It's as relevant as the pack and position.

Agreed. If not the same shade (i.e. blue), we can find some other darker shade for this line.

Quote from: Simon on July 21, 2026, 07:14:52 AMRe long pack names: When you have to trim long pack and position because of long directory names, cut from the left. Or cut from the center.

Agreed. At present, the line can be 48 characters max, and then the pack name is omitted.

Maybe keeping the pack name but dropping characters from the center of the string could work...?

So:

SOME RIDICULOUSLY LONG PACK NAME - SOME RIDICULOUSLY LONG GROUP NAME 20

Would become:

SOME RIDICULOUSLY LONG P ... OUSLY LONG GROUP NAME 20

Maybe it's best just to omit the pack name?

Quote from: Simon on July 21, 2026, 07:14:52 AMSpacing is a concern for later. Now, if author is missing, there is gap. I don't mind the gap much.

The gap is fine as it doesn't appear in the middle of the block, it just elongates the space between the level title and the top visible line of the block.