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Messages - WillLem

#1
Version 1.3 Update

More updates, new features and bugfixes.

:lemming: Templates
 • It's now possible to create, save and load level templates.
 • From the Template Loader, choose a template to use as default. This template will then be loaded when opening the Editor or creating a new level.
 • The Template Loader is shown on startup by default. This can be toggled on/off at any time.

:lemming: Crop Level Width/Height
 • Added a new Crop rectangle which makes it much quicker and easier to adjust level width and height to fit the layout.
 • This has full hotkey support ('X' to toggle the Crop rectangle (customisable), 'Enter' to apply, 'Esc' to cancel).
 • Note that some Editor features (such as dragging pieces) become unavailable when the Crop rectangle is active.

:lemming: UI - Level Arranger
 • Increased minimum zoom to -3.
 • Improved/fixed layout of corner text (in both docked and windowed Level Arranger).

:lemming: UI - Piece Browser - Auto-replace selected pieces
 • Pressing [Ctrl] or [Shift] whilst clicking-to-add a piece from the Piece Browser will directly replace any currently-selected piece in the Level Arranger. Note that this only works if a single piece is selected.
 • Pressing [Alt] whilst clicking-to-add a piece from the Piece Browser will add that piece to the same X/Y co-ordinates as any currently-selected piece in the Level Arranger. Again, this only works if a single piece is selected.

:lemming: Hotkeys
 • Removed support for Classic hotkeys (not relevant in this version of the Editor).

:lemming: Bugfixes/UI
 • The selection rectangle is now drawn around the full object for OWWs.
 • Piece selection is now preserved on Undo/Redo.
 • Dropdown lists now show more items when expanded.
 • Grid is now drawn to its own layer.



Download the latest version of the RetroLemmini Editor.

Also be sure to grab the latest version of RetroLemmini.

#2
Lemmini / Re: [RELEASE] RetroLemmini 2.7
Today at 12:09:20 AM
Version 2.8 update

New levels, new features, and a much better UX this time around.

:lemming: New DMA Levels - the following level collections have been added to the packs included with RetroLemmini:

Lemmings Extra - featuring 'Save The Lemmings' (The Covox Levels), 'Lemmings Companion' (The Prima Publishing Levels) and additional Bonus levels from Lemmings (1991) era
Genesis Lemmings - a presentation of the full Lemmings game for SEGA Genesis/MegaDrive
SEGA Lemmings - the SEGA-themed levels from the Master System port
PSP Lemmings - the custom levels from the PlayStation Portable port
NES Lemmings - the additional levels from the Nintendo Entertainment System port
ZX Spectrum Lemmings - the additional levels from the ZX Spectrum port
Lemmings 2 Classic Tribe - the 'Classic Tribe' levels from Lemmings 2: The Tribes

Many thanks to Ron Stard, minim, ericderkovits, PacGuy765 and anyone else who has helped with compiling these levels.

:lemming: Styles:

• The full set of RetroLemmini styles can now be downloaded via "Update Styles" in the Options dialog or the Help menu. This takes only a few seconds, and ensures that the styles are always up to date.
• The 'outdated styles' popup has been fixed to no longer display in the event of false negatives (such as if the styles are newer than the version recognised by the current RetroLemmini build), and if the popup ever does show, it offers the option to update the styles directly.
• Unnecessary terrain masks have been removed, greatly reducing the disk space taken up by the OG styles.
• Some new styles have been added, and others have been augmented, in order to support the newly-added levels.

:lemming: One-Way-Walls:

• Added support for Upwards and Downwards-facing One-Way-Walls. Upwards-facing prevents Diggers and Miners, whilst Downwards-facing can only be destroyed by Bombers.
• Added blue OWWs to Pillar style.
• OWWs are now always displayed facing the correct direction, regardless of whether they have been flipped or inverted (which is also no longer supported in the Editor).

:lemming: Fall Distance Ruler:

• Added fall distance ruler which can be toggled on/off via a dedicated hotkey ('I' by default).
• Please note that this should not be taken as an indication that further user helpers will be added to RetroLemmini, as the whole point is that the gameplay is more like the OG. However, since RetroLemmini allows per-level variable fall distance, it seems right to include this particular user helper.

:lemming: Hotkey Config Dialog:

• Added button to load Classic (Lemmini/SuperLemmini) hotkeys.
• Added button to Reload previously-saved hotkeys.
• Added button hints when mousing over a button.
• Added 'Hotkey Config' button to Options menu.

:lemming: Save Level As Image:

• It's now possible to optionally include the lemmings (or not) when saving the current level state as an image.

:lemming: Level Select menu:

• Custom logos can now be added on a per-pack basis, and are shown in the level select screen.
• Added "Get More Levels" button, which currently links to the dedicated RetroLemmini Level Packs topic on the Forums.

:lemming: Options menu:

• Added option for Pass/Fail Jingles on Postview screen.
• Reworded some options for clarity, and fixed some typos.

:lemming: Bugfixes:

• .rlv is now recognised as a level format when adding an external level.
• Improved exception messages if an error occurs when loading a level - it's now much easier to diagnose which level has caused the error and why.
• Increased size of red backback on Builder icon.

:lemming: RetroLemmini Editor 1.3

• This update ships with the latest version of the dedicated RetroLemmini Editor. For details on updates, see the "About" dialog in the Editor, or the Editor topic.

A reminder of what's new as of 2.6.



We're another few steps closer to RetroLemmini being completely unhandled-exception-free!

Get the latest version here.

#3
NeoLemmix Main / [SUG] Add Exit to default style
February 24, 2026, 06:26:24 PM
In this topic, Guigui asked about an exit for the default style. It's the only main object not accounted for, and it seems worth adding one.

The questions, then, are - do we all agree that the default style should have an exit, and if so, which exit should we add? I'd suggest one of three options, in order of preference:

1) Crystal exit - it's the most generic-looking of all the OG-style exits, arguably the most recognisable, and tends to fit with most level designs.

2) Design our own - if we do this, I'd suggest using the Crystal exit as a base, and recolour it with as neutral a colour scheme as possible.

3) Pillar exit - since the other default objects (i.e. Entrance and Water) are from the Pillar style, it makes some sense to add the Exit from Pillar also. Counter-point would be that the colour of this exit is perhaps a bit too specifically identifying as Pillar, making it less suitable than Crystal.
#4
Quote from: Guigui on February 24, 2026, 10:16:52 AMFirst I need to give many thanks for the new Style Refresh feature, it is brilliant.

You're very welcome. Glad to know it's coming in useful :)

Quote from: Guigui on February 24, 2026, 10:16:52 AM1) Is it on purpose that the WL specific styles are also at the end ?

Yes, I set up my styles.ini so that the WL styles are at the end, and I just go ahead and ship my copy of styles.ini with NLCE/SuperLemmix for the simple reason that I regularly keep it up to date, so it usually contains every known style.

You can arrange the styles however you like by heading to Tools > Style Manager in the Editor. Here you will see a list of all the styles as arranged in styles.ini. You can add new styles, pin to top or bottom, sort, arrange, and rename them however you like. This will then get saved to your own personal copy of styles.ini (which is found in the styles folder itself).

Quote from: Guigui on February 24, 2026, 10:16:52 AM2) The lower-case styles are sorted after the upper-case ones. This makes it harder to find some styles if one does not remember how exactly they are written.

The lower-case styles at the end of the list are ones that are present in the styles folder but not in the styles.ini file. To fix this, again go to Style Manager and choose "Add Style". You will then see a list of all style folders that haven't yet been added to the styles.ini and you can add them, rename them, and sort them into your list.

Quote from: Guigui on February 24, 2026, 10:16:52 AM4) In this new style "Sonic" I created no object at all, so it uses the default ones. But the exit does not appear in those default objects. Though the flag appears twice. This is the case with most styles I tried that do not include their own exit object.

Yes, there is no default Exit object. Perhaps we should fix that. I'd suggest maybe using the Pillar exit as default, since the Entrance and Water objects in the default style are both from Pillar. Crystal could maybe work better though, as its arguably the most generic-looking of all the OG exits. Open to suggestions on this.

EDIT: I've made a topic about this here.

Quote from: Guigui on February 24, 2026, 10:16:52 AM5) Finally, the number of available styles is huge. Why not make the unfolding menu much higher to see much more of them at once

Sure, we can do that. I'll increase it by 10 or so for the next update.
#5
OK... one last revision to this before I call it. We now have the following.

There are now 2 options, 1) Count down from SR, and 2) Count up from 0:

+ If counting down from SR, once 0 is reached, show "0+n" normally (where n is {extra saved}), and {total saved} on mouseover
+ If counting up from 0, show total saved at all times, and until SR is reached, show {SR - total saved} on mouseover

This allows both options to cover all bases, whilst providing users with the option to display the save count in whatever way makes the most sense to them.

End of discussion, let's test it in the RC and see what we think :)

(Implemented in NLCEPlayer commit aee9b15.)
#6
Version 1.04 uploaded.

Oh No! More Reverse Lemmings has had the blank edges removed from the levels, and both packs feature a logo (which, as of RetroLemmini 2.8, will be displayed in the level select menu).

Get the latest version here.
#7
As of (SLXPlayer commit b14e120), steel type can now be set on a per-level basis. It can either be "Type 0: Where Visible" (NL steel) or "Type 1: Always" (even where obscured). I consider this to be the best resolution to this debate, at least as far as SuperLemmix is concerned - let the level author decide.
#8
.nxrp file association has now been completely refactored (as of SLXPlayer commit d97d125) and is much more stable than previously.

We now search the existing level library for a matching ID rather than parsing the level files themselves, and so can directly set the current level in GameParams.

I'm signing this one off as a complete, stable feature. If anyone notices any bugs, we can create a new topic for it.
#9
Given the new Editor's UI layout/structure (specifically, the Piece Browser is now always visible and clickable), a "Replace" hotkey or button wouldn't really make sense.

However, we can modify a Piece Browser click so that if a single piece is selected, the clicked piece replaces the selected piece.

So, the following has been implemented:

Piece Browser click + no modifier = clicked piece is added at the centre of the level, as usual.
Piece Browser click + Ctrl or Shift = clicked piece replaces the selected piece.
Piece Browser click + Alt = clicked piece is added at the same X/Y co-ordinates as the selected piece (but does not replace).

Note that this only works when a single piece is selected. If more than one piece is selected, click logic passes as normal regardless of modifiers.

Note also that any mouse button can be used here. I did try it with "Right Click replaces, Middle Click adds at selected pos", and it worked nicely but would be too prone to accidental misclicks. Whenever a piece could possibly be deleted, let's require a modifier key.

Implemented in NLEditor commit e3220a3.
#10
We now have level templates :)



Choose "Set As Default" to have the template load when opening the Editor or creating a new level.

Implemented in NLEditor commit d20e1ec. Also present in SLX/RLEditor.
#11
A very simple way that this could be done would be to have a "Groups" tab in the Piece Browser which, like "Rulers" (previously "Sketches"), would be style-independent.

The groups can then simply be saved/loaded to/from a single text file.

We can also allocate groups to styles on a per-user basis by adding a "[name_of_style]" header to the saved group. When saving a group, the user can choose whether to save it as a generic group, or add it to a particular style (or styles). If the group is steel, it would be added to the "Steel" tab rather than the "Terrain" tab for the selected style(s).

When used in a level, the group would be saved to the level file as normal, preserving cross-user compatibility.

As for (2), my honest thoughts are that if a style creator recognises that a particular piece grouping is useful and should be available to all users, they should simply go ahead and add that piece as a regular terrain/steel piece, rather than the Editor having to messily support in-style groups for basically the same end result. It seems more natural that custom groupings be supported on a per-user (rather than per-style-creator) basis.
#12
Site Discussion / Re: Lemojis!
February 22, 2026, 07:26:05 PM
Quote from: Lana T. on February 22, 2026, 03:38:42 PMwould you be interested in seeing the Lemoticons I remade?

Absolutely. Go ahead and post them, and welcome back to the Forums! :)
#13
Quote from: WillLem on July 19, 2025, 03:23:47 PMHowever, one issue still remains. In the Level Arranger, it takes an extra input for the UI to completely update when the scrollbars become visible. So, for instance, when zooming in, the X/Y coordinates will be hidden behind the scrollbars when they first appear. Moving the scrollbars, zooming in or even just clicking the window itself fixes this immediately, but I haven't yet found a way to get the UI to update as and when the scrollbars become visible.

Found a way! It was simply a case of calling for the screen update the moment the scrollbars become visible.

This is now fully fixed (commit 8763505 in NLEditor | commit b9f1a7c in SLX Editor).
#14
To fix this, the selection status of each piece needed to be taken into account when cloning the level (which undo/redo relies on). Then, we take a snapshot when adding/removing pieces to/from the selection.

Fixed in commit f32121c.
#15
Quote from: Kingshadow3 on October 04, 2021, 08:55:30 PMAnother idea to make styles more convenient to switch between is that if a terrain piece or object is featured in a level, the style it comes from is bumped to the top of the list in the picker.

This is quite a good idea. Probably best to make this behaviour optional though, since it could become quite annoying if it keeps changing unintentionally every time a piece is selected.

"Auto-load style of selected piece" could be a good option to compliment the "Load Style" button, though. I'll look at adding this in a future update.