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Messages - WillLem

#1
I've looked everywhere but can't find the original suggestion. I'm pretty sure it was from Lana.

She suggested that Lemmini could have 'Parental' settings which display a 'take a break' message at certain intervals, and remove the blood from trap animations.

I've all but implemented the second of these suggestions. Style authors can provide '_pg' suffixed versions of any sprite in the style. If RetroLemmini finds the PG version, and the user has chosen to use these sprites, it loads these instead.

Initial implementation in RLPlayer commit 08d1c67.

I do need a bit of help with this though.

Firstly, it's difficult to decide which of the trap animations should be given PG variants. The ones that feature blood can be edited to be less gory, but what about the others?

Secondly, the editing work will require an artist's hand. If anyone wants to volunteer to do this, I'd be very grateful for the help. It will basically entail editing the OG (orig/ohno) styles' trap animations to be as un-gory as possible.

Also, how should the feature be worded in the Options menu? I've currently gone with 'Use family-friendly sprites if available', indicating the main aspects of the feature:

1) It's the animations themselves that have been edited
2) The intention is to make them less graphic
3) Some styles may not provide such alternatives (the original styles will all have PG variants included, but custom styles made by Forum users may not)

Any other thoughts/suggestions regarding this?
#2
Since the RetroLemmini Editor has the F12 Playtest feature, I'd say this just about qualifies it as being an integral Editor, albeit one that exists as a separate program from the game itself.

Closing this as resolved ✓.
#3
Quote from: Lana T. on April 26, 2026, 02:21:01 PMIf there's anything I can do to support the forum, please let me know, I don't want it to be replaced...

The 3 best things you can do to support the Forum:

1) Reply to topics/posts, even if it's just to say that you've read it
2) Start/continue ongoing conversations
3) Tell people about it! https://www.lemmingsforums.net
#4
OK, this has been implemented in:

NLCEPlayer commit 90681dd.
NLEditor commit c0e4617.

A directory called 'Auto_Playtest' is created when playtesting a level. The replay is saved with the Level ID as the title (because the level might not yet have a title, and the Level ID is one of the best ways to ensure a unique file name).

When subsequently playtesting the same level, if the replay is found within the 'Auto_Playtest' directory, it is loaded into the player.

The Editor has an option for 'Keep Playtest Replays'. If unchecked, the 'Auto_Playtest' folder is deleted when closing the Editor - otherwise, the directory (and any replays therein) is kept.

We'll give this one a test run in 1.1.3.
#5
Yeah it looks like it's worth dropping the 14th and just doing Leeds on the 13th.

I'm a +1 so there should be at least 6 of us in Leeds.
#6
Quote from: Guigui on July 30, 2026, 08:20:46 AMI think save and load replay in any case.

Agreed, for the same reason you mentioned.

Quote from: Guigui on July 30, 2026, 08:20:46 AMAs for keeping a single replay or a full set, I still think a single would be enough.

If a user is working on one level at a time, a single replay is enough. But they might be working on several levels in a single session, in which case it may be useful for them to be able to come back to a level they were working on earlier.

One approach might be to save as many replays as necessary (keeping to a maximum of one per level), and clear them all when the Editor is closed. This could also be made optional (i.e. Keep / Delete), so that users can choose whatever best fits their workflow.
#7
Question: should the replay only be saved (and loaded) if it successfully completes the level, or should it be saved (and loaded) regardless?
#8
Glad to know it's all sorted.

I've posted in the release topic to let users know they need to update to Java 26 - in some cases, this alone won't do it and it's necessary to first uninstall the old Java version. The wonders of Java!

@manic23 - Let me know if the menu icons and text appear correctly for you following this update.

All best.
#9
Lemmini / Re: [RELEASE] RetroLemmini 3.2.1
July 26, 2026, 10:03:07 PM
Java Exception Issues

Hi all.

The codebase for RetroLemmini 3.2.1 has been updated to Java 26.0.2. It is strongly recommended that you update your Java version in order to run RetroLemmini.

Download the latest version of Java here.

I'm aware that one or two users have been met with a generic Java exception when running RetroLemmini 3.2.1 from the .jar executable:



Thankfully, the fix for this is easy:

1) Go to Windows > Settings > Apps > Installed Apps and search for 'Java'
2) Uninstall all Java SE Runtime Environments and Development Kits that show up in the list
3) Re-install the latest version of Java from the link above

This should fix the problem. If it doesn't, please PM me or post a topic to let me know.

All best,

Will

#10
Lemmini / Re: [RELEASE] RetroLemmini 3.2.1
July 26, 2026, 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.

#11
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.
#12
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.
#13
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.
#14
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?
#15
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.