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Messages - WillLem

#1
Quote from: Simon on November 18, 2025, 05:36:10 AMI'll have time to look at the code together on Saturday, November 29th. Does that suit you? I'll have time all day and you can pick the time.

Apologies Simon, I missed this message. I'd be happy to look at this with you again at some point in the next few weeks.
#2
Site Discussion / Re: Lemojis!
Today at 02:32:12 AM
Lana's Lemojis are fantastic and we should definitely consider using these, but a few of them aren't as clear as they could be. Most notably:

Surprised, Undecided, Suspicious, Smug, Frowning and Excited could all do with being made a bit clearer. Maybe the features need to be a bit bigger or bolder to make the expressions stand out more.

And, some more specific feedback on some of the others:

• The face for Sick should be a bit more green.
• Mindblown should have green hair to make it more clearly a lemming.
• Lemcat should have a darker nose.
• Sleep looks fantastic animated, but the cloud burst at the end makes it less clear that these are "Zs". I'd suggest just having upwards-floating-and-disappearing "Zs" in place of this.

All of the others are great as they are :thumbsup:

@Lana would you be happy to make some for Santa :santa:, Shrug :shrug: and Geek as well? Santa and Shrug are recent additions to the set, and Geek is currently being considered for addition. It seems worth having your versions of those if your full set is to be included.
#3
Well, now that SuperLemmix has an online Styles Updater, we need to be able to update the default style without overwriting user mods.

I'm currently thinking that the best way to handle this would be to have a global updater, which updates not only the styles but also SuperLemmix itself. When compiling, we bake versioning info for every file into the .exe so that SuperLemmix always knows "this is the original" or "this is a modded version" when deciding whether or not to apply an update.

This system would be used for all files which are shipped with SuperLemmix. So, it would include the default style and the slx_ styles, but would NOT include any custom styles: those would continue to be handled by the Style Updater, and would always overwrite (since they shouldn't be modded anyway).

When updating, then, if the target file is the last known version, SuperLemmix will simply overwrite it. If it's a user mod, the mod will be renamed and the new file will take its place. This means that user mods would never be destroyed by an update, but also that users will be able to see "ah, this file has been updated, I'll need to re-apply my mod". It seems the simplest and safest way to go about doing this.

Should we use a 'mods' folder? Sure, we could move user-modded files into a mods folder to make it easier for users to re-apply their mods following an update, but we still wouldn't want to load from that folder just in case the file has changed significantly enough to make the mod unusable (which would majoritively be the case).

In the meantime, if you do use mods to the default or OG styles, be sure to keep a backup copy somewhere if you're using the Style Updater. I'll aim for the next version of SuperLemmix to support global online updating (no more having to copy everything across from an older version again and again and again!)
#4
NeoLemmix Main / Re: [SUG] Add Exit to default style
February 25, 2026, 11:59:20 PM
Quote from: namida on February 25, 2026, 06:16:28 AMThe Pillar exit has the typical background, unlike the Crystal one's solid red color. I'd vote for it over Crystal, though I'd still say recolor it to be a bit more generic. (Of course, the modified-crystal custom one could also add that background.)

Looking at the available exit doorways, Marble's probably has the best:



Pillar and Crystal are both a single solid color. Pillar's blue is definitely more suitable for a generic variant than Crystal's red, but we should include the 'grass' detail from Marble for sure.

Quote from: namida on February 25, 2026, 06:16:28 AMHowever - I also think you're being a bit too quick to rule out (a modified version of) the Marble exit, too ... I feel like there might be other styles even more associated with (a different color of) bricks... :P

Yeah, Marble's exit would probably be my second choice after a Pillar/Crystal amalgamation. I like your own Laboratory exit as well for similar reasons; the brick theming and the fact it can be recoloured to pretty much anything whilst still looking instantly recognisable.

A Pillar/Crystal exit would still be my first choice, though. It just has that iconic "Lemmings exit" shape. I've gone ahead and created a possible "default" variant:



I just greyscaled it for now (we'll likely want to do something a bit more imaginative than this), added the grassy meadow doorway, and used the flame colours from Pillar.

This is not intended as a final version by any means. I'm hoping someone with more graphics savviness than me (dex? jkapp76?) will do something better. I just think it helps to have something visual in the meantime.

#5
Quote from: hrb264 on February 25, 2026, 10:29:49 AMI'm making a pack now. There are 4 ranks (plus one 'skills refresher' one) and there are going to be 8 levels in each rank :)

Awesome! Looking forward to it :lemcat:
#6
Help & Guides / Re: Music from Lemmings for Windows 95
February 25, 2026, 11:23:48 PM
Quote from: gag2000 on February 25, 2026, 05:51:30 PMHello, just to confirm, everything is working fine. thanks again for your help

Glad to know, thanks for reporting back :)
#7
Lemmini / Re: Trying to catch up...
February 25, 2026, 11:12:02 PM
Quote from: Lana T. on February 25, 2026, 02:41:45 PMI recall that before my break, Charles released SuperLemminiToo with its first updates. However, as WillLem told me, a new engine, RetroLemmini, has been released. What's the difference? Has SuperLemminiToo been abandoned?

SuperLemminiToo hasn't had any updates since Dec 2022, so whilst it was never officially "abandoned" as such, I think it's safe to assume that there won't be any further updates. We had a few users complain that they couldn't get it to run as well, and I was also having problems with SuperLemmini and SLToo on my own system, so I eventually decided to just go ahead and start developing a new version.

RetroLemmini essentially picks up where SuperLemminiToo left off. The differences (of which there are now quite a lot) are all outlined in the release topic, but the main ones are probably these:

1) Timed Bomber assignments are now written into the replay as such, so replays can be shared with other users regardless of whether or not they have Timed Bombers enabled.

2) The file system is now completely open, so it's much easier to manage resources and is much more maintainable than it was previously. Also, everything (including settings) is contained in a single directory.

3) The main menu now has 2 switchable themes: Amiga and WinLemm.

4) There's an option to auto-save successful replays.

5) Hotkeys are now fully customisable (and there have been a few more added).

6) Perhaps the main difference: it's currently open for development! Please feel free to make any suggestions you like...
#8
Reverse Lemmings Classic Edition Taxing 19 "Bomboozal" solved with Timed Bombers 8-)
#9
Lemmini / Re: [RELEASE] RetroLemmini 2.8
February 25, 2026, 01:00:25 AM
URGH! Fixed the music indexing error.

Apologies to anyone who downloaded 2.8 so far. It's now fixed, go ahead and download it again :)
#10
Lemmini / Re: [RELEASE] RetroLemmini Level Editor 1.2
February 25, 2026, 12:14:20 AM
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.

#11
Lemmini / Re: [RELEASE] RetroLemmini 2.7
February 25, 2026, 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.

#12
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.
#13
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.

Implemented in NLEditor commit f948950.

I've marked this topic as resolved but will keep it open for a few weeks for replies.
#14
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.)
#15
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.