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Messages - WillLem

#1
I've once again confirmed today that steel does not behave as intended in *Lemmini*.

Simple Autosteel = Steel is always steel, wherever it exists, even if behind terrain. This works fine
Autosteel = Steel is only steel where it's visible. This does NOT work; we get Simple Autosteel behaviour instead
Manual = Steel is only steel where a steel area has been manually added. This works fine

Meanwhile, Classic Steel works but is essentially just badly-behaved steel areas that don't align properly with pieces and which can sometimes be destroyed given the right setup. This will be removed from RetroLemmini at some point, although the currently-in-the-works Level Editor (yep, you heard that right!) will continue to support it behind the scenes for backwards compatibility.
#2
NeoLemmix Editor Version 1.44



Download the latest version of the NeoLemmix Editor

This is a continuation of the development of the NeoLemmix Editor, and includes many features and bugfixes implemented in the SuperLemmix Editor such as Piece Search, customisable hotkeys, improved layout, support for custom preset skillsets, and much more.

It is intended for use only with NeoLemmix 12.14 or NeoLemmix CE.

Here's the full list of 1.44 features:

NeoLemmix Editor 1.44 changelog
Version 1.44 Updates

:lemming: Piece Browser
 • Added 'Steel' tab
 • 3-way option 'Data/Descriptions/Pieces Only' switches between showing additional piece data, descriptions (previously 'Show piece names'), or just the pieces
 • Added option to show type rather than name for objects
 • Added option to either scroll piece browser infinitely, or stop at the lowest/highest pieces in each tab
 • Added resizing info to the tooltips
 • Info labels are now drawn with a filled background to ensure visability

:lemming: Piece Search
 • Search for specific pieces by name, style, object type, and various other properties

:lemming: Pieces Tab
 • Clicking (and selecting) a piece now opens the "Pieces" tab)
 • Piece Metadata is now displayed, showing name, style, type and size
 • Added a "Load Style" button to load the style of the selected piece into the browser

:lemming: Skills Tab
 • Custom Skillsets - Added a button for "Save As Custom Skillset" which allows the user to save the currently-applied skillset as a custom preset. When saving, entering the name of an existing custom skillset will overwrite the existing one
 • Custom Skillsets - Added a dropdown menu for custom preset skillsets (using NLCustomSkillsets.ini)
 • Random Skillset - Added button for Random Skillset, which creates a skillset of up to 10 skills at random, using specified amounts per-skill
 • Set All Non-Zero Skills to [N] - Added a new button to change all non-zero skills to N, where N can be specified using a numeric control
 • Clear Skillset - Added button to clear the skillset, resetting all numerics to 0

:lemming: Hotkeys
 • Fully-customisable hotkeys - Choose your own hotkey layout for the Editor's features!
 • Duplicate Up/Down/Left/Right - Duplicate piece(s) to the immediate N/E/S/W of the selected piece(s)
 • Custom Move - Move selected pieces by a custom amount (specified in the F10 settings menu - the default is 64px)
 • Move by Grid Amount - Previous hotkeys to move pieces by 8px now move pieces by the specified grid size
 • Group/Ungroup Pieces - Added Group/Ungroup Pieces hotkeys
 • Horizontal-Only Move - Move selected pieces along the X-axis only
 • Vertical-Only Move - Move selected pieces along the Y-axis only
 • Set Screen Start to Mouse Cursor - Set the screen start to the mouse cursor position
 • Expand/Collapse All Tabs - Expanded or collapse the Globals/Pieces/Skills/Misc tabs
 • Select All - Select all pieces in the level area (Ctrl+A by default)

:lemming: Level Validation
 • Added a setting to toggle automatic level validation on/off when manually saving a level
 • Expanded validation checks and fixing options
 • Validation now has a minimum time limit of 1 second
 • Dialog now alerts the user that the lem count is higher than the pre-placed lem count (where relevant) rather than just showing "missing hatch"

:lemming: Talisman Creation
 • Added support for "Max Skill Types" talisman
 • Dialog now shows only the skills that have already been added to the skillset
 • Renamed 'Add Requirement' button to 'Add This Requirement to List' for further clarity
 • A default title is added if the Title field is empty

:lemming: Style Manager
 • Easily create your own styles.ini layout with an in-built GUI-based tool. Pin styles to the top or bottom of the list, move them, rename them, etc.

:lemming: UI
 • Scroll wheel can be used to change items when mousing over a dropdown list (without clicking)
 • It's no longer possible to type into dropdown lists (to prevent accidental typing). However, it's now possible to use A-Z keys to quickly jump to a style/author when the list is active
 • All secondary windows can now be closed using the [Esc] key
 • Zoom factor is now 1 instead of 0 when opening the Editor
 • Increased maximum zoom level
 • Editor now opens Maximized by default
 • Auto-start checkbox is no longer checked by default, but its state is remembered per-level when closing and re-loading the Editor
 • Level Arranger Window - The Level Arranger can now be opened in its own pop-out window to accompany the Level Arranger. It's external-display compatible, and size & location are remembered between sessions
 • Piece Browser Window - The Piece Browser can now be opened in its own pop-out window to accompany the Level Arranger. It's external-display compatible, and size & location are remembered between sessions
 • Highlight Grouped Pieces - It's now possible to highlight all grouped pieces
 • Highlight Eraser Pieces - It's now possible to highlight all pieces designated as 'Erase'
 • Trigger area colours - It's now possible to choose between 5 different trigger area colours
 • Pre-placed Lemming - Added pink (X, Y) location pin to pre-placed lemming)
 • Helper Icons - Added helper icons to show pre-placed-lem/hatch/exit skills & properties
 • Preview/Postview Text Input - Widened and heightened the text input dialog, also added a "Preview" button to show how the text will appear on the screen in-game

:lemming: Layout
 • Larger scrollbars for easier access when fine-editing a level
 • Theme/style dropdowns widened for easier reading
 • Tabs widened for easier reading
 • Set minimum window size to 900 x 600)
 • "Clear Backgrounds" button moved to above the Piece Browser for better access
 • Improved Settings dialog layout
 • Revised toolbar menu layout
 • Updated all menu dropdrowns to display the hotkey to the right
 • All dialogs (Hotkeys, Options, About, Validate Level, etc) now appear center-screen

:lemming: Miscellaneous
 • Refresh Styles - It's now possible to refresh the styles without closing and re-opening the Editor. So, if a style is modified during a level editing session, it can be refreshed without interrupting workflow! This feature is accessed via a menu item and customizable hotkey (Ctrl+Shift+F8 by default)
 • Save As Image - Added Save As Image option (plus hotkey) to the File menu; this saves a .png image of the currently loaded level
 • Cleanse Levels - Added "Cleanse Levels" menu item - this automatically re-saves all levels in a specified pack to ensure compatibility with NL
 • Level Size - Maximum level width increased to 6400px, maximum height decreased to 1600px
 • Maximum Lemmings Count - 999 is now the maximum number of lemmings supported by the Editor; this is to match NL Player skill panel display

:lemming: Bugfixes
 • Bugfix - Missing Piece Handling - Levels with missing pieces no longer create multiple popups; instead, a status bar is used to inform the player that the level has missing pieces
 • Bugfixes - UI
 • Increased minimum selectable grid size to 2px
 • Settings form now stays on top when active
 • Improved mouseover handling for dropdown lists
 • Fixed bug affecting the position of the screen area in relation to the scrollbars when zoomed in
 • Character limits increased to NL Player UI limits: Title (62), Author (60), Talisman Title (54)
 • Cursor anchor is now correctly preserved when zooming in and out
 • Bugfix - Preview/Postview Text - Text is now displayed centred for better previewing
 • Bugfix - Flipped/Inverted/Rotated Pieces
 • Fixed trigger area repositionings for flipped/inverted/rotated objects
 • When flipping a hatch horizontally, the Flip Offset value is calculated and written to the level file so the Player (NLCE Only) can match its position as seen in the Editor)
#3
Quote from: kaywhyn on January 07, 2026, 08:32:58 PMI have solved all of the levels :) My replays are attached.

Thanks for the LP, replays and feedback! I watched the first half of the LP with pizza, I look forward to seeing your Taxing/Mayhem solutions later :)
#4
SuperLemmix / [SuperLemmix] About .sxlv level format
January 10, 2026, 10:09:03 PM
SuperLemmix now has its own dedicated level format (.sxlv) as of the next version (3.0).

This is internally identical to .nxlv, so levels can easily be converted between the two formats (in most cases by simply changing the file extension).

Meanwhile, .nxlv will continue to be supported by both SuperLemmix and the SuperLemmix Editor.

The reasons why I've decided to go ahead with this are these:

1) We can now much more easily determine what is a SuperLemmix level and what is a NeoLemmix level (with the latter always being compatible with both).

2) From now on, if a level made in the SuperLemmix Editor contains SuperLemmix-specific features (such as the Ballooner skill, Collectibles, Superlemming mode, etc), it cannot be saved to .nxlv. This is to help authors choose the correct format when saving a level (they may later decide to change the extension manually if they wish to do so for whatever reason).

3) For users with both SuperLemmix and NeoLemmix installed, it will now be possible to file-associate levels with either the SuperLemmix Editor or the NeoLemmix Editor (which will soon be released as its own update). This will be much more useful when editing levels for a specific engine.

Finally, the SuperLemmix Editor can cleanse a full pack of levels with either .sxlv, .nxlv, or the original extension as the output format, so authors of existing packs can quickly convert their levels in the event that they contain SuperLemmix-specific features. Note that levels containing SuperLemmix-specific features will always be saved to .sxlv during a cleanse.

I hope that explains everything. Any questions, please ask!
#5
Made some revisions to the crystal and bubble traps following Icho and Proxima's comments:


ohno_bubble zapper trap now glows more slowly


orig_crystal trap has a more subtle shine effect, and the glow is combined with the previous electric "spray" effect

The ohno_rock vine trap still needs a revision, I'll see if I can come up with anything.
#6
I wonder whether the best best would be to have another button for "Reset Progress"

So, we would then have:

Reset Progress (resets level completion, talismans, and records)
Reset Talismans (resets talismans only - keeps level completion and records)*
Reset Records (resets records only - keeps level completion and talismans)*

*We already have these.

Meanwhile, there is probably never a situation where you'd want to reset level completion but not talismans and/or records, and it's not practical code-side anyway, so we don't need a button for that.

Thoughts?

If this post gets no replies within 2 weeks, I'll assume we want the proposed additional "Reset Progress" button and go ahead with it. This will be considered a resolution to the OP.
#7
From Discord:

Quote from: Discord ConversationIchoTolot — 4:49 PM
I would never use this function tbh. I like to keep my marks indefinitely.
The real completion status is the reply folder + replay checker :lem_winktounge:
Proxima — 4:51 PM
The main two reasons I can see for wanting it are the randomiser, and wanting to do a Let's Play from a fresh start. In either case, you would definitely want talismans reset as well. I can't imagine any possible use case for resetting level progress but not talismans.
IchoTolot — 4:53 PM
If you want it back you can simply do a replay check again with your replay folder anyway.
Flopsy — 6:07 PM
My completion data seems to clear whenever I updated NeoLemmix
kaywhyn — 7:17 PM
i'm the same. completist through and through here and i too love seeing all the pack completed green check marks on my laptop screen :lem_tongue:
IchoTolot — 8:42 PM
Yeah, having all green marks is a good sign that you got everything and yellow ones are especially helpful when a pack got an update. I don't wanna clear them though.
#8
Lemmini / Re: Playing OG Lemmings in RetroLemmini
January 04, 2026, 10:47:59 PM
Quote from: hrb264 on January 04, 2026, 01:53:15 PM:D

Congratulations! Well done on finishing the Oh No! levels, it's a remarkable achievement and I'm happy that you were able to finish the pack in RetroLemmini :)
#9
Lemmini / Re: [RELEASE][2.4 UPDATE] RetroLemmini
January 04, 2026, 10:43:39 PM
Version 2.5 hotfix update

A relatively small update, but an important one. This fixes a number of UI bugs and streamlines the workflow when playing through a level pack.

:lemming: Bugfixes

• The Players list now persists between sessions as expected.

• Autosave Replay is cancelled if the user is playing back an existing replay and the replay is still active when the level finishes. This is to prevent duplicate replays being saved.

• Level loading is now always forward-looking. It looks for the next unsolved level after the last-played level, and only loops back to the beginning once the end of the pack is reached.

• Similarly, already-completed levels are now skipped when moving from one level to the next, so the next level to load is always an unsolved level (unless all levels in the pack have already been solved, in which case the next available level is loaded).

:lemming: Level Pack Compiler

• The 'resources' folder now includes a Level Pack Compiler tool which can be used when compiling your own levels into packs for RetroLemmini (note: this tool can also be used for previous versions of Lemmini, but will need to be manually placed in the same folder as 'levels', 'mods', 'music', etc to work correctly).

A reminder of what's new as of 2.0.



Get the latest version here.

#10
Lemmini / Re: How to compose a levelpack.ini file ?
January 04, 2026, 06:07:47 AM
Here is a GUI-based tool for building a full levelpack.ini file. You can add music, levels and groups and auto-generate a codeseed for the pack.

For RetroLemmini: Make sure the .exe is placed in the 'resources' folder.

For any other version of Lemmini: Make sure the .exe is placed in the same folder as 'levels', 'mods', 'music', etc.

Enjoy!

#11
Lemmings Main / Re: Lemming Races
January 04, 2026, 06:00:58 AM
Quote from: The64Watcher on January 04, 2026, 02:45:17 AM1. they are NOT animations

I see. What are they, then?
#12
I've hit a roadblock with this.

Resetting level completion status (necessary for updating the ticks) also resets talisman completion status (it's practically impossible to separate the two) - do we want this?

Essentially, "Clear Records" would become a complete global reset of all user data for the selected level/group/pack. We need to be clear that's what we want before we go ahead.
#13
Lemmini / Re: Playing OG Lemmings in RetroLemmini
January 04, 2026, 02:06:45 AM
Quote from: hrb264 on January 03, 2026, 11:11:14 PMI meant the fact when you select or move your mouse on a lemming, it shows up as C, A, etc under its name or the order in which it came out, whereas on windows lemmings, apart from the directional keys, you kinda have to hope for the best :D

Ah yeah, C for Climber, F for Floater, A for Athlete, etc. Definitely a good bonus to have for sure!
#14
Lemmings Main / Re: Lemming Races
January 04, 2026, 01:52:42 AM
Are you making these animations yourself?
#15
Help & Guides / Re: Stuck on Taxing 26 (Win95 Version)
January 03, 2026, 09:22:26 PM
Quote from: hrb264 on January 03, 2026, 07:31:18 AMI downloaded Neolemmix yesterday but the lemmings seem to walk incredibly fast and my reflexes aren't great at the best of times, is there a setting i can change so they walk slower?

Which version of NeoLemmix have you downloaded? If you open it and take a look at the main menu screen, the version number is printed at the bottom just above the yellow scroller.

The lemmings shouldn't be walking too fast, this may be a bug. If you have screen recording software installed I'd be interested to see how fast the game is running on your system.

There is a hotkey for "slow motion"  which slows the entire game down considerably, but you shouldn't have to use this for normal play. To use the hotkey, press F3 from the main menu (or click the yellow title card with the cogs) to access settings. From there, choose "Configure Hotkeys". You'll then be able to assign any key you wish to slow motion. From a quick check, I'm about 80% sure that there isn't a default, so configuring your own will be necessary if you do want to use it. But again, it shouldn't be necessary for just playing the game normally. Further investigation is needed!