Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - WillLem

#1
Quote from: Guigui on January 31, 2026, 11:49:47 PMThe "you needed" line is not properly aligned with the 2 others as it used to be in NL and the games of my childhood. My eyes and heart hurt every time...

No worries, fixed (commit 340a17c) :)
#2
NeoLemmix Editor Version 1.45



Download the latest version of the NeoLemmix Editor

Here's the full list of 1.45 updates:

NeoLemmix Editor 1.45 changelog
Version 1.45 Updates

:lemming: 'Sketches' are now 'Rulers'
 • Rulers are drawn to their own layer and with their own selection rectangle colour for easier identification. The layer can be toggled on/off via hotkey/menu item. Full backwards compatibility with existing Sketches is preserved (NOTE: the 'sketches' folder is auto-renamed to 'rulers' if the rulers folder is not found).

:lemming: UI
 • Improved Entrance Hatch arrow rendering
 • Steel now has its own selection rectangle colour
 • Improved layout of piece data & 'Load Style' button in Pieces tab

:lemming: Bugfixes
 • Combos are now correctly refreshed when changing levels
 • Music list now searches recursively in subfolders of 'music'
 • Cursor is correctly reset when clicking status bar buttons
 • The Editor now closes if the 'styles' folder cannot be found
 • Many other general improvements, tweaks and typo fixes
#3
Quote from: Guigui on January 30, 2026, 11:26:29 PMBut do you sleep sometimes ?

Like a cat! I get about 9 hours per day on average :lemcat:

I spend a lot more time indoors during the winter so generally have more laptop time. Plus, I work very fast and I use AI to help with a lot of it. Programming is my favourite thing to do at the moment, the problem solving is basically addictive.

Thanks for your concern, though :)
#4
Finally managed to get a clean refactor of this feature (in commit d5bbf0e).

Rather than parsing the level and replay files to match IDs and hack-load the level that way (yuck!), the existing ID matching logic in the mass replay check (thanks, namida!) has been harnessed to grab the correct level object from the already-loaded library.

We still handle multiple matches by displaying a list and letting the user select the correct level to load. No more uninitialized level object warnings :forehead:, all good to go!
#5
This has now been implemented (commit 14fe26d).
#6
Quote from: Simon on January 27, 2026, 09:24:19 PMI'm not sure either whether wheel-up or wheel-down is better for rewinding. Option is sensible.

Having had a chance to play around with it, up=forwards and down=backwards makes the most sense (to me, anyway). I've added an option for it anyway, so that the direction can be inverted.

I'll mark the topic as resolved for now as I think this feature works well as-is. We can test and tweak in the next release.
#7
OK, went ahead and added Cycle Zoom as well. It's a ping-pong zoom action which first zooms in to the maximum possible factor (usually 9), then zooms back out to factor (0), and then this cycle repeats with each hotkey press.

When using the hotkey, the current zoom factor is shown in the minimap so that the user knows if they've reached (max zoom) or (0):



The hotkey is not mapped to anything by default, it must be user-assigned.

Implemented in commit 44ff52e.
#8
Having tested both, ping-pong is definitely the better of the two. Reset looks like a bug, and only goes in one direction.

Quote from: Guigui on January 30, 2026, 04:22:53 PMWhy not add a visual indication on screen or on skill bar when you have reached min or max zoom to prevent from going too far ?

This could optionally be added to the corner of the minimap, I'll look into it.
#9
Quote from: Guigui on January 30, 2026, 01:24:38 PMjust add a "zoom cycle" function.

Not the worst idea. You could, as you've said, then simply configure the time/zoom hotkeys as desired. Would ping-pong (>>> MAX <<<) or reset (>>> MAX >>>) be better?
#10
And done (commit ff5616e).
#11
Option 4 has now been implemented (commits 4165202 - 4a634f3).

Here's how the file system now works:

It's possible to place the NeoLemmixCE.exe directly into a NeoLemmix 12.14 directory and everything will just work, no need to copy any files across!

The idea of an "assets-ce" folder has been abandoned as it creates unnecessary clutter for NL users, and potential confusion for CE users who want to run CE from its own directory. Instead, all CE-specific/updated assets have been renamed with a "ce-" prefix, and are placed into the same folders as their NL counterparts.

In order to support author/user mods, CE will load assets in the following priority order:

First Priority: Level Pack

CE will first check the level pack root folder for the expected asset. Both the NL-named asset (e.g. 'background.png') and the CE-renamed asset (e.g. 'ce-background.png') will be accepted, with no preference either way. The only exception to this is the level select checkmarks, which bypass this first priority stage.

Second Priority: File System

CE will then check the root directory file system for the expected asset. If it's a ce-specific asset, it must have the "ce-" prefix to be accepted at this stage. All assets that are the same for both NL and CE will be accepted as normal.

Third Priority: Embedded Resource

Finally, if all else has failed, the embedded resource will be loaded. For this to happen, the expected CE resource must be missing from both the level pack and the file system.

Overall, this seems to be the simplest and most future-proof way to handle this. I'll mark this topic as resolved and we'll give the new system a try in the next update.
#12
Compromise, after overthinking this less:

Bake the physics masks into the .exe, but also provide them in the usual folder for visibility's sake. They just simply won't be used from there.
#13
Quote from: IchoTolot on January 27, 2026, 05:55:43 PMLooked inside the folder and I can maybe see somebody wanting to swap the highliter or countdown.

Yes, this stuff should remain visible and editable. We'd only bake in the physics masks.

Quote from: Simon on January 27, 2026, 07:38:46 PMAllow editing the file, but checksum on load and warn nonintrusively on mismatch.

Good suggestion, but hard pass. For this, I'd rather just commit one way or the other.

Quote from: IchoTolot on January 27, 2026, 09:01:34 PMI do not have a strong opinion about it, when you wanna hide them for CE, do it. I just remembered why we actually went away from the big exe blob and I feel like that could be a frist step back to it.

I doubt we'd ever go back to a fully-loaded .exe. Certainly not whilst I've got anything to do with it. It's clear that users want to be able to mod their copies, and we should continue to support that.

Quote from: Simon on January 27, 2026, 07:38:46 PMIcho's position is interesting. What do you think about externalizing even more physics?

Important question. If we want to allow users to potentially play with the physics, why not splat height? Builder/Stacker/Platformer brick width? Lem walking speed? etc... If the intention is to allow users access to the physics for modding, where do we stop? If we'd rather not allow access for the sake of simplicity, then the gfx/mask files shouldn't exist in the directory.
#14
Quote from: Guigui on January 27, 2026, 10:42:10 PMIt looks like I launched this whole idea of booting CE from the same directory as NL, so I'm giving my vague 2 cents here : either solution 2) or 4) sound fine to me.

Agreed. I'll probably go with 4. It's a bit more work for a lot more benefit.

Quote from: Guigui on January 27, 2026, 10:42:10 PMI'm just an end user who likes to keep things kind of tidy on my machine.

This actually makes you the perfect person to provide feedback, and I'm very grateful for it! :thumbsup:
#15
Lemmini / Re: [RELEASE] RetroLemmini 2.7
January 27, 2026, 09:33:36 PM
Version 2.7 hotfix update

N.B. If you're on 2.5 or earlier, please get this update.

Following very quickly on from 2.6, some replay loading bugfixes and a hotfix for the Editor.

:lemming: Replay Loading Bugfixes

• If the exact pack, rating and level can't be determined, we fallback to search by level name only. This should help to avoid a lot of false negatives when loading replays.

• When checking for compatibility, if a replay is determined as 'possibly incompatible', we now avoid the annoying popup and simply show compatibility info in the window caption. This way, if a replay actually is incompatible for any reason, we can ask users to check the compatibility info in the window caption (which is visible at all times) and this should help to diagnose the issue.

• Compatibility checking now tracks the last physics update. At the time of writing this, that's version 2.6 (which should at this point be considered the last major update).

:lemming: RetroLemmini Editor 1.1.1

• The (brand new!) level editor has had a small update to better handle styles loading errors.

A reminder of what's new as of 2.6.



Get the latest version here.