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Messages - WillLem

#2
Confirmed that this bug exists in 2.9.2.

The problem seems to be that, when refocusing the Level Arranger Window, the scrollbar controls are eating the directional hotkeys (and, indeed, any other hotkeys). Should be a relatively straightforward fix.
#3
From GigaLem on Discord:

Quote from: GigaLem1)Open SLX editor and open both Level Arranger Window and Piece Selector Window
2)zoom in on the level till the scoll bars appear
3)Click on Steel in the Piece Window then Refocus Level window
4)Try to move the Piece or press any of the hotkey

Note: An extra step is required after (1) - add a piece to the level and select it (it can be any piece)
#4
So, to be very clear, the feature as it currently stands supports levels that meet the following criteria:

:tal-gold: Fully supported

• Lemmini-compatible styles
• Classic 8 skillset
• Classic objects (traps, water, fire, one-way arrows, entrances & exits)
• All piece drawing types (eraser, no overwrite, etc)
• Superlemming speed
• Autosteel

:tal-silver: Partly supported

• Grouped pieces (must be ungrouped before exporting, so will work if ungrouping doesn't affect the layout)

:tal-bronze: Unsupported

• New skills (Jumper, Glider, Swimmer, etc)
• New objects (Buttons, Teleporters, etc)
• Resized pieces

Please note that the Editor will always try to export the level, but the output may need to be manually edited if it contains any partly supported or unsupported elements.
#5
OK, added very basic support for grouped pieces. It works if all pieces in the group are drawn solid, and it works for some groups involving erasers and/or no-overwrite pieces; the more complex, the less likely it is to translate correctly in the output, particularly if the grouped piece is adjacent to other pieces.

There isn't really a sensible way to preserve groups exactly as they are in the original .nxlv - for now, we should always try to do so, but accept occasional failures. We'll warn the user that their level might not export correctly if it contains grouped pieces.

Implemented in commit 514716b.

EDIT: Also added a warning that resized objects/terrain will appear at their orginal size. After looking into it quickly, it just isn't sensible to try and auto-build a resized piece using default-sized pieces; it will nearly always require the author to manually edit the output anyway.

Added in commit 979d5f8.
#6


Quote from: Simon on December 12, 2025, 01:48:46 AMWhat do you do with tile groups?

Nothing, currently. The screenshot above shows how a group appears in the Exporter. The author is asked to link each piece to a corresponding piece in the target Lemmini style. For groups, then, it's not really possible.

I can think of 2 possibilities here:

1) When loading the Exporter, use a clone of the level (probably best practice anyway in case we need to mod anything else), and ungroup all grouped pieces.

2) Ask the author to manually ungroup all grouped pieces before exporting (and, don't show groups in the list) - definitely the least user-friendly option, but at least the author will see exactly how the level will be translated in the output.

Quote from: Simon on December 12, 2025, 01:48:46 AMWith resizable water?

It comes through as a single default-sized water piece. Two possibilities:

1) First, measure the water piece (as sized in the level) and compare it to its linked counterpart. Then, draw as many water pieces as are necessary to recreate the resized piece. As each piece is drawn, check the drawing flag of the water piece at the original X, Y and ensure the target piece matches. Accept that smaller-than-default water and remainders will not be translated.

2) Send it through as it is. Ask the author to manually edit the water in the exported level (by adding more pieces as necessary).

Quote from: Simon on December 12, 2025, 01:48:46 AMWith unsupported tile types (teleporters)?

Any piece can be linked to any piece in the target style (see screenshot). It's up to the author if they want to link it to something, or just leave it if it's unsupported in RetroLemmini.

NOTE: The level can be exported even if it contains unlinked pieces; these will simply not appear in the output level.
#7
This feature is now complete and ready for testing!

I've added a feature where pressing F1 automatically updates all transparent edge offsets for the currently-selected style (a folder prompt opens to ensure that the correct target folder is selected) - particularly useful for if styles are updated between sessions (unlikely to happen with the OG ones, but custom styles may need this feature).

Implemented between commits ecc604a and 6bdc581.
Translation tables for OG styles (orig, ohno and slx) added in commit 2ffee5c.
#8
Site Discussion / Re: Lemojis!
December 07, 2025, 07:12:01 PM
Here's some better versions of :geek:

Both have bolder glasses than the original. geek2.png gives the lenses a blue tint (inspired by Velma from Scooby Doo).

I stand by my original versions of :shrug:, both animated and non-animated.
#9
This is coming along nicely. Improved the interface a bit and added support for steel areas, level speed (superlemming, etc) and calculating piece position offsets for transparent edge pixels.

We now also write the .nxlv level ID and version into the .ini file for reference.

Still need to incorporate individual piece flags, but that should be fairly straightforward. Also need to make sure that the offsets are calculated and written into the table with every session, in case pieces are updated.

Preview

NOTE: Piece linking is remembered between sessions on a per-ini-style basis, so once a piece has been linked for a target style, it never needs to be linked again. The translation tables are stored in SLXEditorTranslationTables.ini. This file will be provided fully populated with all OG style translation tables (for Crystal, Fire, Marble, etc). Custom styles will need to be linked by the style and/or level author, but - again - this should only need to be done once.
#10
RetroLemmini 2.4 addendum

Fixed 2 holiday levels (thanks to ericderkovits for spotting these errors). If you already downloaded 2.4, here they are (just drop them into resources\levels\4_xmas). Otherwise, go ahead and update to 2.4 as normal.

#11
EDIT: Download link fixed!

WillLem's Xmas SUPERLEMMINGS has now been updated to v1.02 following the release of RetroLemmini 2.4, which includes updates to the xmas style. You can get the latest version of the pack here

Please note that, as of this update, the pack requires RetroLemmini 2.4 or later to run. Compatibility with an earlier version of RetroLemmini or (Super)Lemmini(Too) cannot be guaranteed. Replays made with earlier versions may also not be compatible.

So, fire it up and enjoy it as a fresh new treat for Holidays 2025!
#12
Site Discussion / Re: Lemojis!
December 06, 2025, 11:55:54 PM
Mine or Silken's is fine. Let's try and get those :geek: and :shrug: emojis included as well.
#13
Site Discussion / Re: Lemojis!
December 06, 2025, 01:54:15 AM
Another Lemoji suggestion (see attached) - :xmas:

Also, a reminder about :shrug: and :geek: (quick link).
#14
Version 2.4 update:

A little earlier than planned, here's 2.4 which addresses a couple of glaring UI bugs, and ensures that the Holiday levels are fully updated in plenty of time for Christmas!

:lemming: Holiday Levels

• The exit has been corrected in all levels; previously, the top part of the Christmas pudding was 4px lower than it should have been, leading to misaligned candles. The exit is now a single image in the xmas style, so all exits now appear as they should (and, are correctly positioned following the update!).

• All holiday levels have new music! There are now 8 tracks in total.

• Blizzard 3 Check Your Hints! now has fake exits, as per the original level.
Hints!
The real exit is the middle one (7th from either left or right)!

:lemming: Styles

• Composited all split image objects (all exits, Rock chameleon trap, etc.) into a single image. Where possible (for backwards compatibility), the original image has been replaced. In all other cases, it's been added to the style as an additional image.

• Added additional pieces to all OG styles in preparation for cross-compatibility with NeoLemmix/SuperLemmix styles.

• Updated Xmas Floater sprite - the umbrella is now themed on a Christmas tree, complete with twinkling lights!

:lemming: UI Features

• Bugfix - "Time taken" and "skills used" stats are no longer displayed on the debriefing (postview) screen if the level was not solved; this prevents a visual glitch which caused these values to be displayed as nonsensical strings.

• Bugfix - Missing "floater_lemming.png" image is now included with the download (although, it still isn't actually used anywhere in the menu - suggestions welcome as to a possible use for it!)

A reminder of what's new as of 2.0.



Get the latest version here.

#15
This one took a little bit of tracking down, but it originates from the new "Highlight Erased Pieces" feature, which draws eraser pieces with purple solid fill instead of a transparent overwrite.

The issue is that the rendering was checking the setting byte-by-byte, which is horrendously expensive and causes huge slowdown on any level which contains more than about 10 eraser pieces. The level in question here has many eraser pieces, which has helped to flag up this issue.

The fix is to cache the setting once per rendering cycle, and apply the cached setting. This restores the usual speed and fluidity of rendering, even for levels with many pieces.

Fixed in commit cb0c2e6.