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Messages - WillLem

#1
Fixed in commit 8f24e33.

Thanks for reporting this, and well spotted! It was due to an overloaded method which needed an extra argument, clearly a very nasty bug but also a very easy fix once I'd tracked it down.

I'll get a hotfix out soon - open and re-save any levels you've saved using 1.45 and it should fix them. If you've saved a whole bunch, use Cleanse Levels.
#2
Cool, I'll close this as resolved. Enjoy! :)
#3
Fixed in commit b0732e0.

Thanks for reporting, I'll get a hotfix out soon. In the meantime, use the No Overwrite hotkey (N) to set pieces to No Overwrite. It will still work, it's only the checkbox availability itself that wasn't being set properly.
#4
Version 3.0 Update

Coinciding with the release of SuperLemmix 3.0 and its updates to the OG styles, the levels are now in .sxlv format and use the new slx_ counterparts to the orig_/ohno_ style sets.

All original intended solutions are preserved. Double-check your replays just in case!

The full 3.0 pack can be found here.

Get the latest version of SuperLemmix here.
#5
SuperLemmix 3.0 - The Next Lemeration 8-)

To get this update, please download SuperLemmix as normal from here.

This update is the next big step for SuperLemmix development, hence the new major version number. The styles have been significantly updated, and SuperLemmix finally has its own built-in online style updater!

See below for the full changelog, and grab your copy of SuperLemmix 3.0!



Changelog

:lemming: Styles Updates
If you need help converting your existing levels, let me know. I'll be more than happy to help
• SuperLemmix now has its own versions of the OG styles, prefixed with slx_ instead of orig/ohno_
• These styles feature the SLX-specific objects (Blasticine, Vinewater, etc), as well as a few other tweaks that make them different enough from orig_ and ohno_ that they really needed to be their own set
• All levels which were previously orig/ohno_ have been updated to slx_ styles. If you have made any levels for SuperLemmix using the OG style sets, it is strongly recommended that you switch to the slx_ counterparts. You can use the SLX QuickMod Tool to batch-swap from orig/ohno_ to slx_, and it will also auto-correct water objects and exit positions
• Many thanks to Dex for providing brand new diamond collectible graphics for OG, default and lemminas styles. They look fantastic!
• Many thanks to Proxima for providing new background tiles for all OG styles. These have been included in both the slx_ and orig/ohno_ versions, and they add an individual touch of atmosphere to each set, the colours having been chosen very carefully to match
• Some of the deprecated pieces have been removed from the OG styles. Any levels featuring these pieces have been updated
• Secondary trap animations for the OG styles have been revised
• Please note that orig/ohno_ will no longer be shipped with SuperLemmix, but are still fully compatible and are included in the main styles update

:lemming: Style Updater
• SuperLemmix now has its own built-in online Style Updater. It's all done manually, but makes it easier than ever to keep your style sets up to date
• Please note that the first time you run the updater, it may show every style as being available for update. This is normal and it's simply because the Updater needs to build a checksums list the first time it runs. It only takes a few minutes to download every style, and from then on it will only show styles that have been added or changed

:lemming: New Level Format (.sxlv)
• SuperLemmix now has its own dedicated level format, mainly to help distinguish between NeoLemmix and SuperLemmix levels, but also so that these levels can be file-associated with the SLXEditor
• SuperLemmix will continue to support .nxlv as well
• See this topic for more information about the new format

:lemming: Updated Level Packs
• SuperLemmix Welcome Pack has been significantly updated, with new levels added and others reworked. The pack has been fully converted to .sxlv
• The SuperLemmix Welcome Pack levels are now sorted into groups to make their purpose clearer and to hopefully make playing through the pack more enjoyable
• Fixed some broken Talismans in the SuperLemmix Welcome Pack
• The DMA Compilation has also been converted to .sxlv, and some levels have been fixed (such as removing the random entrance hatch from Tame 15, not sure how that got there!). Deprecated OG pieces have been removed from all levels

:lemming: NeoLemmix 12.14 New Objects
• Portals have now been added to SuperLemmix with one physics difference: if the lemming detects solid pixel and portal trigger at the same time after a fatal fall, they will portalwarp and not splat
• Normalizers (De-Neutralizers) have also been added to SuperLemmix. These change neutral lemmings back into normal lemmings. It's still undecided as to whether these should be compatible with the Rivals feature, but that's a decision for another time
• Skill Assigners have also been added, with some differences from the NL counterpart: These can assign more than just permaskills (but not every skill). Check them out in the Editor to see which skills can be assigned! Repeated assignments by the same object to the same lemming are prevented, and overlapping assigners assign only the skill designated by the most-recently-drawn assigner
• All new objects have been added to the default style, so they're available from whichever style set you're using

:lemming: Physics
• Steel Type can now be set on a per-level basis, with a choice of 2 types: Only where visible (or 'NeoLemmix style' steel) which is where steel is only steel where the pixels of a steel block are visible, and Always steel, which is where steel blocks are steel wherever they exist, even if partially or fully obscured by terrain
• Swimmer-Blockers now Balloon directly out of the water when assigned a Ballooner
• Teleporting lems that detect solid ground and teleporter on the same pixel after a fatal fall will now teleport instead of splatting
• Bugfix - Lems that enter a Teleporter/Portal after a fatal fall now spawn at the correct location in the Receiver

:lemming: Game Controls
• Ctrl/Shift/Alt + Mousewheel Up/Down now performs forwards and backwards framesteps. Hold Ctrl for +/- 1, Shift for +/- 10, Alt for +/- 100
• Added Cycle Zoom hotkey, which incrementally zooms in to maximum, then out to maximum, and repeats this cycle with each key press
• The default hotkeys for Infinite Skills/Time and Nudge Viewport Up/Down/Left/Right have been updated (see Hotkey Config)

:lemming: Level Select Menu
• Even more optimisations to the level select menu! It's now snappier and more responsive than ever
• Added "Reset All Progress" button, which clears completion status, records and talisman data for the selected level, group or pack
• "Reset Talismans" can now be used per-group/pack as well as per-level
• Added the classic Lemmings font to the level title display
• Resetting talisman data now also updates the tree node image (i.e. the 'incomplete talisman' image re-appears)

:lemming: Bugfixes
• Replay Editor - Added explanatory text and popup dialog for the Replay Insert Mode events (shown in blue)
• Replay Editor - Fixed "list index out of bounds" error
• Fixed spacing for 'lemmings saved' values shown on Postview screen
• Reverted a previous fullscreen mode bug which is incompatible with the current Delphi compiler; any wierd fullscreen-related glitches should now be fixed
• Significantly refactored the .nxrp file-association logic. This feature (i.e. the ability to load level and replay by clicking the replay file itself) is now much more stable and future-proof



See also: Editor Release Topic for full info on Editor updates



To get this update, please download SuperLemmix as normal from here.

More so than ever, it's definitely worth downloading this update as a fresh install with everything included.
#6
SuperLemmix / Re: [RELEASE] SuperLemmix Level Editor 3.0
February 02, 2026, 11:51:05 PM
SuperLemmix Editor 3.0 Update

This is a significant update to accompany the release of SuperLemmix 3.0.

The new version features the following features/bugfixes:

:lemming: New SuperLemmix-Specific Format (.sxlv)
 • It's now possible to file-associate SuperLemmix levels with the SuperLemmix Editor, and NeoLemmix Levels with the NeoLemmix Editor. The SuperLemmix Format (.sxlv) will always be preferred as the default format unless NeoLemmix Mode is active. You can still choose to save to .nxlv as long as the level does not contain any SuperLemmix-specific features

:lemming: Added support for new 'Steel Type' level property
 • It's now possible to set steel as 'only where visible (NeoLemmix-style)' or 'always steel' on a per-level basis (supported in SuperLemmix 3.0)

: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: Refresh Rulers
 • Refresh Styles now also refreshes rulers

:lemming: Batch Exporter
 • Use the batch exporter to convert levels to the following formats: SuperLemmix (.sxlv), NeoLemmix (.nxlv), RetroLemmini (.rlv) and Lemmini (.ini)

:lemming: INI Exporter
 • Export individual levels to RetroLemmini (.rlv) and Lemmini (.ini)
 • Create translation tables to link SuperLemmix style pieces to their (Retro)Lemmini counterparts

:lemming: Style Manager
 • Added a style manager to create/edit the style list

:lemming: NeoLemmix 12.14 Objects
 • Added support for NeoLemmix 12.14 objects (Portals, De-Neutralizer, Skill De-Assigner)

:lemming: Automatic Lem Count Button
 • Added a button to the Globals tab which automatically sets the lem/save counts to the most appropriate for the number and type of pre-placed lemmings

:lemming: Skills Tab
 • Re-added "Clear Skillset" button
 • Random can now go from 0 to 100
 • Removed "Apply Custom Skillset" button (the combo now applies the skillset when changed)

:lemming: Cleanse Levels
 • It's now possible to save to either .sxlv or .nxlv when cleansing
 • It's now possible to delete deprecated pieces
 • A more complete list of errors is now shown (Missing Pieces, Deprecated Pieces, No Lemmings/Exits) and a .txt report is generated in the target level folder

:lemming: Validate Levels
 • Bugfix - "Edit Level" button is not shown if validator opens when cleansing

:lemming: UI
 • Improved Entrance Hatch arrow rendering
 • Steel now has its own selection rectangle colour
 • Added zoom factor indicator to corner text
 • It's now possible to switch between Release Rate & Spawn Interval
 • 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'
 • NeoLemmix levels are marked as such when saving
 • Restored 'changing main style also changes piece style when no pieces are added' behaviour
 • Piece Search now finds all object types correctly
 • Piece-editing buttons now become unavailable after deleting a piece
 • Piece size label is emptied when no piece is selected
 • Scrollbars on Level Arranger window no longer eat hotkey presses
 • Cursor is correctly reset when clicking status bar buttons
 • The Editor now closes if the 'styles' folder cannot be found
 • Many other general improvements, typo fixes, tweaks, spit and polish



Get the latest version here.

#7
Closed / Re: [-][SUG][ED] Rename NLEditor to NLEditorCE
February 02, 2026, 07:09:39 PM
Quote from: Guigui on February 01, 2026, 06:49:26 PMwhy not renaming the exe file NLEditorCE ?
The CE suffix would allow this editor to not overwrite the regular editor exe if they are run from the same folder as you're currently working on.

This is intended as an update to the NLEditor. It's not a different program, it's a continuation of the same program's development.

What are your reasons for wanting both? What does the old Editor have that the updated Editor doesn't have? Nothing has been removed, features have only been added or improved.
#8
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) :)
#9
Community Edition / [RELEASE] NeoLemmix Level Editor 1.45
February 01, 2026, 03:18:39 AM
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
#10
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 :)
#11
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!
#12
This has now been implemented (commit 14fe26d).
#13
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.
#14
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.
#15
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.