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Messages - WillLem

#1
V1.4 Update

All levels have been converted to .rlv and are fully compatible with RetroLemmini 2.7 and later.

Get the latest version of the pack here.
#2
Should be do-able. I'll certainly look into it.
#3
Quote from: Guigui on February 08, 2026, 01:58:45 PMWhy not just putting the required number as a positive number next to the flag, and decrease it as player saves some.

What about once it reaches 0 and lems are still entering the hatch?

This is one of the problems with the negative saved display actually: once it reaches 0, the positive number thereafter becomes somewhat meaningless. If it reads "7", for example, what that actually means is "the save requirement + 7".

One thing that could make sense is this:

:lemming: Display the positive "to be saved" number whilst the requirement has not been met. Count down as lems are saved.
:lemming: Once 0 is reached, switch to displaying the total saved (change colour as well). Count up as lems are saved.

The negative display could do a similar thing, although it would actually be exactly the same but with a "-" symbol, so could probably just be retired altogether.

Quote from: Guigui on February 08, 2026, 01:58:45 PMAlso a thing that disturbs my brain is that the "in hatch" number is displayed before the "total" number. The other way around would make more sense to me.

Why?

Hatch count is the total lems to begin with, before any have spawned. If we read left to right, then, this number should absolutely be at the start of the display, should it not?
#4
3.0.2 Hotfix Update :lemming:

Custom sprites (e.g. lemminas) weren't being loaded correctly. This is now fixed in 3.0.2.

Changelog

:lemming: Bugfix - Custom sprites are once again loaded correctly.



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

Alternatively, if you already have 3.0 or later and don't want to download everything again, you can just download the attached .exe from this post, and the Editor from the Editor topic. Please note: If you were on 3.0 and didn't get the 3.0.1 update, go ahead and download the levels .zip as well.

A reminder of what's new in SuperLemmix 3.0

#5
Version 3.1 Update

Identical to 3.0 but cleansed in the 3.0.1 Editor to remove the unnecessary terrain piece indents in the level files. This reduces the size of the pack by about 1MB.

The full 3.1 pack can be found here.

Get the latest version of SuperLemmix here.
#6
Quote from: kaywhyn on February 07, 2026, 03:33:24 PMFixed ... the link at the top in the OP is functional again and can be used to download the pack too ;)

Thanks kaywhyn, much appreciated :thumbsup:
#7
Quote from: Guigui on February 07, 2026, 02:21:17 PMAs a third alternative to show the number of lemmings already saved compared to the required number, why not use a "saved/required" syntax in the skill panel ?

Simply: space is at a premium on the skill panel.

It has been suggested before, and I've explored the possibilities significantly.

Levels can have hundreds of lemmings, and even in levels with 99 or fewer lemmings, "nn/nn" takes up 5 characters on the panel. At present, the skill panel allows a total of 38 characters, and they are currently assigned as follows:

Chars 01 - 12: Lemming action. We need to be able to fit (at least) "PLATFORMER n" here, which is all 12 characters.
Chars 13 - 14: Replay icon, space.
Chars 15 - 20: Hatch icon, space, 3 chars for number of lems in hatch, space.
Chars 21 - 26: LemsOut icon, space, 3 chars for number of lemmings active in the level, space.
Chars 27 - 32: Exit icon, space, 3 chars for number of lemmings saved, space.
Chars 33 - 38: Time icon, space, 4 chars for time limit (n-nn).

Our options are these:

1) Truncate the skill actions to some amount of characters, and take what we need from the 'Lemming action' area. The athlete info only needs 7 characters, and it could be acceptable to display "PLATF n" instead of "PLATFORMER n", for instance. That would buy us 5 characters.

2) Remove the space between each icon and its corresponding values. That buys us 4 characters, and just about covers the cost of "nnn/nnn" (which would need to be supported even if we set the position of the digits dynamically).

3) Don't display 'lemmings active', or incorporate 'lemmings active' into 'lemmings in hatch', displaying "iii/nnn" where i is the number of lems in the hatch, and n is the number of lems active in the level. This could work, but there is also potential for confusion, especially since n can update without i updating (for example, if the RR is slow and a lem is lost). Nonetheless, removal of 'lemmings active' as a separate display buys us an extra 6 characters, which is significant.

4) Extend the width of the skill panel. This was done in SuperLemmix, bringing the total available skills up to 14 and adding a Rewind button (whilst also removing the half-buttons for framestepping, direction select, etc). It could buy us a significant number of characters, and we could add some more buttons (or increase the number of available skills). This would increase the minimum window width for NeoLemmix CE though, and would require a decent amount of community support to go ahead.

5) Make the skill panel hi-res only. This effectively doubles the number of available characters to a whopping 76, albeit in smaller font (see the display in RetroLemmini for how this might look). Plenty to display whatever we wish, but very difficult to get people to agree to.

I'm not totally against any of the above options, but nor do I think any of them are better than what we have now (i.e. a well-spaced panel that makes the best of what's available and does ultimately display all the most significant information).

If someone can come up with a better suggestion, or voice support for any the ideas presented here, displaying "saved/needed" is by no means off the table.
#8
Thanks for reporting @Flopsy.

I'll close this topic as resolved, since the .zip has now been fixed and we have correctly identified the cause of the issue and the way to fix it.
#9
The folder structure for the GSTQ .zip needed significantly re-arranging as it contained 2 "levels.nxmi" files (one for the pack itself and one for the actual levels), and all the custom .pngs were also placed in the "levels" folder rather than the pack's subfolder.

This has now been fixed in the GSTQ topic, so the easiest way to fix the issue is to download the .zip and re-install it, then delete anything in the "levels" folder that shouldn't be there (.nxmi files and custom .pngs)

Or, follow these steps:

1) First, go to the "God Save The Queen" folder containing the levels and levels.nxmi. Make a new folder called "God Save The Queen within this folder and then move the levels and levels.nxmi into that folder.

2) Head back up to the "levels" directory and move music.nxmi, info.nxmi, levels.nxmi, postview.nxmi and title.nxmi into the original "God Save The Queen" folder.

3) Move all custom .png files into the original "God Save The Queen" folder, except "rank_graphic.png" which should be moved into "God Save The Queen\God Save The Queen\" (the new folder from step 1).

That should do it. Many apologies for the inconvenience, but tbh I blame the somewhat convoluted nature of the NeoLemmix directory structure, even though I do understand why it is the way it is, it's still problematic now and again.
#10
Quote from: Proxima on February 07, 2026, 06:02:17 AMPlease fix the zip.

Fixed, thanks for helping to diagnose the issue. As it turns out, the entire folder structure needed rearranging :forehead: This has now been done.
#11
Lemmings Main / Re: Lemmings I - Dirt Tribe
February 06, 2026, 01:08:17 PM
Quote from: Ron_Stard on February 06, 2026, 01:34:29 AMThe Dirt Tribe has a frankly ambiguous and undeserved name! Just because the rodents of this tribe live in caves doesn't mean they live in filth!

How about "Earth Tribe"?

My votes:

WillLem's votes
Just Dig!
This should be a doddle!
Here's one I prepared earlier
Lost something?
Watch out, there's traps about
Hunt the Nessy....
Steel Works
The Far Side
And then there were four....
The Steel Mines of Kessel
Rendezvous at the Mountain
Konnichiwa Lemming san
#12
NeoLemmix Editor Version 1.46



Download the latest version of the NeoLemmix Editor

Here's the full list of updates:

Changelog
Version 1.46 Updates

:lemming: Piece Browser
 • Added a 'Random' button to the Piece Browser which, when clicked, randomized the piece style selection. It's possible to specify which styles are Randomized in the Style Manager; if no styles are specified, the entire list is randomized

:lemming: Default Author Name
 • Added a setting which automatically applies a default author name when a new level is created

:lemming: Default Playtest Player
 • Added a setting to choose between NeoLemmixCE.exe, NeoLemmix.exe, or Auto (checks for both) when playtesting a level

:lemming: Bugfixes
 • No Overwrite checkbox is once again available for all pieces (except Rulers)
 • Fixed incremental indenting of terrain pieces in level file
 • All settings are now externalized to SLXEditorSettings.ini
#13
3.0.1 Hotfix Update :lemming:

This one just includes updates to the DMA levels and the Welcome Pack, and includes the updated Editor.

Changelog

:lemming: Bugfix - Fixed music tracks for all DMA and SuperLemmix Welcome Pack levels. They had previously been set to one of the four 'special' music tracks due to an Editor bug (which has also been fixed).



EDIT: Download removed. Please see the next post or download the 3.0.2 update from here.
#14
3.0.1 Hotfix Update

A quick update with the following features/bugfixes:

:lemming: Piece Browser
 • Added a 'Random' button to the Piece Browser which, when clicked, randomized the piece style selection. It's possible to specify which styles are Randomized in the Style Manager; if no styles are specified, the entire list is randomized

:lemming: Default Author Name
 • Added a setting which automatically applies a default author name when a new level is created

:lemming: Bugfixes
 • No Overwrite checkbox is once again available for all pieces (except Rulers)
 • Fixed incremental indenting of terrain pieces in level file
 • All settings are now externalized to SLXEditorSettings.ini
 • Editor state is refreshed correctly when cleansing



Get the latest version here.

#15
Added a 'Random' button to the piece browser (commit d9a7e67), next to the styles dropdown (with an option to hide it if preferred) which randomizes the piece style when clicked. Also added the option to add certain styles to the randomizer in the Style Manager, so that it will only cycle through certain chosen styles. If none are chosen, it will cycle through all styles.

The button is hidden by default, but maybe it shouldn't be. We can decide this later.



EDIT: Also refactored the settings that were being saved internally (rather than to the .ini) - all settings are now external, so get saved to the settings file rather than wherever Windows likes to put stuff. This should help with migration between versions. Commit 99949ed



That just leaves level templates. This is something I've considered previously and could certainly be done, but I wonder what the best UI for it would be. A button on the Globals tab that opens a template picker? A dropdown with all the available templates listed (selecting one applies it)? Load default template at startup is a given.