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Messages - WillLem

#1
Fixed in commit 6a92a27.
#2
Linking the proposed behaviour to the zoom hotkeys as opposed to directly to the mousewheel handler is by far the easier approach to take here. It's a few lines of code and it works perfectly.

Attempting to hard-code it to the wheel would be a lot more of a bug-prone effort. The wheel can currently have any hotkey action linked to it, so we'd have to find a way to bypass that action (from a place of not necessarily knowing what the action is) as well as implementing the new framestepping behaviour and ensuring that other mousewheel event handling isn't affected. Not trivial, and tbh not worth the effort.

Let's add the framestepping behaviour as a modifier-accessible action of zoom in/out, then. I imagine that the vast majority of users keep zoom in/out linked to the mousewheel anyway. The framestepping, then, is a nice added bonus.

So, ensuring that zoom in/out remains linked to the mousewheel, we have:

Wheel only = zoom in/out
Ctrl+Wheel = step +1/-1
Shift+Wheel = step +10/-10
Alt+Wheel = step +100/-100

Let's give this a try in CE 1.1 and see what we think.

Implemented in commit 2b75880.
#3
It's in the title. We don't want redirection topics clogging up the boards.

I always uncheck "post redirection topic", I imagine other mods do the same.
#4
Quote from: Simon on January 20, 2026, 07:56:00 AMDoes the trouble arise from the design of the keybinding dialog?

No. I don't think the program is able to distinguish between "keydown" and "keyheld", at least not currently.

Wouldn't "keyheld" necessarily have to fire "keydown" anyway? I could be incorrect in this assumption.

Anyways, what would be possible without changing or adding any existing modifier key logic would be to simply implement "Ctrl + zoom hotkey in/out = frame step +1/-1." I'm happy to add that. Most users are likely to leave zoom in/out linked to the mousewheel, and it seems a good idea to also be able to framestep like this by default.

A thought occurs though. Using the mousewheel to framestep is a good idea, but maybe the increments should be slightly larger than 1. I'd suggest somewhere between 5 and 10 as a good alternative. It makes movement forwards & backwards more what you'd expect from mousewheel use.
#5
Quote from: Guigui on January 17, 2026, 02:08:32 AM* CTRL + mousewheel up = chosen number of frames step forward
* CTRL + mousewheel down = chosen number of frames step backward

Hm. I agree, but this would mean treating the modifier keys only as modifiers. They could no longer be used on their own as single-fire key events.

I'm pretty sure a hack exists where you can use a modifier with itself (so, Ctrl+Ctrl) to get essentially the same behaviour as a single keypress, but I wonder if the key has to be held for a certain amount of time for that to work.

So, would anybody mind this being changed? Allow the modifiers to be used as modifiers, but no longer as hotkeys by themselves?
#6
Quote from: daniel on January 19, 2026, 11:05:55 PMthe mouseovers of the six right-hand buttons are not correct.

Thanks for letting me know, I'll take a look at this soon and get it fixed for the proper release.
#7
Quote from: kaywhyn on January 15, 2026, 08:09:31 PMAh, yea, the issue you're seeing is that for some very odd reason in SuperLemmini and its forks doing it one direction is impossible whereas in the other it is but still very precise.

I tracked this down to the mask images themselves. The left-facing Builder mask is offset by some number of pixels (I've yet to figure out exactly how many), and I'm pretty sure this was either done deliberately to match OG physics, or else it's a Win95 developer oversight.

Anyways, the next RetroLemmini update will have this fixed once and for all. Builders should provide the same pixel coverage no matter which direction they're facing, I think we can all agree on that.
#8
Lemmings Main / Re: Lemmings I - The Original Tribes
January 16, 2026, 11:07:10 PM
+1 for an additional Brick tribe. Either recolour the brick set, or add a Remix tribe which remixes any additional levels into other style sets.

Additional Brick levels - Dolly Dimple, Oh No! It's the 4th DIMENSION! and Five Alive.

Quote from: Ron_Stard on January 15, 2026, 10:12:41 PMWhat backroute are you referring to in "If at first you don't succeed"? Using one basher under the three pillars?

Yes. I also believe that there is an intended solution which can be somewhat enforced by adding a left-facing OWW to the middle pillar. That, plus steel blocks underneath the middle pillar, should fix it.
#9
Lemmings Main / Re: Lemmings I - The Original Tribes
January 15, 2026, 01:51:00 PM
I challenged myself to only pick 3 of each:

Crystal - POOR WEE CREATURES!, The Art Gallery and Don't Make The Wrong Choice!
Dirt - Watch Out There's Traps About, Steel Works and Rendezvous At The Mountain
Fire - Mary Poppins' Land, X Marks The Spot and Take A Running Jump (with backroute fix for the latter of these; it should be necessary to take the MAD DAM DMA route)
Marble - Compression Method 1, Tribute To M.C. Escher, No Added Colours or Lemmings
Pillar - If At First You Don't Succeed... (with backroute fix), The Great Lemming Caper and Save Me
Brick - LeMming ToMato KetchUp fAcilitY, There's Madness In The Method and AAAAAARRRRRRGGGGGGHHHHHH!!!!!!
Bubble - Down The Tube, It's The Price You Have To Pay and Flow Control
Rock - ROCKY VI, ROCKY ROAD and Where Lemmings Dare
Snow - The Stack, Chill Out! and The Race Against Cliches
Christmas - Merry Christmas Mr. Lemming, Get The Point? and Presents Of Mind II
#10
Quote from: hrb264 on January 15, 2026, 08:15:59 AMI am managing to select the walker, but I'm still having problems with getting the walker to be a blocker at exactly the right moment so that the builder turns around. Can anyone give me any tips?

Yeah that can be a vary difficult trick to execute. If you're struggling, head to Settings and make sure that "Disable Frame Stepping" is unchecked (note to self: I'll really have to change that to a positive bool at some point). Then, you can pause the game and use the left mouse button to advance the game 1 frame at a time. This makes pixel-precise skill assignments much easier.
#11
Lemmini has a "hints" feature which gives solution hints after a certain number of failed attempts (after checking this, it's 3 attempts. Further hints are then given with each subsequent attempt).

Maybe solutions could be revealed only after players have attempted to solve the levels themselves first, either once or a certain number of times.

And even then, it should always be the player's choice whether they want to see the solution or not.
#12
Lemmings Main / Re: The Original Original Soundtrack
January 14, 2026, 05:39:15 PM
Awesome! Best of luck putting this together, it'll be interesting to hear the fully restored soundtrack.
#13
Icho is correct, make sure Advanced Select is checked in Settings and press the Up arrow to select a Walker (you'll see the cursor display a little "W" as well).

The next RetroLemmini update will (hopefully) have customisable hotkeys, it's the next thing on the to-do list! :)
#14
I'm happy to volunteer to take the reins with site maintenance for The Lemmings Encyclopedia.

PM me the source and I'll take a look at it.
#15
+1 for Golems etc having its own board. That makes sense as people use it and it would help keep the Forums busy and active. It's also different from the other engines in that it's browser-based, so is likely to have a specific user-base that may benefit from being able to access a dedicated board. Good move, for sure.

-1 for any sort of overarching board that then relies on users having to search inside it for the content they're looking for. From what I understand, that's what the OP is trying to avoid. Each engine should have its own board and its own levels topic, which is pretty much what we have now anyway and it works well (at least from a moderation point of view, but also as a user if I wanted to play levels for NL, I would expect they would be found on the NL board). Maybe I've misunderstood exactly what namida was suggesting though.