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Topics - namida

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See attached image. If the climber falls down the bottom, climbs all the way up to the top, hits his head, then falls onto the bridge, he survives. A climber that climbs from the top of the bridge on the other hand, splats. The splat ruler (as well as simply it being the "typical" situation) confirms that it is the second climber who is behaving correctly.

For reference - not including the floor, bridge or ceiling themselves, there are 69 pixels between the ceiling and the top bridge step; 96 between the below floor and the ceiling.

Site Discussion / Dark Theme is now the forum default.
« on: October 06, 2021, 01:41:20 AM »
If you wish to revert to the regular theme, you can do so here:;sa=pick

If you want to report an issue with the dark theme, you can do so here:

Editor Bugs / Suggestions / [DISC][EDITOR] Styles.ini overhaul / replacement
« on: September 30, 2021, 06:41:18 PM »
At present, the user-friendly style names, as well as the order, used by the editor come from the "styles.ini" file.

This is better than hardcoding it or not supporting user-friendly names at all, but it means that any changes have to be handled by NL devs, and generally won't be pushed out to users until the next NeoLemmix update.

I'd like to talk about replacing this.

My first thought is to allow styles to include their own metainfo file. This file could look something like the following:

Code: (style.nxmi) [Select]
NAME Abstract
AUTHOR namida

The editor would load this file, rather than a centralized styles.ini file.

Some key points:
- Styles by the same author would ALWAYS be grouped together. Authors would by default be in alphabetical order, with some means - probably just a manually-editable text file at least at first - to allow the user to override this.
- By extension, the default configuration would have such an override to push the official styles to the top of the list. This would just be a matter of "default setting" and the user could override this if they want.
- The "Order" parameter only applies to the style's order, relative to other styles from the same author. So you don't need to worry about what ORDER values other authors have used.
- In any case where "Order" is not present, or two styles have equal values for order, it would fall back to alphabetical sorting.
- While fallback behavior would exist, it would become a requirement that all new styles being submitted to the NL style manager have this metainfo file. For existing styles, it could be auto-generated based on the current settings in styles.ini.


Site Discussion / Forum bans / etc
« on: September 20, 2021, 07:52:21 PM »
I just want to clear this up in case anyone is worried about their own standing, or whether they are also at risk of being banned or otherwise getting in trouble, following on from some recent events. I can understand this might be a bit of a shock as it's, if I'm not mistaken, the first time since I took over this site that a non-spambot user has been banned.

Without going into too much detail - I want to make a few things clear, for the peace of mind of other users, especially those who might be paranoid about whether their own posts are pushing the limits a bit.

Firstly, that this was not a matter of "one single offence, and instantly banned". This user was advised multiple times by staff and community members about their conduct, before I progressed to issuing actual forum warnings (ie: the kind that, if they accumulate enough, lead to restrictions on one's account). It was not until the user's fourth forum warning, that they were set to a high enough warning level to apply any restrictions. It was further conduct after that, via a feature that is not restricted regardless of warning level (I do not see a need to go into further detail than that), which lead to a fifth forum warning in which I explicitly mentioned that further trouble would lead to a ban, before - after the conduct continued yet again - the banhammer was finally brought in. TL;DR: This didn't come out of nowhere, the user was given multiple warnings including one explicitly stating they may get banned.

Secondly, this was nothing to do with the quality (perceived or otherwise) of their content, or their approach to creating it. Quality of content is not a moderation matter - the only penalty for bad content, is that people probably won't like it. Likewise for frequency of releases - there is a rule against creating topics too often in the levels boards, but that rule is a very recent addition and was not around for the majority of the time the user in question was active. It is also explicitly allowed to release content more often than this limit, as long as a single topic is used instead of a new one for each new pack. TL;DR: You will not be banned or warned simply due to creating content that is perceived as being poor quality. Ever.

And finally, I'll go back to the point that opened this topic - that this is the only non-spambot that I have had to ban in the 7 years (I think?) now that I've been running the site. Off the top of my head, I can only think of one other user I've even issued a forum warning to, and maybe two or three more I've given less-formal warnings to. Even if I'm overlooking any other cases here, the point is that this is an exceedingly rare event - and that this is not a very ban-happy site.

Overall tl;dr: Unless you're a spambot, you probably have nothing to worry about - if you were at any risk of getting banned without it being extremely obvious that such a risk existed, you'd have gotten multiple warnings first - and the earliest warnings would not impart any restrictions whatsoever.

Note that at this stage, this report is somewhat based on guesswork from the symptoms of the bug - I have not fully investigated the cause.

As you will know, if you load a level in NL but some pieces are missing (most often due to needing a style you don't have), those pieces show up as a ? icon in-game. The bug that arises from this is, at least in some cases, it'd appear that cleansing such a level results in references to the fallback piece, literally being written into the output level file - as if the missing pieces were actually aliased to default:fallback.

This should not happen - NeoLemmix should either refuse to cleanse levels where a needed piece is absent, or else should preserve the original reference (while still correcting any that it can correct). My preference is slightly towards the latter.

I consider this bug to be reason to look at a 12.12.2 update, although not promising any timeline on that.

Site Discussion / Dark Theme is now available.
« on: August 15, 2021, 03:31:59 AM »
Select it here:;sa=pick

Please report any problems you find, and feel free to suggest improvements.

Known issues:
- Post numbers (in users' post history) are very hard to read

No exact time yet - I'll likely wait until the boards and Discord are both fairly inactive.

The server is frequently maxing out the available RAM, so I'm going to upgrade it to a higher-tier plan. This will not involve moving to a new server - just an upgrade on the existing one (but it does require downtime) - nor does it involve any changes to the forum software, so it should not result in any wider issues.

NeoLemmix Main / NL installer is considered deprecated.
« on: July 27, 2021, 07:04:55 PM »
For those who don't know what I'm talking about, you can simply ignore this post.

For the others - especially given that NL no longer requires downloading the styles seperately from the game itself, there is little purpose to the installer anymore. Yes, it's convenient for packs, but this relies on me manually updating links, which in turn generally relied on people informing me when the links change - which very few people actually bothered to do (or perhaps, did not realise that eg. if you replace an attachment on a post, the new file has a new link).

I have unstickied the installer a long time ago now, and to be honest I'm not sure how people are still finding it. I have still been receiving occasional requests to add / update packs in it, so I'm making this post to make two things clear to everyone - firstly, that said list is no longer being updated, and secondly, that the installer may stop working altogether at any time.

To download NeoLemmix itself, download the ZIP and extract. The editor is a single EXE file that should go in the same folder as NeoLemmix. You can use the in-game style manager for any styles you want (or else, the all-styles ZIP is still available for those who prefer it - though do keep in mind it may be slightly out-of-date compared to the style manager, usually only by a couple of weeks at most). As for packs, that does have to be done manually - but if creators are following recommendations, the ZIP file will also be set up so you can extract it directly to your NL base directory.

I might look at reviving the installer in some form once NL reaches a final version, or at least very close to it - likely without the pack downloading feature for the most part, though possibly with an option as to whether or not Redux and/or Intro Pack are downloaded. (I could also include Lemmings Plus without the technical issues, but I feel that would be giving special status to my own packs without good reason, whereas Redux and Intro can be justified as special cases.)

(Yes, it does pick up the newer versions of NL itself - this is because when it connects to the server to check what downloads are available, the server is configured to always give it the newest NL version, not a specific exact version.)


In short:
- Actual footage of both L1 and L2's editors. We've seen some footage of L1's editor before in a presentation by Mike a while back, but I think this is the first time L2's editor has been seen publicly?
- The disks have now been backed up in disk image format, meaning they're pretty much preserved for good. This is something Mike was previously unable to do.
- At this point they can't be released due to NDAs, but it's not impossible that that'll change in the future or that they'll get leaked wink wink.
- Mike has previously confirmed he had a disk containing the levels that were made for L1 (and OhNo?) but didn't make the cut, but no way to read it. The video makes no reference to these, unfortunately.

This proposal is considered a strong contender.

This proposal is for an object which, when a lemming enters the trigger area of, the lemming loses one/all of their permanent skills.

- Should it be simply a "removes all permanent skills" object, or should it instead be that each individual instance removes one particular skill? (So for example, you could place two removers in a level, and set it so that one removes climbers while the other removes swimmers.)
- Should they be single-use or infinite-use?
- If infinite-use, should they be one-at-a-time (like traps) or constant (like fire / water / exits)?

Other notes:
- Adders / state changers (ie: to/from Zombie and Neutral) exist as seperate suggestions and are not part of this one.

New Objects / [DISC][PLAYER] Potential new object - Portals
« on: July 15, 2021, 08:48:17 PM »
This proposal is considered a strong contender.

This proposal is for an object similar to teleporters, but that operates constantly (similar to fire / water / exits) instead of on a one-lemming-at-a-time basis (like existing teleporters, or traps).

- Where should the warping lemming graphic come from? The lemming sprites? A universal default? Or should there be no warp graphic, with simply a sound and an instant movement to the new position?
- For that matter, what should the warping lemming graphic look like? (For reference, Lemmings 3D's teleporter uses sparkles with no visual trace of the actual lemming. A similar animation could easily be universal and work with all spritesets.)
- The portal could be further distinguished from the teleporter by being two-way. What do people think of this idea?
- What kind of visual guideline should be used for portal design, in particular to distinguish them from regular teleporters?

This proposal is for objects that turn a regular lemming into a neutral lemming (or vice versa). This could be single-shot or infinite-use.

There is also the possibility of a "normal to zombie" equivalent, though only for the single-shot version - an infinite version can in most cases be emulated with blocker-on-steel or contained-in-steel preplaced zombie lemmings.

I might split this one into seperate topics later, but for now I think a combined topic is fine.

- Should they be single-use or infinite-use?
- If infinite-use, should they be one-at-a-time (like traps) or constant (like fire / water / exits)?

Ruled out variations:
- Zombie equivalents, except "single shot normal-to-zombie". "Zombie to normal", whether single-shot or infinite, introduces too much complexity when dealing with certain other aspects. "Infinite normal to zombie" is ruled out for the reasons described above.

Other notes:
- Objects that give or remove permanent skills exist as seperate suggestions and are not part of this one.

New Objects / [DISC][PLAYER] Potential new object - Bombproof wall
« on: July 15, 2021, 08:42:03 PM »
This proposal is for a "bombproof wall". This would essentially be like a 5th direction of one-way walls; which can be destroyed by any other destructive skill but not by bombers. As it would operate as a 5th one-way direction, it would be mutually exclusive with regular one-way walls - a single pixel could not be both one-way and bombproof (though the two could be used, in different places, within the same level, much like how a single level can contain multiple directions of one-way wall as long as they don't overlap).

- What would be used as a visual indicator of such walls?
- If the Bombs/Detonators suggestion and this one are both implemented, should the bombproof wall also be indestructible by the detonators?

Ruled out variations:
- Having a version that can overlap with one-way walls.

This proposal is considered a strong contender.

This proposal is for an object which, when a lemming enters the trigger area of, the lemming gains one (or more?) permanent skills.

- Should a single object be able to grant multiple skills? (How often do situations arise where simply placing two objects - one for each skill - next to each other, wouldn't be suitable?)
- Should they be single-use or infinite-use?
- If infinite-use, should they be one-at-a-time (like traps) or constant (like fire / water / exits)?
- What should occur when a Floater encounters a Glider object, or vice versa? Keep the existing skill, or lose it and gain the new one?

Other notes:
- Removers / state changers (ie: to/from Zombie and Neutral) exist as seperate suggestions and are not part of this one.

This proposal is for a pair of objects, similar to the current Button / Locked Exit setup. A level using these would have at least one "dynamite" and at least one "detonator" placed throughout the level. When all detonators have been pressed, all dynamites explode, with an effect similar to that of the Bomber skill.

- What should the size of the explosion be?
- Should it be harmful to lemmings nearby?
- Alternative possibility: Proxima's thought in Post #2.

Ruled out variations:
- Teleporter-like linking (one-to-one pairs and/or multiple sets). This would get too messy.
- Adding instead of removing terrain. Too much to consider around "what happens if a lemming is there?", and even more so if both adding and removing are possible in the same level.

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