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Topics - WillLem

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Site Discussion / [SUG][FORUM] Native dark mode
« on: June 28, 2020, 11:34:57 pm »
I've tried a fair few Chrome extensions, some of which offer multiple CSS options to tweak a website to various "dark" themes...

However, very few of these extensions produce decent results on this website.

How possible would it be to implement a dark mode that's specifically written for, and therefore takes into account all of its various quirks?

NeoLemmix Main / Giving feedback on custom packs
« on: June 19, 2020, 04:29:39 am »
I think there needs to be a protocol regarding giving feedback on custom packs.

Whilst feedback is useful, welcome, and encouraged, when unchecked it can also be quite harsh and put people off wanting to create custom content. I'm sure that there are many people who have thought about making a pack, but have seen the nature of some of the feedback that gets posted and have been put off.

Similarly, I am very sure that there are people who have removed content due to particularly negative feedback following an intense period of working on that content, leaving them feeling like their hard work and time was all for nothing.

As a basic suggestion, let's say you play a pack and there are several things you don't like about it. Before taking to the keyboard to type your frustrations straight away, take a moment to see if there's anything you do like about it, and then be sure to include that in the comments.

Ideally, each bit of negative feedback given should be balanced out with a piece of positive feedback. Praise is important: it keeps people motivated to try harder and put the extra effort in to improve their content. Simply listing a pack's drawbacks is only going to make the creator feel like a failure. Giving feedback is a powerful thing, and with great power comes great responsibility: use it wisely.

Suggestions to creators

ALWAYS get your pack playtested by at least 2 people, and be prepared to take a bit of harsh criticism initially - this will help you to shape your pack into its final product.

Then, when you release your finished pack, add a poll at the top. Something simple like:

What did you think of my pack?

1 It's excellent!
2 It's good, but some things could be improved
3 It's not really my cup of tea
4 I haven't played it yet

(Or even just a star-rating system from 1-5).

That way, you can get a good idea of what people who've downloaded your pack think, and it could help to balance out any negative feedback you get initially (unless of course everyone votes 3, in which case it's definitely worth having another look at it anyway!)

A poll would also encourage those who aren't predisposed to typing paragraph after paragraph of detailed feedback to leave something for you, for better or worse. That way, if a lot of people vote 1 or 2, but someone leaves a blazingly heated comment about how awful your pack is, at least you can see not everyone feels that way, and it'll be that much easier to take the criticism on board constructively, even if it wasn't necessarily presented to you that way.

Please note that the pack now contains updated music 30/06/2020

So here it is...

What originally started out as just another remix pack has become a somewhat controversial "graphical restoration" of the original DMA Design level packs Lemmings and Oh No! More Lemmings.

So... why Amiga Lemmings?

Well... the previous NXLV conversions of the original levels had lot of the decorative terrain and water deliberately removed in order to make the levels more compact, and a handful of them were further tweaked to be more suitable for the NeoLemmix platform. Examples include removing any decorative moss from steel and removing the Blocker skill from A Task For Blockers and Bombers; the former being primarily a steel physics thing and the latter owing to the presence of untimed bombers in NeoLemmix, removing the need to assign Blockers to make Bomber placements more precise.

A few players have noticed these (admittedly minor) differences to the original levels and it seemed that a restoration project might just have a decent enough sized audience to make undoing these various tweaks worthwhile.

Since the Amiga 500 was the platform I grew up with, this was my source of choice for providing such a restoration.

It wasn't as easy as simply extracting the levels, however! geoo was thankfully very timely in providing a set of LVL files that had already been yoinked from the Amiga level data, saving a great deal of time. However, NeoLemmix opened a lot of these levels with pieces missing - mostly water objects that were being recognised by NeoLemmix as "fake" due to... well, reasons.

So, namida was kind enough to provide a version of NeoLemmix which didn't ignore these objects, and - lo and behold! - everything was exactly where it should be. All that remained was to Cleanse the LVLs and we had the basis of our conversion sorted!

Well, except for the all the oddtabled level repeats! :forehead: These needed to be manually extracted from emulator savestates, using another one of namida's genius custom tools...

Ultimately, the project has actually been compiled from various sources: after doing a lot of the above work, it turned out that erikderkovits had already sorted out a full set of Amiga-LVL-to-NXLV conversions which just needed to be edited and compiled into packs!

Not to worry - it's all been a learning process, and whilst I ultimately ended up using ericderkovits's conversion of the Oh No! levels as the basis for that particular part of the pack, I have somewhat adamantly included my own conversion of Lemmings that I'd already spent time tying together like a big bunch of helium-filled balloons that seemed to keep wanting to float away!

Originally, the plan was for these packs to become the new "(un)official" NXLV conversions of the original levels for NeoLemmix, but this idea was abandoned in favour of Lemmings Redux becoming the new pack which is currently promoted as the best way to enjoy the original levels in NeoLemmix.

And for good reason - the Redux levels have been carefully selected, edited and re-ordered to suit NeoLemmix's puzzle-oriented gameplay philosophy. The idea is that it trims away all the elements of the original games which are largely rendered irrelevant by NeoLemmix's removal of "false difficulty" from the game: things like timed bombers, precise execution and hidden objects being examples of such elements.

Of course, the Amiga Lemmings restoration project can't bring timed bombers back, and the levels with 3 hatches have a different spawning order in NeoLemmix. However, this is part of the fun of cross-porting! I have specifically decided not to "fix" any of the levels in this way, instead opting to simply present them exactly as they are, and see what fun can be had playing them in NeoLemmix, with all of its physics differences and tools which make it an entirely different beast.

So - although the pack is called Amiga Lemmings, these levels do not and can not be played exactly as they would on the Amiga. If you want that particular experience, I recommend the Amiga Forever emulator - it's great! (Or, get on eBay and see if you can get hold of an Amiga 500, of course!)

But that's not what this pack is about.

It's simply about presenting the levels as they were originally designed - with all of their various graphical quirks and flaws - for you to enjoy playing, remixing, and generally messing about with in the way that only the NeoLemmix engine and its dedicated editor can allow. I think that's reason enough for this pack to exist in this format, and I genuinely hope it's enjoyed in that spirit.


Anyways, here's what you get with this pack:

1) Fully restored levels with no edits to the decorative terrain or objects (or any of the objects/terrain, for that matter), only the empty space from the sides of the levels has been removed
2) Custom exit and entrance graphics provided for the "special" levels (Beast, AWESOME, etc...)
3) Custom skill panel graphics based on the Amiga panel
4) Updated logos
5) Dark blue background graphic perfectly matched to the Amiga background
6) Original DMA scroller text in the main menu
7) 2-Player levels included in their relevant packs
8) Levels given the following naming format: 00_Name_of_level.nxlv so that they appear in numerical order rather than alphabetical order in the levels folder (believe me, this is important when you're doing remixes!)
9) And, of course, original Amiga music!

N.B. Since NeoLemmix animates traps, I have also provided my own custom animations of the orig_dirt rock trap, the orig_crystal electricity block trap, and the ohno_rock lizard and weed traps; the rock trap drips less frequently, the electricity trap shimmers gently, the lizard's eyes dart around like a chameleon's would irl and the weed trap, whilst slightly more surreal, looks more like the weed trap did originally. Enjoy!


Big, big thank yous to the following people for helping to make this project possible, and for being involved in driving it to its eventual destination:

ericderkovits for being a fellow Amiga enthusiast and general purist, and for providing the music files and doing a lot of the conversion work
DireKrow for saving me hours of manual editing time by applying the background graphic text to all NXLV files simultaneously
Proxima for providing said background graphic, and for voicing important ideas and opinions which put this project in its rightful place and helped it take shape
geoo for saving hours of manual yoinking by providing pre-yoinked LVLs
namida for providing various custom-coded tools which made the additional extractions and conversions possible, and for deciding that NeoLemmix doesn't need official conversions; whilst this was initially a disappointment, it ultimately gave me the freedom to make this project exactly what I wanted it to be.

Please enjoy Amiga Lemmings, made for NeoLemmix. :lemcat:

To play, extract the zip folder directly to the main NeoLemmix directory.

My new laptop's recommended display config is 1920 x 1080 scaled to 125%. I've tried scaling it to 100% and it's OK but everything is tiny. 125% makes enough of a difference to make it worthwhile keeping it on this setting.

The text in the editor is blurred when using Windows scaling:

So, I've set both Player and Editor to specify their own DPI scaling (by going to Properties>Compatibility>Change high DPI settings and choosing "Application"). This makes everything look as it should resolution-wise in both programs, but the layout of the Editor is slightly offset:

Please note that imgur adds its own filtering to images, so I've also attached these images to the post for reference.

Welcome to the topic for my all-new LP Series!

WillLem Plays Through Just The First Rank Of A Bunch Of Custom Packs in NeoLemmix!

Episode #1 Lemmings Redux by The Lemmings Forums Community
Episode #2 SubLems by Colorful Arty
Episode #3 Rodents by Ron Stard
Episode #4 TMChallenge by Proxima
Episode #5 NepsterLems by Nepster

Here are the packs I'll be doing, not necessarily in this order (at this point I've arranged the list alphabetically by author:

Reverse Lemmings by Colorful Arty
Festival Millas 2019 by GigaLem
Nuked Lemmings by grams88
Lemmings United by IchoTolot
MobiLems 3: The Lemmings Strike Again! by mobius
Lemmings Plus VI by Namida
Lemmings Destination by Nessy
Casualemmings 2.0 by nin10doadict
Lemmings World Tour by Strato Incendus

Please do feel free to suggest packs I could do for this if there's a specific pack you'd like to see in the series, and of course by all means nominate your own pack for inclusion.

In Development / [NeoLemmix] Amiga Lemmings
« on: May 26, 2020, 08:17:25 pm »
The plan with this project is to make fully restored versions of the original levels as they were presented on the Amiga platform, which means:

1) No edits to the decorative terrain or objects (or any of the objects/terrain, for that matter), only empty space will be removed.
2) All titles and skillsets restored.
3) Custom exit and entrance graphics provided for the "special" levels (this has already been done).
4) Logos restored to correct proportions (this may become irrelevant if NeoLemmix has its main menu updated, but for now the plan is to make better versions of the existing logos)
5) Scroller/postview text restored.
6) Levels given the following naming format: 00_Name_of_level.nxlv so that they appear in numerical order rather than alphabetical order in the levels folder.
7) Custom skill panel graphics (I think it would be good to come up with a design for the skill panel to unify the packs and make it clear they're all products of the same conversion project - ideas are welcome!)
8) 2 Player levels included in their relevant packs.

And, possibly (haven't decided on these yet):

8) Hide traps that were originally meant to be hidden by making non-animated versions.
9) Make a fake version of the xmas exit for Blizzard 3 Check Your Hints!.

I just figure that since there is no longer an official NeoLemmix conversion of these levels, this project might as well be a no-compromise, full visual and aesthetic restoration. Playing these levels in NeoLemmix will, of course, be a different experience than playing them on the Amiga/DOS/SNES etc, due to the lack of timed bombers, indestructible steel, and other physics changes, but that's part of the fun of porting the levels to a new platform! (And, this is also the reason why I'm unsure whether do go ahead with points 8 and 9, what are people's thoughts on this?)

This will be quite a task: thankfully, most if not all of the levels are already available as LVLs, and thanks to Namida I have a magic version of NeoLemmix which is capable of converting them to NXLV without ignoring any of the terrain/objects - therefore, no missing pieces.

So, most of the work will be reducing level width where relevant to remove empty space and then checking that the levels are playable in NeoLemmix, plus making sure that they are compiled into packs properly.

If anyone is interested in getting involved in this project, please let me know because it will be great to have your help & input. :lemcat:

Hi all,

I'm having some issues with a new laptop I bought recently. I've already decided I'm returning it, but before I go ahead and shop for another, I just need to see now NL looks in everyone's display.

Please can you screenshot your F2 Level Select menu and post it here, along with your laptop make and model.

Thank you!

For reference, here's how it looks on my old laptop (an Acer Aspire from 2010 with a 15" 1366 x 768 display) Nice, clear, friendly MS Sans Serif:

And here's how it looks on the new laptop (an Acer Swift 3 from 2019 with a 14" 1920 x 1080 display). Yucky Bilinear scaling with mucky orange anti-aliasing:

(I've also attached these images because embedding from imgur adds its own layer of filtering!)

Lix Main / Spawn interval fixed per level, 2020
« on: May 21, 2020, 03:55:46 pm »
Split off from thread: WillLem's thoughts about Lix

Sparked by video: Youtube: WillLem plays lemforum/Lovely 6-10

SI = Spawn Interval = Number of physics updates between two spawning lixes from the hatches. Measured as release rate in Lemmings. Release rate and spawn interval measure the same thing using different numbers.

VSI = Variable Spawn Interval, the ability of the player to change the spawn interval during play. Lix doesn't have it. Lemmings had it.

-- Simon

To be fair, even the Amiga version didn't offer release rate changes or a timer in 2-Player mode... perhaps this is why it doesn't feature in Lix's single-player mode either, if it was never originally intended to be a single-player game.

That said, I always thought that RR should have been available in the 2P mode as with practice you can use it tactically as well as functionally, even in realtime.

Still, the Phyus counter happily makes up for lack of a timer and I guess I can try out something new and see how the game is different without the RR...

Closed / [POLL][NeoLemmix Player] 2-Player Mode?
« on: May 17, 2020, 12:54:07 am »
2-Player mode, as I imagine it:

Local and Networking possible, so you can play with friends, family and forum buddies at home or online.

You'd be able to choose a 2-colour scheme for your team from pre-existing options. This would basically involve different colour hair and clothes which swap when the lemmings are made into athletes. Each colour scheme would be very distinct from the others. For example:

Green & Blue team (i.e. like the default lems)
Red & White team
Pink & Purple team
Yellow & Orange team
Grey & Brown team

Zombies and Neutrals would not work in 2-Player levels, to prevent further confusion with colouring schemes.

Interested? :lemcat:

Whenever I re-open NeoLemmix player, it will remember the last window resize - which is great. :thumbsup:

However, it doesn't seem to remember the screen position, so I constantly have to move it up so that the skill panel isn't obscured by the Windows taskbar.

Closed / [BUG][EDITOR] All skills reset after undo
« on: May 17, 2020, 12:21:32 am »
I've noticed this one a few times. If I change the skillset, and then move a terrain piece or object, and then press Ctrl + Z to undo the move, the skillset resets to what it was before.

I'll keep an eye on this one because to be honest I can't seem to make it happen, it just happens every now and then.


Reverse Lemmings Classic Edition is an NXLV conversion and graphical restoration of Colorful Arty's original Reverse Lemmings, itself a remix of DMA's original Lemmings (1990) with the entrances and exits swapped so that the levels are played in reverse!

Not to be confused with Colorful Arty's all-new Reverse Lemmings, which can be downloaded here.

I have restored the missing water graphics, resized the levels where appropriate, and included a custom skill panel graphic along with the pack as a bonus. I have also playtested the levels to make sure they all work in NeoLemmix (replays included).

The vast majority of the levels are exactly the same as the original in terms of Lemming Count, Time Limit and Skillset. The following changes have been made either to prevent unnecessary lemming losses, fix backroutes, or provide alternative solutions:

It's been a labour of love getting this pack together: it was the first custom pack that I played, and I enjoyed it immensely. Sure, the levels vary quite jarringly in difficulty and quality, but I like that it has its flaws and isn't perfect. Experimental and mischievous in nature, the levels flow from one to the next with a unique blend of old-photo-album familiarity and a wry mischievousness I'm sure even the DMA team would be proud of!

It's an easy pack by forum standards - never harder than the original levels on which they're based and nearly always offering the player a choice of solutions. Colorful Arty's new version has much more of a sting in its tail, and is heartily recommended for anyone looking for a more challenging version of this pack.

I'd encourage you to enjoy Reverse Lemmings Classic Edition as a casual bit of nostalgia, or even a fertile source of challenge levels. It'll sit quite happily next to my own Oh No! More Reverse Lemmings on my remix packs compilation page for anyone who wishes to explore these packs further.

To play Reverse Lemmings Classic Edition, simply download the zip file and extract it to NeoLemmix>levels.
The Replays folder contains a complete set of solution replays for this pack.

Enjoy! :lemcat:

Thanks to:

Colorful Arty for reversing the levels in the first place, and for giving me the approval to compile this project.
geoo for providing a set of LVLs extracted from the Amiga version of Lemmings, from which I was able to restore the missing water graphics.
namida for providing a purpose-built tool which was able to extract LVL data from Amiga emulation savestates, which came in very handy for sourcing data for the oddtabled levels in the set provided by geoo.

It's in the title, really. Can the menu and level preview screens have different backgrounds?

If this could also extend to the F4 talisman info screen as well, that would also be great...

EDIT: To make it very clear - my suggestion is that the skill shadows be controlled via a Hotkey, rather than necessarily in the F3 menu. So, the options would be:

Permanently enabled (default)
Permanently disabled by toggling them off with {Hotkey1} in-game (pressing the same Hotkey again would toggle them back on)
Permanently disabled, but temporarily enabled by holding down {Hotkey2}, like you can with CPM

  • Since it's a very obvious visual feature, it impacts gameplay directly and should therefore be optional
  • It may encourage newcomers to get used to NeoLemmix more quickly by making it less exclusive, giving them the option to make the gameplay more familiar, and get used to skill shadows at their own pace
  • It would give players the option to experience custom content in a similar way to classic content, should they wish to try it out this way
  • Ultimately, it gives the player full control over their gameplay and experience

  • If introduced as an option, level creators may need to consider this, and this may affect level design (but not necessarily)
  • Keeping it non-optional preserves, maintains and promotes the NeoLemmix philosophy of pure-puzzle gameplay by forcing players to get used to the feature, or go elsewhere if they don't like it
  • Keeping it non-optional makes the NeoLemmix experience more universally standardised; i.e. all players know that all other players always use skill shadows

Closed / [BUG][EDITOR] Objects missing when opening .INI/LVL files
« on: May 04, 2020, 02:24:29 pm »
This might not be a bug as such, but I've noticed that, when opening .INI and/or .LVL levels in the Editor, some of the objects are missing, specifically the water objects. It doesn't happen in every level though, and - wierdly - sometimes some of the water is there, but the rest of it isn't.

I'm guessing it might be something to do with how objects are named/understood between the different file formats, but I could be wrong. Is there's a way around this whilst .INI/LVL files are still supported by the Editor? If so, it would save a ton of editing...

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