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Messages - Simon

#1
NeoLemmix Levels / Re: Lemmings Redux [Easy-Medium]
July 17, 2026, 04:03:22 AM
Ah, directly edit those in the file. Yeah, I should try that. Thanks!

-- Simon
#2
NeoLemmix Levels / Re: Lemmings Redux [Easy-Medium]
July 17, 2026, 03:26:50 AM
Quote from: lemchip on July 09, 2026, 12:55:02 AMRegarding vertical scrolling: even Lemmings Redux has been scrolling up and down just slightly lately

You can click-and-drag the border of the NeoLemmix window to resize. It will remember that size across program restarts. The dragging is the only way I know to resize.

Does your monitor/resolution limit your dragging because the NL window is already as big as it can be?

I don't believe there is a user option that nails the window to a given size. Do you think that would help? I've loosely considered to make a topic anyway about this because I prefer a perfectly sized window for livestreaming.

-- Simon
#3
Existing implementation in NL-CE 1.1.2 is really three different modes, but only two are accessible during play, and you choose which two in the user options.

  • Normal, red R:
    Air clicks cut the global future. Assignments cut the global future, then add the assignment. (The cutting of the global future will have removed any existing assignments on the same physics update as the new assignment. Therefore, this new assignment will never collide.)

  • Insert, blue R, keep everything:
    Air clicks do nothing, they preserve all future. Assignments preserve all future, even the same lemming's future, and insert the assignment. If the assignment would be at the same physics update as an existing assignment, instead nothing happens, i.e., the replay will reject the new assignment.

  • Insert, blue R, cut same lemming:
    Air clicks do nothing, they preserve all future. Assignments preserve other lemmings' futures. Assignments cut the same lemming's future, then insert. This can overwite a same-lemming same-physics-update assignment. If the assignment would be at the same physics update as an existing assignment to a different lemming, instead nothing happens, i.e., the replay will reject the new assignment.

You can switch between the red R and blue R during play.

You must change your user options to switch between the currently possible behaviors of the blue R, i.e., to switch between blue-R-keep-everything and blue-R-cut-same-lemming.

None of the blue R modes allow different-lemming overwriting. You must ditch that explicitly from the replay editor. That's good, because NL doesn't allow (as a physics rule) two assignments to two different lemmings at the same physics update. This prevents accidental deletion of different lemmings' futures.

I'll write a response to your suggestions these days.

-- Simon
#4
This is the follow-up design to the successfully implemented [✓][SUG][PL] Insert Mode: Same-Lemming-Overwrite.

Quote from: Simon on June 14, 2026, 07:19:29 PMSeveral times, I wanted to cut during insert mode by air click. Neither option allows cutting by air click. I had to exit insert mode and cut.

I conjecture that ultimate truth will be found in merging regular replay mode with insert mode.

Quote from: WillLem on June 14, 2026, 10:47:26 PMYou're probably right, but let's start a new topic for this.

Quote from: Simon on June 21, 2026, 10:26:38 PMIn my stream today [June 19th, 2026, about the Level of the Year 2025 nominations], again I wanted to be in insert mode by default. I imagine the following development progress.

  • I implement always-insert in Lix.
  • I playtest that on livestream with Nepsterlix, Clamlix, or Rubix's pack.
  • I'll summarize results. Maybe I'll have confused myself with always-insert.
  • I'll make a new topic about NL-CE.

Of course, other forumers are free to make a case for always-insert in CE before I finish my investigation in Lix. If you think that I'm on the right track, spearhead the discussion, I'll be happy. And if you think that I'm insane, make your case against it.

Quote from: WillLem on July 14, 2026, 09:25:16 PMWe can also consider simplifying Red and Blue replay modes to a single replay mode which behaves how most players would expect it to; if we do this, though, I'd want to make 'click air to cut replay' optional.

-- Simon
#5
I didn't know. Thanks!

-- Simon
#6
Quote from: Existing NLTitleOfLevel
PositionOfLevel
Other stats
Other stats
Author: NameOfAuthor

Maybe reorder the lines to shorten the word "Author:" to "by" and even omit the colon?

TitleOfLevel
by NameOfAuthor
PositionOfLevel
Other stats
Other stats

Title, author, and position/pack/... fit well with each other. I think of levels as "Level X by Y from pack Z". Some seem to think of levels as "Position N in pack Z by Y". Hard to say if author should be above or below the position. I care less for the position (I care more about the name), but others care about the position. I'd put author higher than position. If position ends up higher than author, reconsider "by" because it's not a position by an author; it's a level by an author.

If author is anonymous, you can hide the author line entirely. Or show it to prompt the designer to put a name? Hard to say. I'd hide it.

Time Limit: Yeah, consider to hide the entire line if it's infinite. That's the normal case. If you use color (unsure, weakly against but I'm largely neutral), then limited time should be the yellow line because the in-game time limit is also yellow. Consider fewer overall colors to make such a line stand out better.

Release rate/spawn interval feels irrelevant. I'd ditch that entirely. I believe it's a leftover from Lemmings 1 because Lemmix replicated that screen and nobody had the guts yet to cut it.

Maybe replace "N to be saved" by "Save N", but I feel I will be shred to pieces for such heretic chopping. :-[

Quote from: GuiguiIn France it is one space before and space after.
Author : Anonymous

That typesetting rule is specific to French. There is a certain merit to this rule to make the symbol stand out better. But it would be wrong in today's English, it would even look like a beginner's typesetting mistake in English.

Strict English punctuation can produce unclarity, too. Above, I wrote {"Save N",} instead of the rules-abiding {"Save N,"}. I deem it unnatural and ambiguous to pollute quotations in technical writing with punctuation from the unrelated outside level of speech.

-- Simon
#7
Feedback from the Level of the Year 2025 streams:

The "Cut 2 tasks" text has been surprisingly helpful. I was working on the early parts of a solution and two workers were coming out of the crowd. I wanted to re-do one worker's future, but I forgot which worker was which. It helped to see "Cut 2 tasks" vs. "Cut 8 tasks". I immediately knew which lemming's future to cut.

-- Simon
#8
In the meantime, I've planned the Saturday away for something else, too.

Ideas: We can have a shorter first session on Monday night, July 13, after work, e.g., 18:00 UTC = 19:00 BST = 20:00 CEST. Or Wednesday, July 15, also 18:00 UTC.

-- Simon
#9
CE 1.1.2

This is a minor typesetting bug. All presented information itself is correct.

Go to a preview screen of a level that has exactly 1 regular lemming and exactly 1 zombie. It will say: "1 lemmings, 1 zombies".

The issues here are:

  • Both "lemmings" and "zombies" should be singular. This is usually excusable ("found 1 files" is fine for me) but NL already has code to handle singular/plural in this line. For example, NL will say "1 lemming" when the zombie is missing. It's a bug proper. :8():
  • The words "lemming"/"lemmings"/"zombie"/"zombies" should all be title-cased, i.e., the first letter should be capitalized. Everything else on the screen looks like it has proper title case.

The exact rules for title case can vary. I believe I use: Capitalize the first letter of every word unless the word satisfies all of the following: It's a preposition/article/some other niche type, it's not the first word of the phrase, it has 4 or fewer letters. If you're unsure, ask Proxima. Or ask me, but I'd have to find a style guide first.

Neutral lemmings can also appear here; the same fixes should apply to neutrals.

Proxima and I decree title case important! Lest our monocles plunge into our champagne classes, splashing our tailcoats.

-- Simon
#10
In DOS physics (not NeoLemmix, not Lix), climbers trapped inside solid terrain will ascend. A good showcase is geoo's challenge solution Youtube: Tame 13 (Thunder-Lemmings are go!) 100 % with one builder. The video was shot with the solution executed in Lemmix, which replicates DOS physics.

DOS also has the giant leap, a.k.a. y-slide. When a walker ascends a step height of 3-6 pixels, the walker doesn't instantly warp to the new height (unlike what he does for 1-2 pixels). Instead, he becomes an ... I call it ascender, Lemmix calls it jumper. He rises by 2 pixels per physics update until he arrives at the top. The bug arises from how the ascender/jumper doesn't memorize upfront the target height. Instead, every physics update, he tests anew for air at his current height. Wedge a builder brick into the top, and the ascender/jumper will rise until he finds a new top of the wall. I don't have a showcase.

-- Simon
#11
I've noted Sunday 12th at 13:00 UTC == 15:00 CEST for voicechat in Mumble. All right!

-- Simon
#12
I'll sign up for the dungeon crawling. Level 40 Porcupine.

I can make Saturday, July 11th or Sunday July 12th. Both days are free. You can pick what suits you, and you can pick time of day.

I doubt that it's solvable on a single day. But I want to see what's going on and you can show me some of the failed attempts. Weakly related bug that has hits me sometimes: Input gets eaten during continuous rewinding -- if we're really lucky, we'll find a single root cause behind both bugs.

-- Simon
#13
Site Discussion / Re: [SUG] Post feedback buttons
July 04, 2026, 11:21:10 PM
I have no idea what namida's potential plugin will do. If you can restrict it to a small selection of smileys (thumbs up), that will be good.

The worry came from: If it can't restrict it, and instead offer everything there is, it's better to have explicit thumbs-down than, e.g., abusing the sick smiley. I'm not even sure if I'd still remain neutral on those reaction buttons anymore in that case. I'd probably advise against then.

-- Simon
#14
Site Discussion / Re: [SUG] Post feedback buttons
July 04, 2026, 11:11:03 PM
On the thumbs down, we should see fingers, such as this: And we'll remove the animation.

Most of Lana's smileys are uploaded. Hard-refresh the page (Shift/Ctrl/both, and either R or F5).

I think you can boil me until soft with the right smileys like these. But still it needs the working plugin.

-- Simon
#15
Site Discussion / Re: [SUG] Post feedback buttons
July 04, 2026, 10:37:58 PM
Per-post smiley reactions have become common on other forum software.

I'm neutral to hesitant about this. I assume that namida (and not I) will look after setting this up if you can convince him.

The main hesitation is: I don't want animated thumbs-up under 3 messages out of 4. But that is the clearest one to show agreement. Nothing comes close. People will want to use that.

Among the installed smileys, there are no good, small, clear smileys for disagreeing. Shocked, devil, sick, forehead-slap, ..., all mean different things, or at least with different nuance. Unless there is a clear one for disagreeing, people will converge on an arbitrary existing smiley to mean disagreement. That would be worse than making a new smiley for disagreeing.

-- Simon