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Messages - WillLem

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1
Hi Simon, confirming 1700 UTC tomorrow (Friday). Again,  many apologies for missing your earlier message. See you tomorrow, W

2
OK, I've gone ahead and enabled notifications for this topic so I won't miss another post. Only just realised this is possible!

3
I can't do much more than offer these times. I expected you to agree on one or propose something else.

Friday, 26th, 17:00 UTC I can make. Otherwise it will have to be next week.

Apologies, I missed your reply! :forehead:

Should be able to make Friday, I'll let you know first thing tomorrow (Thursday) if I can't.

4
OK, I have double-checked my laptop screen resolution and the highest it will go is 1366x768.

Ah yes, I meant to say 1366 x 768 rather than 1280 x 720. The issue is the same, though - it can manage 3x zoom in low res but only 1x zoom in hi-res (which is the same size, but higher resolution, as 2x zoom low-res).

And indeed, the DPI settings won't make any difference if it's a screen res issue.

I have tried, as you suggested, turning off the minimap, which definitely filled the entire width of the panel/screen.  The two attached screen photos show the results.

Thanks for sharing these, it's good to see how things look on different machines. I can of course simulate 1366 and other resolutions on my machine, but it's still good to have an actual comparison.

I do appreciate that my laptop is now a little long in the tooth and doesn't support 1920x1080, which would be ideal.  I will have to look into upgrading it soon.

I was careful not to outright suggest that you buy a new laptop, since that's a pretty naff support response! But yes, if you can treat yourself sometime, go for it :lemcat:

I will also try playing SLX on my desktop PC - which is older, but I have a really good 1080p IPS monitor, and run Windows 10 in 1920x1080.  I expect that I'll get more favourable results on that.

Almost certainly!

In the meantime though, one of the jobs on my list is to look at dynamic resizing of the skill panel so that it always matches the width of the game window. I've wanted to do that ever since I began with SLX, and now that it's been brought to my attention by someone who actually uses the program I'll definitely bring it up the priority list.

5
SuperLemmix / Re: [FEAT] Included Level Packs
« on: April 24, 2024, 08:22:32 PM »
All I will say is that I strongly oppose "Bonus" as the title for this pack or any of its subfolders ... currently on my installation the folder is "Misc Levels", which is okay I guess.

Happy not to go with "Bonus" as a title, for sure. The groups will meanwhile likely stay as Fun, Tricky, Taxing and Mayhem.

"Misc" isn't massively better, though, tbh. "Save The Lemmings" (title used by SLToo for these levels) is OK, but I'm sure we can even do better than that.

Ideas welcome, now's the time to pitch in!

6
SuperLemmix Bugs & Suggestions / Re: [SUG] Panel hints
« on: April 24, 2024, 07:22:23 PM »
Much better!



Implemented in Commit 2afcb82c5 with Config menu option added in Commit ae0af2f3f.

7
SuperLemmix Bugs & Suggestions / Re: [SUG] Panel hints
« on: April 24, 2024, 04:56:15 PM »
I couldn't get the regular Window tooltips to show for panel buttons. So, a (perhaps better?) alternative is to display them in the status area (just above the -/+ buttons), like this:



These hints will be optional (and off by default). Ideally, I'd also like to hue-shift the text, but my attempts to do this have failed so far. I'll keep trying of course, but I'd say the feature is good enough for release even at this stage.

Initial implementation in Commit 1dbeb5a39.

8
Well, from the screenshots alone, it looks like the Level Select screen is being displayed correctly - the icons aren't supposed to be much bigger than that. The recently-added tooltip hints should help with these in the meantime, and I'll look at what can be done to improve the Level Select screen in general (a full overhaul isn't completely out of the question, but it may take some time).

Meanwhile, from the in-game screenshot it looks likely that your laptop's display has a max resolution of 1280 x 768. With that being the case, unfortunately it simply isn't wide enough to fit the full panel on the screen at 2x zoom in hi-res. Most laptops nowadays have a standard resolution of 1920 x 1080, and that's what I'm working to with SLX. We could consider reducing the number of possible skill types to 12 instead of 14 - and, I did in fact consider this for some time, but concluded that it would be a relatively drastic change to make for the sake of supporting older screen resolutions.

Definitely do double-check your laptop's display settings; it's possible that you may be able to go to a higher resolution, and this is what you'd need to do. If this isn't an option, then as a workaround for now you can head to the Config menu (F2 from the main menu screen), go to the Graphics tab, and un-check "Show Minimap". This will increase the size of the panel buttons considerably, and you can use the Zoom In/Out function to quickly move to another part of the level.

I'm also considering adding "Nudge Left/Right" hotkeys, which would quickly jump the screen left or right. Now that "Show Minimap" is optional, it seems like it might be a worthwhile feature.

9
SuperLemmix / Re: [FEAT] Included Level Packs
« on: April 24, 2024, 01:24:45 PM »
Yes, that sounds like a fab idea! :thumbsup:

OK cool! 8-) Well, since there's only been 1 reply and it's from someone who strongly agrees, let's go ahead and combine the following into a single pack:

DMA Lemmings Compilation / Lemmings / Bonus
DMA Lemmings Compilation / Lemmings Extra / Covox Lemmings
DMA Lemmings Compilation / Lemmings Extra / Prima Lemmings
DMA Lemmings Compilation / Oh No! More Lemmings / Bonus

Any ideas/suggestions as to ordering, grouping, title, logo? If there are none, I'll go ahead and come up with something myself in time for the next update.

10
SuperLemmix Bugs & Suggestions / Re: [SUG] Minor UI tweaks
« on: April 24, 2024, 01:15:05 PM »
So if I had a wav file that had the desired sound effect, I'd just need to rename it to "Bye.wav" and SLX would use it in place of the "bye.ogg" file, if the ogg file wasn't detected?

Correct, but de-capitalise it to be sure (so, "bye" instead of "Bye"), and rename "bye.ogg" to "bye2.ogg" or something in case you ever want to switch back.

Also, I recommend using this OGG Converting tool to convert the .wav to a .ogg (not entirely necessary, but it does save disk space).

It's also worth placing a separate copy of any mods you make in a separate folder (call it something like "SLX mods") and keep that folder somewhere handy. That way, when you update SLX, you have all your mods in one place.

Note: I did consider adding a "mods" folder to SLX for this purpose (similar to the one in Lemmini), this might happen at some point in the future. That way, mods can always be drag-dropped into the new copy of SLX. For now though, they must be performed again manually with each update.



Meanwhile:

:lemming: Postview cursor hotspot updated (Commit 593e81c14)
:lemming: Tooltip hints added to Level Select menu and Config menu (Commits 1e8c3f8f4 and d2a37aeb1)

11
First things first, the dialog is now larger and edited for readability. I've also added an option to append the replay file with a result tag (Passed, Talisman, Undetermined, etc...), and it works nicely:





Note that the tag is replaced for subsequent checks, even if "Keep Existing Filename" is checked (the first part of the filename will remain unchanged, as usual).

My question here is, should this option be checked by default? I would lean towards yes, but I can see reasons why people might not want this.

What about "Refresh Replays"? This saves the replay file in the latest format, which again seems like a good thing to do by default.

Thoughts?

12
NeoLemmix Styles / Re: Orig/OhNo-style styles
« on: April 22, 2024, 09:25:57 PM »
The other styles are still very early in development.

Your ideas sound fab, and based on the quality of your existing tilesets (particularly the chalk set) I'm very much looking forward to seeing your work!

Any suggestions would be welcome! ;)

This is a tough one. I'm usually full of ideas, but when it comes to tilesets I can't seem to think of anything both original and worthwhile.

I think a really good beach/tropical theme could be good, but it's difficult to come up with abstract shapes. The tendency is to go full palm trees and beach balls!

It's like Pieuw said, the original tiles are a toolbox to build anything. What's needed, then, is perhaps to think more elemental and abstract with it rather than coming up with a very specific theme that immediately conjures up pre-existing shapes and images.

13
OK, thanks Jeremy.

Come to think of it, I think I remember something like this happening when I very first implemented the Amiga cursor, but haven't had it happen in a long time and I'm also struggling to get it to happen.

@Tygerboi - which version of SLX are you using?

14
SuperLemmix / Re: Source Code of SuperLemmix
« on: April 22, 2024, 09:15:33 PM »
I'm in the process of migrating the project over to GitHub. For now, I'm pushing everything to both the Bitbucket origin and a newly set-up GitHub remote repo. This will be the setup until further notice; if you want to collab/clone/fork, please do so via the SLX GitHub repo. Thanks :)

15
SuperLemmix / Re: Source Code of SuperLemmix
« on: April 22, 2024, 09:12:24 PM »
Compiling Instructions & Download Links

It's probably worth posting compile instructions here, since getting the project running in Delphi IDE is a bit of a fiddly process. Everything you need is linked to or included with this post. If anything is missing, please let me know.

The first step is to download and install Embarcardero RAD Studio 10.4.2 from here - compatibility with later versions than this cannot yet be guaranteed/ Please do let me know if you manage to get it working in a later version..

Next, download the SuperLemmix source. Be sure to clone it rather than fork it, and also run MakeSymLinks.bat which you'll find in the cloned copy.

As well as the source files, the Graphics32 library is also needed. Here's how to add it to the IDE:

Graphics32 setup instructions:

1) Clone the latest version of Graphics32, place it somewhere useful (I'd recommend the Embarcadero Project Files folder)
2) In the Graphics32/Source/Packages/104 folder, compile both packages; do the one with _R in the name first - open the .dproj file in RAD Studio, then compile them using Ctrl+F9 or Project/Compile
3) Install the compiled _D package into RAD - the easiest way is to open the project in RAD, right-click GR32_DXE8.bpl in the Project Explorer (to the right) and choose "Install" from the context menu
4) Finally, add the path of the compiled _R package into Delphi's library path - to do this, go to Tools/Options/Language/Delphi/Library, click the three dots "..." next to Library path, then click the Folder icon and browse to the folder where all the DCU files from compiling are (this should be Graphics32/Source/Packages/XE8/Win32/Release - select this folder and Add it to the Libraries list)

With all of the above done, SLX should compile. Post here if you're having any issues.


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