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Topics - WillLem

#21
Proxima has made a number of tiles in various colours which are intended to match one of the original styles:


Amiga blue, which I'd suggest be added to all of them


A slightly cooler shade of blue, intended for use with orig_crystal


Brown, intended for use with orig_dirt, orig_pillar


Indigo, intended for use with orig_marble


Olive, intended for use with orig_pillar, ohno_rock


Purple, intended for use with orig_marble, ohno_bubble, ohno_rock


Red, intended for use with orig_fire, ohno_brick

I'd like to suggest that we go ahead and add these to the original styles as background images. It's KB of difference in file size for easy access to these style-enhancing background colours. Note that adding these will not change the theme background colour, it will simply make the background available alongside each of the suggested styles in the Editor.

If there are no objections, this will go ahead in the next update.
#22
Closed / [✓][SUG][ED] Pop-out Piece Browser
March 04, 2025, 06:42:37 AM
To complement the recently-implemented Pop-out Level Arranger, let's also have a Piece Browser which can be moved and resized (horizontally and vertically) as the user wishes.

At this point, I'm not entirely sure that it can be done quite as gracefully as the Level Arranger, since the Piece Browser has far more moving parts. But, it's definitely something for the to-do list.
#23
Rather than post a bunch of redirects, I'll list here the topics that have been moved out of "Closed" and into either the Community Edition Bugs & Suggestions board, or the SuperLemmix Bugs & Suggestions board.

EDIT: OK, definitely done moving topics around for now. This is all of them. Some will probably be silently closed again, but some may be considered for implementation in CE/SuperLemmix.

Moved "[SUG][EDITOR] Level Arranger Window / Open All Tabs" from "SuperLemmix Bugs & Suggestions" to "Closed SuperLemmix Bugs / Suggestions"
Moved "{SUG][EDITOR] Show Enhanced Piece Data in Piece Browser" from "SuperLemmix Bugs & Suggestions" to "Closed SuperLemmix Bugs / Suggestions"
Moved "[SUG][EDITOR] Make the dropdown for selecting styles wider" from "Editor Bugs & Suggestions" to "Closed"
Moved "NL Level Versioning: Game saves decimal, Editor saves hexadecimal" from "Editor Bugs & Suggestions" to "Closed"
Moved "[SUG][EDITOR] Increase Character Limit For Talisman Names" from "Editor Bugs & Suggestions" to "Closed"
Moved "[SUG][EDITOR] Show gridlines when snap-to-grid is active" from "Editor Bugs & Suggestions" to "Closed"
Moved "[BUG][EDITOR] Mouse zooms not at cursor location" from "Editor Bugs & Suggestions" to "Closed"
Moved "[Feedback/Suggestions] Some general feedback from a new user" from "Editor Bugs & Suggestions" to "Closed"
Moved "[SUGGESTION] [EDITOR] Shift-arrow" from "Archived Bugs & Suggestions" to "Editor Bugs & Suggestions"
Moved "[Rejected][Sug][Editor] Button to reload tileset." from "Game Bugs & Suggestions" to "Editor Bugs & Suggestions"
Moved "[Rejected][Sug][Editor] Button to reload tileset." from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "What's your preferences for one-way arrows?" from "NeoLemmix Main" to "Game Bugs & Suggestions"
Moved "[Part-Fixed][Bug?][Editor] One-way walls from another tileset" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG] Select lemmings separately from theme" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG][CONTENT] change default arrow colors of original sets" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[DISC][PLAYER] The future of official game conversions" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG][PLAYER] Allow file assocation between .nxrp and NeoLemmix Player" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG][PLAYER] Notify user if a pack recommends playing in high-res" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG][PLAYER] "Purge replays" button" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG][PLAYER] Replay manager" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG][PLAYER] Load level from replay" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG] New talisman item - Level object" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG][PLAYER] Indicate pre-assigned skills in F2 menu & preview screen" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUGGESTION] theme.nxmt overrides" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG][PLAYER] Show custom lems in the skill preview in the level select window" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG][UI][PLAYER] Skill panel layout" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"   
Moved "[SUG] Splat & Anti-Splat "Fields"" from "Archived Bugs & Suggestions" to "SuperLemmix Bugs & Suggestions"
Moved "[SUG][EDITOR] Levels with no exit" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG][PLAYER] Calculation of postview messages" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG][PLAYER] Allow next/previous skill command to rotate infinitely" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Moved "[SUG][PLAYER] Nudge minimap left & right using hotkeys" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"   
Moved "[SUG][PLAYER] Option to disable replay mode (originally a bug report)" from "Archived Bugs & Suggestions" to "Game Bugs & Suggestions"
Edited "[SUG][PLAYER] Option to disable replay mode (originally a bug report)" by "Dave4"
Merged topics to create "[SUG][EDITOR] Show gridlines when snap-to-grid is active"
Merged topics to create "[BUG][EDITOR] Improved handling of missing pieces"
Moved "[SUG][EDITOR] Cross Compatible Editor" from "SuperLemmix Bugs & Suggestions" to "Closed"
Moved "{SUG][EDITOR] Various ideas for Visual Tools" from "SuperLemmix Bugs & Suggestions" to "Closed SuperLemmix Bugs / Suggestions"
Moved "[SUG][PLAYER] Spacing on records screen" from "Closed" to "Bugs & Suggestions"
Moved "[BUG][PLAYER] Negative checkbox options: Reword & invert" from "Closed" to "Bugs & Suggestions"
Moved "[BUG][PLAYER] "An error occurred while trying to save data"" from "Closed" to "Bugs & Suggestions"
Moved "[SUG][PLAYER] Assign hotkeys to panel buttons (as well as individual skills)" from "Closed" to "Bugs & Suggestions"
Moved "[SUG][PLAYER] Slight tweak to level select" from "Closed" to "Bugs & Suggestions"
Moved "[SUG][PLAYER] Sound For Release Rate Increase/Decrease" from "Closed" to "Bugs & Suggestions"
Moved "[BUG][PLAYER] Replay Insert Mode ("blue R") silently overwrites" from "Closed" to "Bugs & Suggestions"
Moved "[BUG][PLAYER] Program crashes on startup if level file missing" from "Closed" to "Bugs & Suggestions"   
Moved "[BUG][PLAYER] Skill shadow ignores death from out-of-bounds" from "Closed" to "Bugs & Suggestions"
Moved "[BUG][PLAYER] Inconsistent Fencer steel interactions" from "Closed" to "Bugs & Suggestions"
Moved "[BUG][PLAYER] Inconsistency in entering water between swimmer and normal lemming" from "Closed" to "SuperLemmix Bugs & Suggestions"
Moved "[BUG][PLAYER] Lemmings sometimes survive the fall onto the splat-pad" from "Closed" to "SuperLemmix Bugs & Suggestions"
Moved "[Bug][Player] Lemmings Get Zombified Before Appearing or Popping Out of Receiver" from "Closed" to "SuperLemmix Bugs & Suggestions"
Moved "[Potential Bug] NeoLemmix 12.13 and the "Select Walking Lemming" function" from "Closed" to "Bugs & Suggestions"
Moved "[BUG?][PLAYER] Skill panel appears smaller in High-res mode" from "Closed" to "Bugs & Suggestions"
Moved "[SUG][PLAYER] Display Neutral Lemming Count" from "Bugs & Suggestions" to "Closed"

Plus, Simon moved these:

Moved "[SUG] Sound Schemes" from "Community Edition" to "Bugs & Suggestions"   
Moved "[SUG] Welcome Screen enhancements" from "Community Edition" to "Bugs & Suggestions"   
Moved "[SUG] Assign Fail Sound" from "Community Edition" to "Bugs & Suggestions"   
Moved "[SUG] Multiple player profiles" from "Community Edition" to "Bugs & Suggestions"   
Moved "[BUG][FIXED] Remove Update Message Box (points to NL site)" from "Community Edition" to "Bugs & Suggestions"   
Moved "[SUG] Replay Insert Mode / Replay Editor updates" from "Community Edition" to "Bugs & Suggestions"   
Moved "[SUG] Non-Windows-dialog alternatives to the level select etc screens" from "Community Edition" to "Bugs & Suggestions"   
Moved "[BUG] Crash after quit: Press ESC twice during level preview" from "Community Edition" to "Bugs & Suggestions"   
Unlocked "[Potential Bug] Fencers no longer turn around when hitting steel"   
Moved "[Potential Bug] Fencers no longer turn around when hitting steel" from "Closed" to "NeoLemmix Main"   
Moved "[No Bug][Player] Sliders Exiting in Midair If Still Dehoisting" from "Closed" to "Closed"   
Moved "[BUG][PLAYER] Slider lemmings can shimmy across the bottom boundary of the level" from "Closed" to "Closed"   
Moved "[SUG][PLAYER] Display Neutral Lemming Count" from "Closed" to "Bugs & Suggestions"   
Moved "NeoLemmix Bugs & Suggestions Subforum Rules" from "Bugs & Suggestions" to "Closed"
#24
Lemmini / Help With Missing Resources
March 04, 2025, 02:22:55 AM
If you're seeing the "Missing Resources" error in RetroLemmini, it's usually due to one of the following:

1) The required resource hasn't been included with, or wasn't downloaded along with, the associated level pack.

If you're playing a custom level, check the LF topic or download site of the level pack. Are there any other resources that were meant to be downloaded along with it (music, gfx mods, etc)? If so, try downloading these and placing them into the correct folder in "resources\".

Otherwise, see if the pack author/maintainer is still active on LF/Discord. If they are, you can always message them to see if they can provide the missing resource; they may have simply forgotten to include it in the download, and you'd be doing them (and other users) a big favour by bringing it to their attention.

Failing that, please feel free to reply here if you have been unable to find a missing resource from a custom level pack. It's possible that someone has a copy of the resource, or there may be a workaround to at least get the pack to a playable state.

2) A newer copy of RetroLemmini is in a directory with an older copy of the "resources" folder.

This can be quite a common occurrence when updating your copy of RetroLemmini. Either the new copy of RetroLemmini has been placed into an older directory which is of course missing some updated resources (the most likely scenario), or stuff has been copied from the old directory and in the process has deleted or overwritten something in the new directory (far less likely, but could still happen).

Either way, this is an easy fix. Simply re-download the latest update, and take care when copying files across from your existing RetroLemmini directory.

It's generally safe to copy across levels, replays, mods, settings and player data without issue. But when copying across gfx, music and sound, ensure that doing so doesn't delete any existing files in these folders; replacing is generally OK, as is merging.

If you wish to use a modded copy of a particular resource (such as the cursor, for example), it's generally best to ensure that the default copy is present first, then paste-replace your modded copy into the correct folder.

If you're experiencing issues with the RetroLemmini file system in general, ask here for help. Most problems can be solved fairly quickly and easily, and those that can't may be addressed in a future program update if necessary.

3) Some other reason.

If you're getting a "Missing Resources" error that isn't explained or solved by any of the above, please do report it here and I'll do my best to help find a solution or a workaround.

#25
A fork of NeoLemmix featuring UI improvements and an updated level Editor

Please use NeoLemmix Community Edition 1.1 RC-1 in the meantime. Thanks.

Welcome to NeoLemmix CE! This "Community Edition" fork exists so that suggestions to improve the UI of NeoLemmix 12.14 can possibly be accepted and implemented, and non-game-physics-related bugs can be fixed. All custom levels made for NeoLemmix 12.14 will always remain compatible with Community Edition, meaning that CE's development will never involve changing the actual internal physics of the game itself.

Here's a list of everything that has been implemented for NeoLemmix Community Edition so far:

Main Menu
:lemming: Added placeholder Menu graphics & layout to differentiate NeoLemmix "CE" from regular NeoLemmix - Please note: the current updated graphics are placeholders so that CE 1.0 is immediately visually different from NL 12.14. A topic will be made for updating the main menu in due course, where we can discuss gfx, layout, etc in more depth, to be applied in a future update.

:lemming: Fade transition between menu screens is now on/off optional. When on, it's the same as it is in the RC. When off, transitions are more or less instant.

:lemming: Menu screens now Fade In (as well as Fade Out) to make between-screen transitions smoother

Options Menu
:lemming: Added option to deactivate helper overlays - reducing UI clutter should always be possible, helps to onboard newbies.

:lemming: Added option to set the number of skill queue frames - 0 is essentially "off", 15 is the default (status quo), up to a maximum of 20.

:lemming: Added more auto-naming options for Replay files and widened the dropdowns for easier reading

:lemming: Re-worded 'Don't Replay After Backwards Frameskips' as 'Replay After Backwards Frameskips' and checked it by default

:lemming: Added option to Replay after Restart (or not) -  a frequently requested feature which might become unnecessary again in a future update (if we can improve Replay UI)

:lemming: Added option to load either the Next Unsolved Level, or the Last Active Level (current behaviour)

:lemming: Hotkey Config - Added 'Restore' (restores previously saved layout), 'Cancel' (discards changes), 'Save & Close' and 'Clear All Keys' buttons

:lemming: Hotkey Config - Added text label (rather than a popup) to let users know when 'Find Key' is listening for a keypress

:lemming: Hotkey Config - (Bugfix) Typing "-" into the Time Skip text input (for minus values) no longer resets the cursor

Level Select Menu
:lemming: Fixed intermittent unresponsiveness, added simple loading feedback, and updated the way packs are loaded so as not to process tons of information at once; this should ensure a much quicker and smoother UI in general, but there may still be noticeable loading delays if a pack isn't a compilation of (> 1) sub-packs but has lots of levels (500+). I'll keep working on this, but for now it's far better than it was previously.

:lemming: Upgraded keyboard compatibility; arrow-key-browsing now load each level preview, and we can load the selected level into the player by pressing [Enter]

:lemming: Added "Reset Talismans" button, so players can reset their talisman progress on a per-level basis (very handy for level testing, and when re-playing an already-completed pack)

:lemming: Added "Level Search" capability

:lemming: Added "Edit Level" button - opens the currently-selected level in the Editor

:lemming: Increased width of, and text size in, Level Select treeview

:lemming: Added mouseover hints to Level Info icons.

:lemming: "Cleanse Levels" now provides feedback during the process.

Skill Panel
No updates yet

In-Game UI updates
:lemming: Sleeper lemming state - this state is entered when time runs out and the lemming reaches the exit. It's a mostly aesthetic state to replace the buggy-looking cluster of exiting lems, but it's also useful for simulating exit behaviour as these lems cannot be assigned to, and are deducted from the lemming count

:lemming: Updates to Replay Editor:
• Added ability to double-click a replay event to jump to that frame
• Added ability to delete all future assignments for a particular lemming (from the currently-selected event onwards)

:lemming: Fixed cursor zoom bug (the cursor's position relative to the level is now preserved between zoom levels)

:lemming: The total number of lemmings under cursor is now always shown, regardless of priority/type (i.e. zombie, neutral)

:lemming: Added "Assign Fail" sound which plays whenever an attempted assignment fails for any reason

:lemming: Bugfix - When in Replay Insert mode, attempted assignments that fail because there is already an assignment on the same frame do not advance physics, thus only triggering the Assign Fail sound (and not the regular assignment sound) and giving the player a chance to edit the replay before advancing.

:lemming: Level title and save requirement info is now displayed in Window Caption (we also display "Mass Replay Check" when in MRC mode)

:lemming: Bugfix - When falling back to default sprites, the correct sprite and brick colours are now loaded.

:lemming: "Falling back to default sprites" is now only shown once (on the level preview screen after the player has attempted to load the level). This is to prevent incidental pop-ups whilst browsing levels.

:lemming: Lemmings shrug and "OK" sound is played when a level is cheated (this is just for fun!)

Other UI updates
:lemming: Upgraded keyboard compatibility of all menus/dialogs; they'll respond to [Esc] by closing, etc.

:lemming: Updated welcome screen with pictures, etc (further updates may be made to the Welcome Screen in the future)

Please note that some features, particularly the Level Search feature in the Level Select menu, have been updated following RC feedback and are further improved/optimised.



How to install:

Simply unzip the directory to any location on your computer!

You can move any levels, replays, gfx mods, styles, etc over from NeoLemmix - they will all be compatible with CE. If they aren't compatible for any reason, please report it.

The zip also contains a copy of the SuperLemmix Level Editor. This is fully compatible with NeoLemmix CE and will detect NeoLemmixCE.exe in the directory and automatically set the controls to NeoLemmix mode. The zip contains everything you need to start creating levels right away!

#26
This bug is present in all existing versions of Lemmini (OG, SuperLemmini, SLToo, RetroLemmini).

Basically, when attempting to load a replay for an external level, we get a "level does not exist" error and the replay doesn't load. It's possible to use this workaround to get it to work, but this isn't ideal; if the external level is a test, and the plan is to later add it to a proper pack, the replay file would have to be edited again.

So, the plan is to fix this for RetroLemmini. We want to first check the levels folder for a match, and if none is found, check the external levels folder for a level matching the name specified in the replay file. If one is found, attempt to load the replay as normal.
#27
I've been looking through some NL bug reports and one that's particularly taken my interest as something that could be looked at in more depth for SuperLemmix is this one concerning splat pad gravity for Jumpers.

It was more or less agreed in the original topic that the behaviour isn't a bug because the lemming is mid-action, and so hasn't yet become a faller. And yes, this is absolutely correct when viewed from a purely game-physics point of view.

However, Armani's original report raises these questions, which didn't really get discussed properly and which I'd like to look at:

1) If the lemming is visibly affected by gravity (i.e. the downwards part of a Jumper arc, a Reacher that is dropping back down having not found Shimmyable terrain), should they be affected by a splat pad?

I'd suggest that they should, since that's consistent with what we'd expect from (splat pad + downwards gravitational force).

EDIT: Reachers do in fact splat, because they transition to faller at the top of the "Reach", and even Floaters and Gliders need to have visibly readied their umbrella/glider to be immune to splat pads; these are both physics consistencies and design decisions that lend even more weight (no pun intended) to 'Jumpers should splat if they're in the descent phase of their arc'.

2) So then, should lemmings exerting an upwards force (the upwards part of a Jumper arc, a Reacher on ascent) interact with splat pads as well?

I'd probably suggest not, as it would look a bit peculiar. Also, even if our understanding of a splat pad is that it's triggered by sufficient gravitational force, downwards-only is an acceptable prerequisite of this.

Thoughts?
#28
There are a number of bug reports that were closed due to the end of NL development being approached or reached, but are non-physics bugs that could potentially be fixed for CE (example).

There are also a few physics bugs that weren't fixed in NL (and consequently also won't be fixed in CE) but were fixed in SuperLemmix. And, some that haven't been fixed in SLX yet, but could be (example).

I wonder if I might be granted mod privs for the Bugs & Suggestions board, so that I can:

a) Re-open any closed UI-related bugs as fixable in CE (so that I can later mark them as fixed and log the commit SHA)
b) Move any closed physics bug reports that could be (or have been) fixed in SLX to the SuperLemmix board, for the same reason

With that said, I realise that namida may occasionally want to respond to bug reports by fixing them in NL, and we also want to eliminate any possible confusion that a CE-fixed bug has also been fixed in NL (which it most likely won't have been).

So, another solution might be to give the Community Edition its own Bugs & Suggestions board, and then namida can forward any reports that would usually get the "no new bug reports" response there instead. Then, any he does decide to fix in NL can be fetched into CE anyway (I'd appreciate the chance to mark the topic as fixed in CE before it's closed if it's decided that this is the way to go).

NOTE: I'd also probably want to request that some topics be moved out of the "Closed" NL board and into the relevant board; if I could be granted temporary mod privs (for a day or two), I'd be happy to do this myself.

Either way, as well as being a way to keep track of what has and hasn't been done already, this would be a big help with maintainence going forward; any new UI bug reports can be handled in CE, and any physics bug reports can potentially be moved to the SuperLemmix board and dealt with there.

Incidentally, I'll probably start marking bugs as fixed in both CE and SLX (where relevant) and with the appropriate SHA reference for each (example); this will be so that topics don't need to be duplicated across boards, and will mainly be so that I can see at a glance what has been done, and for both platforms at the same time.



SIDE NOTE:

Chances are that both SLX and CE will start to get fewer and fewer updates as time goes on, and SLX will probably start to become my main focus again once CE is stable and people are happy with it. Development will then likely increasingly become a case of responding to bug reports rather than announcing new features, and so I could do with making a start now in keeping things organised.
#29
Split from this topic.

Quote from: GigaLem on February 05, 2025, 11:45:35 PMSeggestion 1
I noticed the set all skills to zero button and thought wouldn't make more sense to say "Clear All Skills"? but also thought of a button that said "Set all skills to desired number" like the random skill set only you pick the number all skills will have.
#30
I'm currently investigating overlapping trigger areas in the Lemmini codebase. It doesn't seem to work in the same way as NeoLemmix, where multiple triggers can both exist and be detected in the same pixel.

Instead, the evidence suggests that each pixel can only be occupied by a single trigger, determined (as it seems) by the object's index relative to the other object(s).

So, if we place a water object at index 0, then a trap at index 1, then an exit at index 2, and have all 3 triggers overlap, the exit trigger will overwrite the other two.

At least, that's what I think is happening based on my findings so far.

If that's the case, then prioritising one over the other seems to be basically impossible unless we start hacking away at the rendering, or re-shuffle the indexing of people's levels; neither of these are particularly appealing. There must be another way.

If anyone has any insight into how "bits" work (as opposed to pixels), please do contribute.
#31
Expectation: these topics should all be highlighted green (I'm fairly sure they were, previously...could be wrong), but only those with the "Climber" icon (the sticky but not locked topics) are.

#32
Community Edition / [RELEASE] NeoLemmix Level Editor 1.46
February 05, 2025, 01:38:00 PM
NeoLemmix Editor Release Topic.

Download the latest version of the NeoLemmix Editor, recommended for use with NeoLemmix CE or NeoLemmix 12.14.

Need to report a bug or request a feature? Go here.

N.B. You can also use the SuperLemmix Editor to edit NeoLemmix levels as before, but this is not recommended unless you specifically want a single editor for both platforms.
#33
Lemmini / [RELEASE] RetroLemmini 2.7
February 04, 2025, 12:30:28 AM

The latest version of Lemmini!


This version of Lemmini continues where Charles left off with SuperLemminiToo. The goal of this version is to make the Lemmini platform as plug-and-play as possible, future-proof it for Java updates, as well as enhance a few features and fix a few bugs. I don't plan to do anywhere near as much with this as I have been doing with Neo/SuperLemmix, but I think that a handful of decent updates per year are definitely worth it to keep Lemmini going and glowing.



Features List
:lemming: Updated File System

In what is perhaps the flagship update, the "root.lzp" zip file has been removed and replaced with a simple "resources" directory into which all of your existing (Super)Lemmini(Too) resources can be placed.

The file system is now completely open, similar to Neo/SuperLemmix and Lix, enabling you to completely customise your copy of RetroLemmini and keep track of files much more easily. It also makes dev-side updates to the graphics, music, sound, levels, etc much easier to implement and test.

The program no longer creates folders and settings files all over your PC / Mac. Instead, all resources are kept in the root directory (where the .jar is) and the settings file is saved into a dedicated "settings" folder, also in the root directory. So, the program is now self-contained and fully portable!

:lemming: Fixed Timed/Untimed Bomber Replay Bug

SuperLemminiToo's "5 Second Timed Bomber" option was a welcome feature, but it came with a particularly difficult problem: if a user creates a replay with one option enabled, and then that replay is played back with the other option enabled, all of the Bomber assignments are out of sync.

RetroLemmini resolves this so that replays are played back exactly as they were created, regardless of current setting, on an assignment-by-assignment basis.

:lemming: DMA Lemmings / Oh No! More Lemmings

RetroLemmini features the remastered versions of these packs, complete with:

• Fixed steel areas
• Fully restored decorations & level sizes
• Enhanced graphics for the 4 "special" levels
• See this topic for more details...

:lemming: Physics

Steel detection for Bashers and Miners has been greatly improved: both skills now tunnel all the way to the steel block.

• Climbers now bypass the "oh no" phase when assigned a Bomber (so, they explode immediately)
Estimated impact: Significant. Any replays involving Climbers & Bombers will potentially be broken by this update, although the level solutions themselves will remain unaffected

•  Oh-Noers can now exit without exploding.
Estimated impact: This is no doubt a significant exit physics bugfix, but since the use case involves a very specific trick requiring particularly deliberate set-up, it's very unlikely to affect any existing levels/replays directly

•  If an exit's trigger overlaps with another object's trigger, the exit trigger is preferred.
Estimated impact: Low to none. I don't know of any levels which involve an exit's trigger being completely overlapped by an object. The physics update is more to ensure that exits can always be interacted with, wherever possible

:lemming: Skill Panel

• Updated time counter colour scheme:
• •  Infinite time is displayed in Blue
• •  For timed levels, the count is shown in Green
• • • When 59 seconds remain, the count changes to Yellow
• • • When 10 seconds remain, the count changes to Red

•  Increased speed of release rate re-fire when the button is held (existing replays are unaffected) and widened the range of the pitch-shifted sound to more closely match the Amiga

• The animations have been recoloured slightly to improve the overall appearance (you're more than welcome to drop the SLToo versions into the "resources\gfx\iconbar" folder if you prefer those!).

• The Vertical Lock button is now hidden when not needed.

:lemming: Floater Sprite

• Recoloured yellow umbrella to red and white

:lemming: Styles/Mods

• Mods can now be used on a per-level as well as per-pack basis. Where both are present, the per-level mod is preferred.

• OG styles (Crystal, Fire, Bubble, etc) have had the exit graphics (and other split-graphic objects) merged into a single graphic for easier handling in the Editor, speaking of which...

:lemming: Dedicated Level Editor

• RetroLemmini ships with a dedicated level editor "RLEditor", which is based on the NeoLemmix Editor and includes many of its QOL features whilst providing RetroLemmini-specific controls and properties.

:lemming: Main Menu Updates

• Brand new RetroLemmini logo

• Scroller updated for readability - the colours for the "Classic" scroller have been switched to yellow-on-blue, and for the default Lemmini scroller the font is yellow and un-stretched

• Mouse click event handlers added to all menu screens
• •  Menu - LMB loads the first level of the first group of the first pack, or opens the level select menu (this will later be updated to load the next unsolved level in the last active level pack, but that's for another day)
• •  Briefing (Preview) - LMB starts the level, RMB exits to menu
• •  Debriefing (Postview) - LMB continues to next level or restarts the current level (depending on pass/fail), RMB exits to menu

• Improved size & visibility of cursor

More updates to the Main Menu are planned, but for now it's good to go!

:lemming: Options Menu Updates

• Added option to "Auto-Save Successful Replays" for successfully completed levels
• Added an option to "Show Level Name on Status Bar", unchecked by default and only available when "Enhanced Status Bar" is enabled. Charles actually did previously implement this option but it never appeared in the Options menu, so it's added now.
• Added option to Show/Hide menu bar (it's also possible to toggle this on-the-fly using hotkey Ctrl + M from anywhere)
• Added option to choose Exit sound ("Yippee", "Boing" or "Auto", where Auto is set by the level's style)
• Menu screen now updates when toggling Classic Scroller on/off without having to close and re-open the program
• Re-shuffled the Options menu layout a bit for clarity and readability.
• "Stop Fast-Forward When Pausing" is now checked by default, and "Show Button Labels" is unchecked by default.

More updates are planned for the Options menu - tooltips and layout updates at the very least.

:lemming: Customisable Hotkeys

• Fully-customisable hotkeys have now been implemented. You can map any key tyou wish to any of RetroLemmini's controls.

Plus, added the following hotkeys (defaults in brackets):
• Show Hotkey config (F6) - from anywhere
• Cancel Replay (C) - from in-game
• Turbo Fast Forward (T) - from in-game
• Load Replay (Ctrl + L) - from anywhere
• Save Replay (Ctrl + S) - from in-game and postview
• Toggle Menu bar on/off (F1) - from anywhere
• Manage Players (F2)  - from anywhere
• Select Level (F3) - from anywhere
• Enter Code (F4) - from anywhere
• Options (F5) - from anywhere
• About RetroLemmini (F7) - from anywhere
• Load default level (Enter/Space) - from main menu
• Start level (Enter/Space) - from preview
• Continue to next level/restart current level depending on pass/fail (Enter/Space) - from postview
• Exit to menu (Esc) - from preview and postview
• Close RetroLemmini (Esc) - from main menu

:lemming: Debug Mode / Maximum Exit Physics Mode

•  Updated Debug mode access (Level Code is now "0xlemdebug" without quotes, hotkey is Ctrl + Alt + D from in-game). This mode gives access to a number of hidden features such as Draw mode (draw/erase pixels to the game screen), infinite skills, infinite time on/off, spawn lemmings at cursor, etc. A full list, plus key access, can be found in Key Assignments.txt. NOTE: If this mode is active, the level will count as having been "cheated" and records will not be saved

•  Improved Debug Mode panel display

•  In Debug Draw mode (Ctrl + Alt + D, then D again to activate), the number keys (1 - 0) set the size of the "paintbrush". LMB draws terrain, RMB erases

•  Maximum Exit Physics can be enabled either by typing a Level Code (code is "exitrule0k" or "directdr0p" without quotes) or pressing (Ctrl + Alt + E) from in-game. This mode allows lems to exit on contact with the exit trigger, regardless of action (so, for example, Climbers can now exit mid-climb) or state (so, Fallers, Splatters, etc can exit). Like Debug mode, if this mode is active, the level will count as having been "cheated" and records will not be saved

:lemming: Setup Instructions Included

It seems a small feature, but it's a much-requested and much-needed one! The SetupInstructions.txt file included in the root directory provides full setup instructions, as well as how to create a Windows shortcut, and set your own icons, should you wish to do so

:lemming: Level Pack Compiler

The 'resources' folder includes a user-friendly tool for compiling levels into packs. Add levels, groups and music to your pack, and generate the .ini (required for your pack to work) automatically.

:lemming:  UI Features

• More level records are shown on the debriefing (postview) screen (i.e. max saved, time elapsed, skills used)

• Window caption now also displays pack title, rating name and level number (as well as level title and save requirement)

• Saving the level as an image now auto-saves the image with the same name as the level (if such an image already exists, (n) is appended to the filename)

•  Additional app information and web links added to "About" window

• New and improved Visual SFX graphics

Please also read this post with features from the 2.2 update, which significantly overhauled much of the Lemmini UI



Wish List For The Future
Planned for 2.8

Quality of Life/Interface Features

:lemming: Support for custom logos (to be displayed in the Level Select screen)

:lemming: Make the Builder skill panel icon more obviously a Builder

:lemming: Make auto-replay on restarting a level optional (on by default)

:lemming: Add mouse button customisation to hotkey config

:lemming: Parental settings which remove blood effects/other graphic imagery from trap animations (this could perhaps be achieved via the mods system), and display break time reminders

Physics

:lemming: Fix left-facing lem collision detection

Planned for the future

Quality of Life/Interface Features

(Nothing to see here, check back later).

Physics

(Nothing to see here check back later).



To install, simply extract the attached .zip to a location of your choosing. Please feel free to reply here if you have any questions, suggestions or issues.

Chances are that RetroLemmini will just work, as long as you have the latest version of either Java JRE or JDK installed on your system. If you do have any issues getting it to run, please let me know and I'll do my best to resolve them as soon as possible.

Source code is available here: RetroLemmini Source Code.

#34
Site Discussion / [SUG] Post feedback buttons
January 30, 2025, 03:15:43 PM
One thing the Forum is sorely missing is some sort of post feedback system.

Leaving an emoji can be a good way to say "I've read this and appreciate it" without having to type out a full reply, and it might help the Forums to feel a bit less... empty!

Site statistics would suggest that there are a decent amount of users online and reading posts every day; we should ideally be providing users with more ways to interact with posts than typing out replies, which not everybody wants to do.

Also, when someone posts asking for help with something (probably more than 50% of infrequent user posts are to ask for some sort of support or assistance), a "this answered my question" button goes a long way to helping other users who might have the same question but don't want to post, even to ask if the given response fixed the problem.

There's lots that could possibly be done here, but I think as a bare minimum emoji feedback (such as what we have on Discord) would go a long way to improving Forum interactivity and help users get to know what sort of topics and posts are most/least appreciated by users.
#35
NeoLemmix Community Edition 1.0-RC1

Here's the first release candidate for NeoLemmix CE 1.0!

Download NeoLemmix CE 1.0-RC1 EDIT - Download removed

For reference, here's a list of the features that have been updated in this RC:

1.0-RC1 Changelog
Lemming States

:tal-gold: Sleeper lemming state - this state is entered when time runs out and the lemming reaches the exit. It's a mostly aesthetic state to replace the buggy-looking cluster of exiting lems, but it's also useful for simulating exit behaviour as these lems cannot be assigned to, and are deducted from the lemming count

Options Menu

:tal-gold: Added option to deactivate helper overlays - reducing UI clutter should always be possible, helps to onboard newbies.

:tal-gold: Added option to set the number of skill queue frames - 0 is essentially "off", 15 is the default (status quo), up to a maximum of 20.

:tal-gold: Added more auto-naming options for Replay files and widened the dropdowns for easier reading

:tal-gold: Re-worded 'Don't Replay After Backwards Frameskips' as 'Replay After Backwards Frameskips' and checked it by default

:tal-gold: Added option to Replay after Restart (or not) - a frequently requested feature which might become unnecessary again in a future update (if we can improve Replay UI)

:tal-gold: Added option to load either the Next Unsolved Level, or the Last Active Level (current behaviour)

:tal-gold: Hotkey Config - Added 'Restore' (restores previously saved layout), 'Cancel' (discards changes), 'Save & Close' and 'Clear All Keys' buttons

:tal-gold: Hotkey Config - Added text label (rather than a popup) to let users know when 'Find Key' is listening for a keypress

:tal-gold: Hotkey Config - (Bugfix) Allow typing "-" into the Time Skip text input without resetting the cursor

Replay Features

:tal-gold: Updates to Replay Editor:
* Added ability to double-click a replay event to jump to that frame
* Added ability to delete all future assignments for a particular lemming (from the currently-selected event onwards)
* Form now responds to keys (arrows, space, enter, delete, esc)

Level Select Menu

:tal-gold: Upgraded keyboard compatibility; browsing with arrow keys loads each level preview, and it's now possible to load the selected level into the player by pressing [Enter]

:tal-gold: Added "Reset Talismans" button, so players can reset their talisman progress on a per-level basis (very handy for level testing, and when re-playing an already-completed pack)

:tal-gold: Added "Level Search" capability

:tal-gold: Added "Edit Level" button - opens the currently-selected level in the Editor

:tal-gold: Increased width of, and text size in, Level Select treeview

Other Updates & Bugfixes

:tal-gold: Fixed cursor zoom bug

:tal-gold: (Bugfix) Always show total number of lemmings under cursor regardless of priority/type (i.e. zombie, neutral)

:tal-gold: Level title and save requirement info is now displayed in Window Caption (we also display "Mass Replay Check" when in MRC mode)

:tal-gold: Fade In Menu screens (in addition to Fade Out) to make between-screen transitions smoother

:tal-gold: Upgraded keyboard compatibility of all menus/dialogs; they'll respond to [Esc] by closing, etc.

:tal-gold: Lemmings shrug and "OK" sound is played when a level is cheated (this is just for fun!)

:tal-gold: Added placeholder Menu graphics & layout to differentiate NeoLemmix "CE" from regular NeoLemmix - Please note: the current updated graphics are placeholders so that CE 1.0 is immediately visually different from NL 12.14. A topic will be made for updating the main menu in due course, where we can discuss gfx, layout, etc in more depth, to be applied in a future update.

:tal-gold: Updated welcome screen with pictures, etc (further updates may be made to the Welcome Screen in the future)

Editor Updates

:tal-gold: The SLX Editor (a more advanced version of the NL Editor) is included with CE. It has an option to set the controls to "NeoLemmix Mode" so that it can be used seamlessly with NeoLemmix, and offers new features such as Piece Search, Custom Hotkeys, Grid Lines for Snap-to-Grid mode, and more.

It's definitely worth redoing your config menu options and creating a new settings file rather than migrating your existing one from NeoLemmix, if for no reason other than to familiarise yourself with the new Config menu.

With hotkeys, your existing 'hotkeys.ini' can be moved across with no issues. However, I'd recommend checking out the new hotkey editor anyway.

Remember that this is not a final version, it's a release candidate (RC). You can make levels and content for it, but be aware that some features may be improved/updated/removed in the final release version. It's definitely worth giving feedback on the features, even if it's just to say that you think they're neat - support is even more valuable than constructive criticism, especially when it comes to deciding what to keep.

See also the roadmap topic.
See also this post regarding CE development speed.
#36
Don't worry, I'm not going to go mad with loads of new topics, I just think this particular feature needs a bit of discussion before I go any further with it.

Basically, the Assign Fail sound triggers any time an assignment is attempted, but fails for any reason. Reasons could be:

1) Assigning a destruction skill when the path would immediately hit steel.

2) Assigning the same skill to a lemming that is already performing that skill.

3) Disallowed assignments (e.g. assigning a Builder to a Blocker).

4) Assigning a skill on the same frame to a different lemming when in Replay Insert mode (this one is new for CE)

It's not just "adding noise" unnecessarily, it's arguably very useful to have this. Players might not be aware that they cannot assign a Builder to a Blocker (for example), and the auditory feedback is important for signalling to the player that the attempted assignment has been acknowledged.

And, if we're disallowing skill overwrite in Replay Insert (we should!*), it lets the player know "there is already an assignment on this frame"; vital!

And OK, spamming might trigger it a bunch of times, but this is acceptible given the benefits.

Possible drawbacks:

It might become annoying: for this, we can simply make it optional.

It doesn't play nicely with skill queueing: OK, this one is a problem. I've checked, and it turns out that every possible skill assignment gets added to the queue, so it's not as if we can say "this skill has been queued successfully, no need to play the Assign Fail sound". We'd have to simulate the lemming at the point of the attempted assignment to see if it would become possible in the next 15 frames, which seems like a potential source of bugs more than anything.

Besides, queued assignments are not necessarily useful to the player on the current frame, which is absolutely the necessary point of feedback. The sound remains useful to signal "no, it's not possible to assign that skill on this frame; the fact that the skill may be assigned in a few frames thanks to queueing doesn't necessarily help the player. So, the sound is still valid.

Current proposal, then: Implement the Assign Fail sound, make it optional, we accept that it doesn't couple up with the skill queue system quite as nicely as we'd like (but still remains useful as a point-of-assignment signifyer nonetheless).

Thoughts? Suggestions?

*See this topic
#37
Game Bugs & Suggestions / [+][SUG][PL] Sound Schemes
January 21, 2025, 08:00:03 PM
Split from: Roadmap for CE 1.0

Quote from: IchoTolot on January 21, 2025, 05:04:19 PMThe most controversial thing I see here: Don't overload the player with 1000 sounds!#

I get the point, but you do exaggerate here. The proposal is to add 4 extra sounds (Assign Fail, -/+ RR, Jumper, Laserer), and pitch-shift the skill buttons.

With that said, I was aware for the potential for this to be controversial (hence the clams!), so I'm more than happy to make these optional. However, in the interests of not overloading the config menu, I suggest the option simply be "Sound Scheme: NeoLemmix / NeoLemmix CE". NeoLemmix keeps the current NL status quo, CE adds the new stuff. At least to begin with, we should try it like this and see if there's demand for the individual sounds to be broken out into their own options later.

There is also scope for the "Sound Schemes" idea to incorporate other skill sounds that some people find annoying (the Swimmer sound, anyone?). It could even be expanded to a 3-way option:

Necessary only - Builder/Platformer/Stacker bricks, Zombies, Let's Go!, Exiting lems, basic un-pitched panel buttons, Bombers

Enhanced - Add the Assign Fail sound and the enhanced panel buttons (pitched RR/Skill buttons)

Complete - Add the less-necessary skill sounds (Jumper, Laserer, Swimmer)

Quote from: IchoTolot on January 21, 2025, 05:04:19 PM100% optional please and it being turned off as standard.

For the first release, let's do as I've suggested and make a 2-way "NL / NL-CE" option, and switch it on by default. Reasons: (1) Give the sounds a try first, they might not be as annoying as you think, (2) we can always set them to off by default in a later update (I imagine 1.1 will follow not too long afterwards, and 1.0 will be getting an RC phase anyway).

Some users might like the sounds; we want to reach those people as well as those who are vocal in opposing them. Otherwise, some users who might like (or even rely on) the expanded sound scheme might not realise it exists, and that's worse than someone being annoyed and then realising that they can turn the sounds off (an annoyed user is far more likely to go config-menu-diving!).

Ultimately, I understand the need to protect the current NL status quo for the literally "noisier" UI stuff like sounds, so rest assured that I won't go ahead with adding anything until we've reached a consensus on this.

Thoughts & suggestions welcome.
#38
Community Edition / Roadmap for CE 1.0
January 21, 2025, 01:51:12 PM
Upcoming Features for CE 1.0

It's probably a good idea to make a start with CE soon. The very first edition will feature only "gimmes" that users are likely to either benefit from, or not notice.

Just in case my idea of a "gimme" differs from yours, here's a full list what I intend to implement for NeoLemmix CE 1.0. It seems like a lot, but the features are all relatively small and easy to implement, so they're the best ones for starters. I'll take my time with it and regularly post progress updates to keep everyone in the loop and offer plenty of opportunity for feedback.

I've added the Clamoji ( :8(): ) to the topics I think might be somewhat controversial at this early stage, and will give extra time for feedback before adding these. And of course, anything without the Clamoji is also still open for discussion and feedback.

Features already implemented in CE will be marked with a Gold Talisman ( :tal-gold: ), and those currently in progress or not yet started will be marked with a Walker lemming ( :lemming: ).

Please note: This will likely take several weeks. You have plenty of time to give feedback, and it WILL be taken into account if provided. If any issues are raised regarding any feature, that feature will not go ahead until any discussion around it is resolved. On the other hand, your silence will have to be interpreted as "go ahead" so that CE can be moved forward.

Please also note: Where possible (and not otherwise noted), anything that is optional will be set to the current NL status quo by default.

Lemming States

:tal-gold: Sleeper lemming state - this state is entered when time runs out and the lemming reaches the exit. It's a mostly aesthetic state to replace the buggy-looking cluster of exiting lems, but it's also useful for simulating exit behaviour as these lems cannot be assigned to, and are deducted from the lemming count

Options Menu

:tal-gold: Add option to deactivate helper overlays - reducing UI clutter should always be possible, helps to onboard newbies.

:tal-gold: Add option to set the number of skill queue frames - 0 is essentially "off", 15 is the default (status quo), up to a maximum of 20.

:tal-gold: Add more auto-naming options for Replay files and widen the dropdowns for easier reading

:tal-gold: Re-word 'Don't Replay After Backwards Frameskips' as 'Replay After Backwards Frameskips' and check it by default (every effort will be made to preserve current user option, but it may need to be re-set following this change)

:tal-gold: Add option to Replay after Restart (or not) -  a frequently requested feature which might become unnecessary again in a future update (if we can improve Replay UI)

:tal-gold: Add option to load either the Next Unsolved Level, or the Last Active Level (current behaviour)

:tal-gold: Hotkey Config - Add 'Restore' (restores previously saved layout), 'Cancel' (discards changes), 'Save & Close' and 'Clear All Keys' buttons

:tal-gold: Hotkey Config - Add text label (rather than a popup) to let users know when 'Find Key' is listening for a keypress

:tal-gold: Hotkey Config - (Bugfix) Allow typing "-" into the Time Skip text input without resetting the cursor

Replay Features

:tal-gold: Updates to Replay Editor:
* Add ability to double-click a replay event to jump to that frame
* Add ability to delete all future assignments for a particular lemming (from the currently-selected event onwards)

Level Select Menu

:tal-gold: Upgrade keyboard compatibility; allow arrow-key-browsing to load each level preview, load the selected level into the player by pressing [Enter]

:tal-gold: Add "Reset Talismans" button, so players can reset their talisman progress on a per-level basis (very handy for level testing, and when re-playing an already-completed pack)

:tal-gold: Add "Level Search" capability

:tal-gold: Add "Edit Level" button - opens the currently-selected level in the Editor

:tal-gold: Increase width of, and text size in, Level Select treeview

Other Updates & Bugfixes

:tal-gold: Fix cursor zoom bug

:tal-gold: Always show total number of lemmings under cursor regardless of priority/type (i.e. zombie, neutral)

:tal-gold: Display level title and save requirement info in Window Caption (also display "Mass Replay Check" when in MRC mode)

:tal-gold: Fade In Menu screens (in addition to Fade Out) to make between-screen transitions smoother

:tal-gold: Upgrade keyboard compatibility of all menus/dialogs; they'll respond to [Esc] by closing, etc.

:tal-gold: Lemmings shrug and "OK" sound is played when a level is cheated (this is just for fun!)

:tal-gold: Add placeholder Menu graphics & layout to differentiate NeoLemmix "CE" from regular NeoLemmix - Please note: the current updated graphics are placeholders so that CE 1.0 is immediately visually different from NL 12.14. A topic will be made for updating the main menu in due course, where we can discuss gfx, layout, etc in more depth, to be applied in a future update.

:tal-gold: Update welcome screen with pictures, etc (further updates may be made to the Welcome Screen in the future)

Editor Updates

:tal-gold: The SLX Editor (a more advanced version of the NL Editor) will be included with CE. It has an option to set the controls to "NeoLemmix Mode" so that it can be used seamlessly with NeoLemmix, and offers new features such as Piece Search, Custom Hotkeys, Grid Lines for Snap-to-Grid mode, and more.

Current ETA for NL-CE 1.0-RC is End of Jan 2025.
#39
I thought I'd already posted about this, but must've deleted it. Note that this bug is also present in NeoLemmix, but will probably not be fixed in CE (if CE ever happens) due to the very high potential for level breakage.

Basically, if a hatch's base .png image has an uneven amount of blank space either side of its widest filled pixels, it will be offset by the difference when opening the level in the Player. It will appear in the correct place in the Editor after flipping, but a quick glance at the level file will show that its X-position is actually off by (<> 0px).

A good example is the l2_beach hatch, which gets offset to the left by a whopping 5px:

--->
Left - how it appears in the Editor | Right - what's actually rendered in the Player

The simplest answer is to calculate this offset and add an extra line to flipped hatches in the level file (FLIP_X_OFFSET):


Note the incorrect "X" value of the flipped object.

The Player then uses this offset value to correct the position of the hatch.

Since this bug has gone unnoticed for so long (it's present as far back as NeoLemmix 12.9.2, possibly even earlier), I wondered whether it would even be worth fixing (probably why the original topic is missing), but it was such an easy and obvious fix that I deemed it at least appropriate for SLX, where any new content can now rely on the corrected hatch positions.

I did consider handling everything Player-side (so, no extra line in the level file), but it's actually easier to calculate the Offset value Editor-side; it's done by analysing the image and returning the blank margins, then comparing the difference to get the offset. Since the image is already loaded and selected at the point of being flipped, it makes sense to grab these values at this exact point. Attempting to do the same in the player would require unreasonable image accessing & analyzing gymnastics at some point well before the images are actually loaded for rendering. I suppose it could be done at the point the image is drawn, but that would involve implementing much deeper logic that allows the incorrect value to persist right to the wire: let's handle it before it gets that far.

I also think it makes sense to display the value somewhere that the designer can see what's happening (i.e. the flipped hatch actually does move X number of pixels to the left or right and this can be seen in the level file; the presence of the "FLIP_X_OFFSET" line is, therefore, obviously and observably correcting this).

Besides, it is in fact a bug that arises from a necessary part of the Editor's image processing (i.e. to flip it in-place, it needs to take blank space into account and move it accordingly; the Player should then follow suit, which it now does).

Fixed in Player commit ca5726a and Editor commit 601c7fe.
#40
Tagging System Explained

To keep things simple and organised, I've decided to start using the following tagging system for bug reports and suggestions:

[ ✓ ]
This indicates that the [BUG] has been fixed, or the [SUG] has been implemented. At this stage, there may still be discussion or further action pending, so the topic may remain in the "Bugs & Sugs" board and, if it's a [SUG], may yet be revoked following implementation. Only once it has been moved to the "Closed" board should it be considered final.

[ + ]
This indicates that the [BUG] has been replicated successfully and confirmed as a bug, or that the [SUG] has been accepted. Discussion could still influence the outcome at this stage, but it's pretty much a guarantee that the [SUG] will at least be trialled in a future version update (if implemented successfully). The next stage is to attempt to fix the [BUG], or implement the [SUG]. If successful, the topic will then be re-tagged as [ ✓ ]. If unsuccessful, the topic could still be rejected at this stage, but is more likely to be re-tagged as [ ? ].

[ ? ]
This indicates that further discussion and/or information is needed before any action can be taken. It may be that the [BUG] has not yet been tested and confirmed, or the [SUG] needs to be discussed either for clarification, to see if other users would be interested in the feature being added, or for specifics on how the feature should be presented. If you see this symbol on a topic, this is the point at which your input is most likely to influence the outcome, so please do reply with any comments or suggestions that you might have at this stage.

[ - ]
This indicates that the [BUG] has been deemed as not a bug and/or not something that needs to be addressed program-side, or the [SUG] has been rejected. At this stage, if the topic has been moved to the "Closed" board then the decision should be considered as final, but the topic will remain unlocked for possible further discussion either way.



How To Create A Bug Report / Feature Suggestion

The following are some basic guidelines for creating bug reports and suggestion topics. For the most part, these guidelines are just that: guidelines. It's not a major issue if these aren't followed to the letter, but it does help with keeping the forum organised and keeping your topics clear and easy for others to understand.

1. Tagging

Prefix your topic title with the appropriate tag. First should be either [BUG] for a bug report, [SUG] for a suggestion, or [DISC] for a discussion. Following this should be either [PL] if it relates to the game engine itself, [ED] if it relates to the editor, or [STY] if it relates to styles. If multiple tags from each set are applicable, use the one that you think is most applicable. If unsure, just use your best guess, it isn't the end of the world if you get it wrong.

2. Creating a title

Topic titles should be reasonably specific. For example, if the editor has a bug where it crashes when you try to load any level with 500 or more lemmings, "Bug in the editor" is not a good title. "Editor crashes when loading certain levels" is better. "Editor crashes when loading levels with 500+ lemmings" is better again.

3. Providing Information

Be as specific and descriptive as you can in your bug report/feature suggestion. If it's a [BUG], include steps to reproduce the observed behaviour that another user (i.e. me!) can follow in order to see exactly what's happening and what actions lead to triggering the buggy behaviour. If there are any times when the bug doesn't occur, include that information as well.

If it's a [SUG], remember that your idea may be quite obscure and unique (even if you don't think it is!) and so it will need to be explained as fully as possible.

For both [BUG]s and [SUG]s, screenshots and/or visual representations are extremely helpful. I may even request these if I've been unable to understand your original post for any reason, so bonus points if you can provide anything like this up front! ;)

4. Adding Polls

Feel free to add a poll to your topic if you want to get others' opinions on your [SUG], or to see if other users have experienced the same [BUG]. Polls will not necessarily influence the outcome of a [SUG], but will help to indicate whether or not other users are interested in the feature being added, which may become important later in the process.