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Topics - WillLem

#41
Quote from: GigaLem on January 12, 2025, 05:52:24 AMmissing sketches, stuff that suggested that haven't been added. sure we have the miner sketch but not its tunnel, tunnels for destructives, paths of gliders

OK, I see what you mean. The Miner sketch shows the Miner mask but not some length of tunnel that they might create. It's currently necessary to stack Miner sketches to get the direction of movement and some idea of the tunnel:



We can either expand the existing Miner sketch to include an arbitary length of tunnel, or add another sketch that's (again) some arbitrary length of tunnel. I'd probably prefer the former, and then we can do the same for the Basher and Fencer (Digger sketch already includes a decent enough length of tunnel).

Glider sketch should definitely be added, I'll get on that for the next update. We can do something similar to the Ballooner sketch where we show the direction for a good amount of distance:



The main question for all of this, including those that are already implemented, is: how long should the tunnel/line of direction be? For the Ballooner, it's how long before they'd reach the top of the level in a standard 160px-high level with no obstacles along that path.

But, the moment you place anything (terrain, steel, an interactive object) in the path of the sketch, or change the size of the level, the sketch fails to take this into account. Whilst this is an obvious shortcoming of the sketches, it's currently unlikely to change.

The understanding here is that users will realise that the sketches are only meant as a basic guide, and that interactivity with terrain, steel, objects and level edges will necessarily affect the trajectory of the skill action and, in some cases, the direction of the lemming.

I'm probably not up for making the sketches as sophisticated as skill shadows/projections (in case anyone is thinking of suggesting it, or the OP has this sort of thing in mind). Two reasons: (1) it'd be a lot of work for relatively small gain, (2) it would encourage pixel-precise level designs, which isn't something I really want to encourage. If anyone thinks it would be worth the effort and wants to implement it themselves and send a PR, I'll definitely consider merging, but that's the only scenario in which sketches will gain that particular level of functionality (at least for the SuperLemmix Editor, anyway).

With that said, I'm happy to add the Glider sketch and make the Miner, Basher and Fencer sketches a bit more usable in terms of adding a short distance of tunnel; users may still then need to stack if they need a longer tunnel, but not to the same extent as previously.

Here's a list of all sketches, including proposed updates, for reference:

Proposed sketches updates
These are listed in the order they currently appear in the Editor. I'll probably update this so that skills appear in the correct order and with other non-skill sketches thereafter.

Horizontal Line - fine as it is
Jumper - fine as it is
Laserer - fine as it is (could maybe be shorter, if anything)
Laserer blast - fine as it is, but could probably be incorporated into the other Laserer sketch
Miner - add some length of tunnel
Platformer - fine as it is
Shimmier - fine as it is
Spearer - fine as it is
Stacker - fine as it is
Ballooner - probably make this shorter
Basher - add some length of tunnel
Blocker - remove the grey part
Bomber - fine as it is
Builder - fine as it is
Digger - make the tunnel part transparent
Fall Distance - fine as it is
Fencer - add some length of tunnel
Freezer - fine as it is
Grenader - fine as it is

To be added:

Glider
Vertical Line
Diagonal Line

N.B. A Timebomber sketch wouldn't be feasible due to the many unpredictable variables during countdown such as the direction the lemming is facing, what other skills are assigned, etc. If people deem it necessary, we could add one that shows a straight line and a Bomber sketch at the end purely for straight-line Timebomber use.
#42
Closed / [✓][SUG][ED] Pre/Postview Text Preview
January 12, 2025, 03:55:39 AM
Quote from: GigaLem on January 11, 2025, 11:45:42 PMPre/post text editor visual assist. I have a hard time judging how much text can fit on one line before it gets cut off, what would help is a reference of "How many characters can fit on one line" or something to tell me "hey this line would get cut of, hit enter to put the rest on a new line"

Another good idea and one that's already sort-of implemented; as of 2.8.4 Pre/Postview text is centred in the pop-out windowm so that it can be more easily "previewed" in terms of how it will actually look on the screen.

A logical next step would be to make the width of the window a certain size. It already uses the courier font which has characters of equal width, so it would be easy enough to extend its width to fit 54 characters (the actual limit of available characters when SLX is in FullScreen mode):



I've added this to the to-do list.
#43
Quote from: GigaLem on January 11, 2025, 11:45:42 PMHaving a Zoom in slider to tell folks that yes you can zoom in.

This is a good idea. Maybe we can workshop some ways this could be represented visually.
#44
As of SLX 2.8.5, default sounds can now be replaced either by Theme (first priority) or Level Pack (second priority).

Replacing sounds by Theme

In your style's theme.nxtm file, the following lines can be added which will replace the corresponding default sound with any sound of your choice. The chosen sound must be present in the 'sounds' folder* for this to work (fallback to default applies on a per-sound basis if any are missing):

Sounds customisation for theme.nxtm
$SOUNDS
  ASSIGN_FAIL nameofsound
  ASSIGN_SKILL nameofsound
  BALLOON_INFLATE nameofsound
  BALLOON_POP nameofsound
  MENU_QUIT nameofsound
  EXIT nameofsound
  BRICK nameofsound
  COLLECT nameofsound
  COLLECT_ALL nameofsound
  DISARM_TRAP nameofsound
  DROWN nameofsound
  ENTRANCE nameofsound
  EXIT_UNLOCK nameofsound
  FAILURE_JINGLE nameofsound
  FALL_OFF nameofsound
  FIRE nameofsound
  FREEZE nameofsound
  GRENADE_THROW nameofsound
  JUMP nameofsound
  LASER nameofsound
  LETS_GO nameofsound
  OH_NO nameofsound
  MENU_OK nameofsound
  PICKUP nameofsound
  EXPLODE nameofsound
  RELEASE_RATE nameofsound
  SKILL_BUTTON nameofsound
  SPEAR_HIT nameofsound
  SPEAR_THROW nameofsound
  SPLAT nameofsound
  STEEL_OWW nameofsound
  SUCCESS_JINGLE nameofsound
  SWIM nameofsound
  TIME_UP nameofsound
  VINETRAP nameofsound
  ZOMBIE nameofsound
  ZOMBIE_FALL_OFF nameofsound
  ZOMBIE_OH_NO nameofsound
  ZOMBIE_PICKUP nameofsound
  ZOMBIE_SPLAT nameofsound
  ZOMBIE_EXIT nameofsound
$END

Implemented in commit c978975.

Replacing sounds by Level Pack

In a similar fashion to "success" and "failure" jingles, any default sound can now be replaced by simply dropping a replacement sound with the same name as the original into the root folder of the level pack.

Note that Theme sounds take priority over Level Pack sounds, so any levels in the pack which have a Theme with custom sounds will still have those applied (including the "failure" and "success" jingles).

Implemented in commit 0b38522.



Each method has its benefit; Theme sounds mean that any levels made in your style will always have that sound scheme applied (providing the end user has the relevant sounds present in the 'sounds' folder), and Level Pack sounds can simply be dropped into the root folder of the pack. It's a bit more effort for style creators, and the sounds are likely to be linked specifically to the style's theming, which is why Theme sounds will always be prioritised.



*Yes, it's not a typo - the 'sound' folder is now named 'sounds' because (a) it makes more sense, and (b) some of the sounds have been renamed for 2.8.5, so this will make sure that everyone has the latest version of the sounds folder.
#45
As of the next update (2.8.5), we now have hotkeys for nudging the viewport up/down/left/right by a variable amount (set in the hotkey config; the default is 160px).

This is particulary relevant when using SLX with the minimap hidden, but will also make playing with a gamepad easier to manage. The feature is one I suggested here for NeoLemmix a while ago, and I've finally found the correct formula to get it working.

Implemented in commits b2ef225 and 73c84b3. The action itself comes down to a single line of code; it's always the hotkey management that's the most cumbersome part.
#46
As of the next update (2.8.5), when testplaying a level, it's now possible to generate lemmings on-the-fly using the following:

[Left Mouse Button] generates a left-facing lemming
[Right Mouse Button] generates a right-facing lemming

[Ctrl] generates a regular lemming
[Ctrl + Shift] generates a Neutral lemming
[Ctrl + Alt] generates a Zombie lemming
[Ctrl + Shift + Alt] generates a Rival lemming



This is for testplaying purposes only (i.e. via F12 from the Editor), so won't work during regular play. However, it should make it a lot easier to test, debug and backroute-fix levels!



Implemented in commits 2f08727 and 1c67464.
#47
For a while now I've thought it would be a good idea to show a piece's metadata (name, style, trigger type, etc) when a single piece is selected (if multiple pieces are selected, this wouldn't apply). The question is, what's the best way to go about this?

The most helpful, but perhaps also most intrusive, is to load a piece's style into the piece browser when it's selected. That immediately puts the piece in context, shows its name (we could focus the piece in the browser), and whether or not it's terrain/object (we'd auto-select the relevant tab). Useful, but doesn't show the trigger type and could perhaps be unwanted behaviour in certain workflow scenarios.

Another idea is to (optionally) display the metadata in the Editor's status bar. There we can show all the info at a glance without disrupting workflow. We can have a button "Show Metadata" to do this on-the-fly (selecting another piece or deselecting the piece then hides the status bar again), or have it be a toggle on/off option in Settings (the status bar would always be visible, and would always show the metadata of whichever piece is selected).

Perhaps even better would be to display it in the "Pieces" tab, either at the top or the bottom. This would probably be non-optional, since it has no effect on workflow or the level area display. It would be necessary to focus the "Pieces" tab to see the metadata, which means it's less immediate than the other options. Even so, this is probably my favourite option; it keeps the feature incidental, makes the most sense in terms of existing UI, and keeps clutter to a minimum.

In either of the last 2 options, the "style" portion of the metadata could also be clickable to load it into the piece browser.

Thoughts/suggestions?
#48
SuperLemmix / [RELEASE] SuperLemmix Level Editor 3.0.1
December 24, 2024, 05:50:40 PM
SuperLemmix Editor Release Topic

The latest version (3.0.1) is attached to this post.

The new "About" screen shows the full list of updates that have been made, there is also a condensed list of the main features here.

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

Happy level creating! :lemming: :lemming: :lemming:



Please note: Whilst the SuperLemmix Editor can be used to make NeoLemmix levels, it is recommended that you instead use the dedicated NeoLemmix Editor, which is still being actively maintained and which now includes many of the new features and bugfixes implemented in the SuperLemmix Editor.

If you are using this editor to make NeoLemmix levels, make sure you are using it alongside the NeoLemmix styles, not the SuperLemmix styles, and vice versa. You may encounter issues such as incorrect exit positions, incompatible water object types, etc. if using styles from the other engine.

#49
Closed / [✓][SUG][ED] Fully customisable hotkeys
December 10, 2024, 12:09:09 AM
I'm pleased to report that the next version of the Editor (2.7.3) will include full Hotkey configuration! :lemcat:

It's work in progress at the moment, but very promising so far. The idea is that the green text will show in red if the chosen hotkey is a duplicate (a text label will also advise of this, and the Assign New Key button will be unavailable). I've also yet to map the hotkeys themselves to Editor actions, but everything is in place ready for this to happen (it's tested working with one action so far):

#50
Scheme Creator is a simple tool to help with sprite recolouring in a Neo/SuperLemmix style. It works by generating text output which can then be copypasted into the relevant scheme.nxmi file of whichever style you're working on. The file itself can be found in styles\name_of_style\lemmings\ and contains all the data for recolouring the sprites to their various different states (e.g. Athlete, Neutral, Zombie, etc.)

Please read before using Scheme Creator

Scheme Creator does not directly generate or read from scheme.nxmi files for various reasons, including that the file is responsible for handling animation data as well as recolouring data. Read/write functionality may be added at a later date if there's enough demand for it.

:lemming: :lemming: :lemming: Before you begin, make a backup copy of whichever scheme.nxmi file you're going to be working on, and leave that one unedited just in case. Scheme Creator is very easy to use, but there is the possibility of accidentally overwriting data so it's worth having a backup copy that can be referred to or restored from later if any mistakes are made! :lemming:  :lemming:  :lemming:

How to use Scheme Creator

The form consists of a table of fields, each of which contains the necessary state recolouring data for a specific feature of the sprite. The feature (e.g. LEMMING_HAIR) is placed into the far left column, and then each subsequent field along that row contains the recolouring data for each state (e.g. Athlete, Zombie, Neutral) that will be applied to that feature:


N.B. All states must be accounted for by at least one feature. It's not necessary to recolour every state for every feature though, so some fields can be left blank (or if you prefer, add "NoChange" to the field as per the screenshot example); for instance, in the default style, only the LEMMING_TUNIC feature is recoloured for the Neutral state, so no data is needed for LEMMING_HAIR or LEMMING_SKIN in the Neutral column.

A note on re-shading:

Since the Normal colour data for LEMMING_TUNIC and LEMMING_TUNIC_SHADE (i.e. x4444EE and x3030A0 respectively) is paired together in the $SHADES section of scheme.nxmi, the Neutral LEMMING_TUNIC colour will also be re-shaded without having to specify a shade in this table. The LEMMING_TUNIC_SHADE feature in the table above is there in order to optionally specify re-shading colours for certain states (i.e. Selected, Rival, and Rival-Selected). This can therefore be done in the event that the automatic re-shading is undesirable for any reason.

Follow these steps to add the relevant colouring data for each feature:

:lemming: 1) Click the Sprite Feature field and enter the name of the sprite feature you want to edit (e.g. "LEMMING_HAIR")

:lemming: 2) Click the Normal field to enter the Hex colour data for the sprite's normal state (e.g. for the default sprites the lemmings have green hair, the correct code for which is x00BB00). If you're creating your own lemming sprites, you can use Paint.Net or this online Hex generator to find the correct Hex code for your sprites.

N.B. The format for the Hex code must be a lower-case "x" followed by the 6 digit code (e.g. 00BB00). If using the online Hex generator, replace the "#" with "x".

Don't hesitate to ask for assistance if you need any help with Hex codes.

:lemming: 3) Repeat step 2 for the "-Athlete" and "-Selected" fields. Note that these will recolour Normal-Athlete and Normal-Selected lemmings.

:lemming: 4) Repeat step 2 for the "Rival", "-Athlete" and "-Selected" fields. Note that these will recolour Rival, Rival-Athlete, and Rival-Selected lemmings respectively.

N.B. Since Rival-Athletes and Rival-Selected lemmings need to be distinguishable from Normal-Athletes and Normal-Selected lemmings, they need their own recolouring field. At least one sprite feature (e.g. Hair, Tunic, Skin) must be recoloured for the style to be compatible with Rival levels in SuperLemmix.

N.B. If using this tool for a NeoLemmix style, these fields can be left blank.

:lemming: 5) Repeat step 2 for the "Zombie", "Neutral" and "Invincible" fields. Note that these will recolour Zombies, Neutrals and Invincible lemmings.

N.B. If using this tool for a NeoLemmix style, the Invincible field can be left blank.

:lemming: 6) Click the Generate Spriteset Recoloring button to open a dialog populated with text. This text must be copypasted (there's a button at the bottom for copying the text to the clipboard) into the scheme.nxmi file for your style. The correct place to put it is in the $SPRITESET_RECOLORING section, it should look like this:

$SPRITESET_RECOLORING
...
... (paste lines of data here)
...
$END

N.B. Take care when copypasting. If the scheme contains recolouring info that is not included in the text generated by Scheme Creator, this should be kept as it is in the existing scheme.nxmi file and added to the bottom of the copypasted list.

For example, the default scheme.nxmi has the following lines:

  LEMMING_BUILDER_SACK xFF2222
  LEMMING_UMBRELLA xDD0000
  LEMMING_SWIMMER_HAIR x288F75
  LEMMING_SWIMMER_CLOTHES xAC9FD0

These are for reference only and are not actually included in the state recolouring by default. These can be optionally added if the user wants to recolour these sprite features in their own copy of the default style. Your sprites may include similar features that you don't explicitly want to recolour, but want to keep a handy reference of; this is the place to keep that info!

:lemming: 7) Click the Generate State Recoloring button to open a dialog populated with text. This text must be copypasted (there's a button at the bottom for copying the text to the clipboard) into the $STATE_RECOLORING section of the scheme.nxmi file. It should look like this:

$STATE_RECOLORING
...
... (paste lines of data here)
...
$END

N.B. This section will typically be much longer than the $SPRITESET_RECOLORING section, and is responsible for specifying the actual color swaps themselves. As with step 6, it's important to make sure you aren't copying over any existing recolouring data not included in Scheme Creator's output - for example, there might be a sprite feature that gets recoloured but that you haven't added to the table in Scheme Creator.

:lemming: 8) Click the Add New Feature button to add another feature (e.g. Tunic) that might need to be recoloured. Then, repeat steps 2-7 to add the necessary recolouring data for that feature. Remember, it's not necessary to recolour every feature for every state; as long as each state has at least one feature that gets recoloured, your style will be compatible.

N.B. As a general rule, it's a good idea to add every sprite feature that gets recoloured, but you may wish to make a quick edit to one of your styles, and so will only need the data for whichever feature you're recolouring. Just make sure to take care when copypasting the generated output to your scheme.nxmi file.

Optionally, use Save/Load to save your edits for later use:

To make the whole process a bit easier, Scheme Creator also has a Save/Load option, which is particularly useful if you're in the process of working on a sprite set, or if you haven't yet decided on the full recolouring data for your sprites and want to work on the scheme over different sessions.

N.B. As noted above, this will not save or load a scheme.nxmi, but instead will save the inputted field data to a .ini file, which can then be loaded into Scheme Creator later. Give the .ini file a title that you will recognise as whichever style you're working on, and you can come back to it later to make quick edits.

N.B. If using the Save/Load option, it probably makes sense to add all sprite features that might get recoloured, or for which you might want to make a note of, to the table. That way, the output will always reflect every existing state recolouring and there's less chance of accidentally leaving something out or overwriting something you didn't mean to overwrite.

N.B. Any saved .ini files will always be stored in the same directory as Scheme Creator, so you may wish to keep the Scheme Creator in its own folder.



If you have any questions, or if the instructions aren't clear, please do ask and I'll respond as soon as I can.

The attachment contains the latest version of Scheme Creator, plus the default scheme.nxmi and DefaultScheme.ini as examples that you can experiment with to get used to using the program if you wish.

Happy scheme creating! :lemcat:

#51


Main reasons:

+ It's more substantial
+ It's closer to the L2 Platformer in appearance

Currently, if there are no replies to this post, this will be implemented as shown in the screenshot (i.e. an extra pixel's width, thickened downwards from the existing 1px platform). Whilst there is potential for the Platformer becoming a height-gaining skill if we thicken it upwards (as in L2's Platformer physics), it's probably more interesting game-wide to keep it as a non-height-gaining skill.

The sprite will also be updated to be holding 2px-wide bricks.

Thoughts?
#52
After fixing this bug in NL/SLX, I've begun investigating the same bug in the Editor.

Nepster implemented zooming-preserves-cursor behaviour in commit fa1ff40. I haven't test-built from that commit yet, but current Editor behaviour is that the cursor is only preserved if the level area is first clicked with the LMB.

Steps to reproduce:

1) Open the Editor
2) Place a large piece in the centre of the level (e.g. clump_01 from orig_crystal is good for testing this)
3) LMB-click the very top-left corner of the piece, keep the cursor there, and zoom in

Observation A: The zoom should focus towards the top-left corner of the piece, as expected.

4) Zoom back out
5) Without clicking, move the cursor towards the bottom-right corner, and zoom in

Observation B: The zoom should still focus towards the top-left corner of the piece.

6) Zoom back out
7) LMB-click the very bottom-right corner of the piece, keep the cursor there, and zoom in

Observation C: The zoom should now focus towards the bottom-right corner of the piece. Moving the cursor to another part of the piece, without clicking, should result in similar behaviour to that observed in Observation B; the zoom wants to focus on the last place that was actively clicked by the LMB, as opposed to the current cursor position.

Conclusion: The fix to the zoom works, but relies on actual mouse interaction as opposed to simply knowing the current position of the cursor.

I'll see if I can get this fixed in the next update.
#53
Had a go at implementing a search bar in the Level Select menu today:





It looks neat enough and works as expected, but is a little bit slow the first time a search is performed after opening the Level Select menu (about 20-30 seconds). For subsequent searches in the same session, it's much quicker (about 1-5 seconds).

This is because it's necessary to load every node label into memory before the search can be performed. I've managed to bypass some of the loading procedure (e.g. talisman icons, level preview, etc) to speed it up a bit, but it would still be nice to get it performing a bit faster.

I'm wondering whether the treeview can be stored into system memory somehow, or loaded and stored into a file which can then be called up to populate the tree so that browsing and searches could be made much quicker. It'd likely only take up a few mb, and would make the Level Select menu much snappier. That's very much a task for another day though.

For now, this is a neat enough feature that it'll be in the next SLX update (2.7.3). Implemented in Commit 61d6b68.
#54
When attempting to change my avatar, I kept getting the "Session verification failed" error. I tried changing the picture format, but then realised that SMF now only allows a max size of 160 x 160px for avatars.

Can this limit be increased? I'm pretty sure the Forum previously allowed much larger images (for instance, my current avatar is 1500 x 1500px).
#55
Community Edition / Features for a Community Edition
November 22, 2024, 08:47:48 PM
Full List of Upcoming Features for NeoLemmix CE

Since it's been mentioned a few times (including by namida) that a "NeoLemmix Community Edition" might be a good idea following the release of the final version of NeoLemmix, it might be worth thinking about what features we might want to include.

I've prepared a list with some ideas; all of these have been implemented and tested in SuperLemmix, but their implementation in NeoLemmix might end up being slightly different. So if, for some reason, you don't like the SuperLemmix version of an idea, bear in mind that it can be always be redesigned/reformatted for inclusion in NeoLemmix.

It's probably worth mentioning now that none of the following features will be added without community approval; the whole point of this is to be a continuation of NL's development with community input as the principal guiding force. The ideas are being presented here to start discussion and get an idea of which ones people would/wouldn't like to see included in the Community Edition.

Features already implemented are marked with a Gold Talisman ( :tal-gold: ). Those currently in progress or not yet started are marked with a Walker lemming ( :lemming: ). Those marked with a Clamoji ( :8(): ) have been identified as potentially unwanted and so will not go ahead until discussion concerning them has been resolved; it's likely that separate discussion topics will be made for these features in due course.

Options Menu
Implemented in 1.0 Add option to deactivate helper overlays

Implemented in 1.0 Add option to deactivate skill queueing

Implemented in 1.0 Add more auto-naming options for Replay files and widen the dropdowns for easier reading

Implemented in 1.0 Re-word 'Don't Replay After Backwards Frameskips' as 'Replay After Backwards Frameskips' and check it by default (current user option will be unaffected)

Implemented in 1.0 Add option to Replay after Restart (or not)

Implemented in 1.0 Hotkey Config - Add 'Restore' (restores previously saved layout), 'Cancel' (discards changes), 'Save & Close' and 'Clear All Keys' buttons

Implemented in 1.0 Hotkey Config - Add text label (rather than a popup) to let users know when 'Find Key' is listening for a keypress

Implemented in 1.0 Hotkey Config - (Bugfix) Allow typing "-" into the Time Skip text input without resetting the cursor

Implemented in 1.0 Add option to load either the Next Unsolved Level, or the Last Active Level (current behaviour)

Level Select Menu
:lemming: Allow Level Info icons to be customised per-style and per-levelpack

Implemented in 1.0 Add "Level Search" capability

Implemented in 1.0 Add "Edit Level" button to open the currently-selected level in the Editor

Implemented in 1.0 Upgrade keyboard compatibility; allow arrow-key-browsing to load each level preview, load the selected level into the player by pressing [Enter]

Implemented in 1.0 Add "Reset Talismans" button, so players can reset their talisman progress on a per-level basis. Very handy for level testing, and when replaying an already-completed pack!

Implemented in 1.0 Add button to Show/Hide Advanced Options (rather than it being a config option)

Implemented in 1.0 Increase width of, and text size in, Level Select treeview

Zombies
:lemming: Add Zombie Walkers - a dedicated sprite for walking zombies, which also applies when the Zombie is falling

:lemming: Add a "Z-" prefix to the skill panel string for all actions being performed by a Zombie

:lemming: Add Zombie-specific sounds for level intro, exiting, splatting, falling offscreen and ohnoing

Updated Game Controls
:lemming: Add Playback Mode - this can auto-play an entire folder of replays for a selected levelpack, with various playback options

:lemming: Update Replay Renamer (now known as Replay Manager in SLX) to include additional replay renaming options (including the ability to append the pass/fail result of each replay) when performing a Mass Replay Check

:lemming: Add Infinite Skills Hotkey - this sets all skill counts on the current panel to infinity, allowing the player to experiment with different solutions, get a better feel for the various skill actions, or just have fun with the level without having to worry about the skill count. Also useful for level creation purposes

:lemming: Add option to assign hotkeys to individual panel buttons, regardless of which skill happens to be on that button for the current level - for example, if "Numpad 5" is assigned the 5th button, the 5th button will be selected when pressing that key, no matter which skill is currently assigned to that button

:lemming: Add .nxrp Windows-File-Association; when associated, clicking a replay file will open NeoLemmix and load the level & replay, ready to be played back immediately!

In-Game UI
:lemming: No longer display Pickup skill numbers once the pickup has been collected

Implemented in 1.0 Sleeper - this state is entered when time runs out and the lemming reaches the exit. This is mostly aesthetic, but also simulates exit behaviour as these lemmings cannot be assigned to

Implemented in 1.0 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)


Implemented in 1.0 No longer overwrite existing assignments when playing in Replay Insert mode (in SLX, the Assign Fail sound plays, and the most-recent assignment is not recorded, preserving the original assignment at that frame)

Skill Panel
:lemming: Animate Replay "R" icon and make it clickable to cancel the replay (including during Replay Insert mode)

:lemming: :8(): Make panel hi-res only (regardless of game setting)

:lemming: :8(): Widen panel to allow more skill types per-level

:lemming: Add Rewind button

:lemming: Add Turbo Fast-forward functionality (no button required, this would be hotkey-only)

:lemming: Make negative save count optional; the alternative would be to count upwards from 0 with the number in yellow until it reaches the save requirement, at which point it would become green

:lemming: Add (optional) mouseover hints to all skill panel buttons

:lemming: Cap Lemming counts at '999' ('-99' for negative numbers) across the panel to avoid visual bugs when the lem count exceeds this number

:lemming: Add option to show/hide minimap (panel & window resize accordingly)

Sounds
Implemented in 1.0 Add an "Assign Fail" sound; this plays whenever a skill assignment is attempted, and fails

:lemming: Add sounds for Jumpers and Laserers

:lemming: Add (optional) menu sounds - L2's "OK" when choosing something, and an original sound "Bye" when exiting

:lemming: Add pitch-shifted sound to RR/SI -/+ buttons (modelled on Amiga/Lemmini) - this can be toggled off in options if players prefer silent RR buttons

:lemming: Add pitch-shifted sound to Skill buttons (modelled on Amiga/Lemmini)

:lemming: Add option to choose between "Yippee!" and "Boing" as the Exit sound

:lemming: Add "Sound Scheme" options which groups sounds into categories for in-game use (e.g. Necessary Only, Enhanced, Full)

Other Updates & Bugfixes
:lemming: Redesign main menu (graphics, layout, etc)

:lemming: Recolour Preview and Postview screen text per-line (modelled on Amiga). The text can also be custom recoloured per-line by adding textcolours.nxmi to the data folder (applies game-wide) or the level pack's root folder (applies to the current level pack)

:lemming: Add level's RR value to Preview, and a "Fewest Total Skills" line to Postview

:lemming: Update welcome screen with pictures, etc

:lemming: Add customizable lemming names (so that e.g. "Millas" or "Lemminas" appears in place of "Lemmings" wherever it is printed on menu screens, etc)

:lemming: Allow pressing Up/Down on the Group sign in the Main Menu to stop at the highest and lowest rank respectively, rather than cycling infinitely (this makes it easier to know which order the ranks are in when the names are ambiguous)

:lemming: Add previously abandoned Kill All Zombies talisman

:lemming: Add Mouseover tooltip hints to the dialog-based features (Level Select, Config, Replay Manager, Playback Mode) to assist players with navigating these menus

Implemented in 1.0 Fix cursor zoom bug

Implemented in 1.0 Always show total number of lemmings under cursor regardless of priority/type (i.e. zombie, neutral)

Implemented in 1.0 Display level title and save requirement info in Window Caption (also display "Mass Replay Check" when in MRC mode)

Implemented in 1.0 Fade In Menu screens (in addition to Fade Out) to make between-screen transitions smoother

Implemented in 1.0 Upgrade keyboard compatibility of all menus/dialogs; they'll respond to [Esc] by closing, etc

Implemented in 1.0 Lemmings shrug and "OK" sound is played when a level is cheated (this is just for fun!)

Implemented in 1.0 Add placeholder Menu graphics to differentiate NeoLemmix "CE" from regular NeoLemmix

Included Packs
:lemming: Include full DMA Compilation (alongside Redux and NL Introduction Pack)



Editor Updates
PLEASE NOTE: The SuperLemmix Editor now has a "NeoLemmix Mode" which de-activates SuperLemmix-exclusive features so that the Editor can be used relatively seamlessly to make NeoLemmix levels.

Rather than maintain two versions of the Editor, the SuperLemmix Editor will always be compatible with NeoLemmix, so that users of either engine can benefit from the various updates.
#56
Site Discussion / [BUG] Missing images
November 16, 2024, 07:31:48 PM
I've noticed a few posts have broken image links; the link itself is present, but the image isn't.

In some cases this could of course be expired links, but due to the sheer volume of missing images site-wide I wondered if the recent SMF update might be causing this issue.

Here's an example topic where many of the images are now missing.
#57
It's about time we put together a user guide for SuperLemmix.

I say "we" because it would be really useful to get feedback on what users struggle with the most with the interface, and even the game itself, and what might need to go into a manual (NOTE: by this I mean what needs more explanation, as opposed to what features people would like to see; for that, please make a new [SUG] topic).

I'd ideally like to do it in PDF format and make it accessible via a button on all menu screens, and even from in-game via a hotkey and a hideable panel button. I'm about 2% sure that there will be a way to host a PDF document in a Delphi form, but if not then I can simply put the user guide in a normal form with tabs.

Alongside this, I'll put some FAQ and some of the more obscure features into a "Hint of the Day" rotation which can be displayed at the top-left of the main menu screen. Anytime something comes up which users seem not to know about but is extremely useful, I'll add it to the rotation.

All of this will be toggleable on/off from the settings menu for those who don't feel they need it and don't want it cluttering up the display. I'll try to keep it as well presented as possible, though, and hopefully even experienced users will benefit from it.

Ideas, comments and suggestions welcome. I'll post again when I've made a start on this.
#58
SuperLemmix Bugs & Suggestions / [?][SUG] Rising Water
November 09, 2024, 03:44:38 PM
Most NL 1.43 Gimmicks were not great: we can all agree on that.

One that stood out as being quite good though, and is also present in Lemmings Revolutions, is Rising Water:


>>>


I'd like to have a go at re-implementing this in SLX 2.9, most likely exactly as it was in NL 1.43 but obviously making use of the fact that water is now vertically resizable.

Some questions that need answers before I plow ahead with this:

1a) Should the speed at which the water rises be adjustable, or should it always be the same?

1b) If adjustable, by what parameters/amounts?

1c) If adjustable, should all water objects rise at the same speed, or should each individual object have its own speed?

2) Should there be a height limit, or should it keep going until it reaches the top of the level?

3) Any specific suggestions regarding the general implementation of this feature?
#59
A 4-colour deck consists of Black Spades, Red Hearts, Blue Diamonds and Green Clubs:



This site provides a way to play normal Klondike Solitaire using this deck.

However, I'd like to program a version which allows the cards to be placed on each other such that any suit can be placed on any other suit, since the cards are all different colours; red and black is no longer relevant here.

Question, though: would this even work as a viable, playable game, or would it become too trivial? What other tweaks would need to be made to the rules?
#60
From this topic:

Quote from: littbarski on November 07, 2024, 02:28:56 PMthe countdown change is a good option for children. Not because they can't do it in time :) but because it is just a more relaxed gaming.

I could look at adding an "Infinite Time" hotkey for this purpose, so that it isn't necessary to edit the levels.

I like the idea of adding features that support beginners and casual players. For instance, "Infinite Skills" is already a hotkey that can be used - give it a try (it's currently set to Numpad 8, but you can set it to any key you wish using the Hotkey editor). It will set all skills in the current level to infinity. Here's the topic for a fuller explanation of how it works!