SuperLemmix 2.7 Now Available
This is a major update, so it's best to download this as a fresh installation.
As always, feedback is very welcome! For a reminder of everything that's been added to SuperLemmix so far, see
the full feature list in the OP.
Please note that the "Replay" folder is now titled "replays" (all lowercase) - please copy your existing replay files into that folder.
I've added a replay to the download just for fun - right-click and Windows-associate the file with the SLX 2.7 .exe, then click it and see what happens New Features At long last - a dedicated
Classic Mode Button has been added to Menu Screen and Level Preview Screen! This was the very first "dream feature" that prompted me to begin work on SuperLemmix, and it's now been realised! Besides looking pretty, it's now possible to toggle Classic Mode on-and-off on the fly which removes the need to menu-dive when encountering a "Play in Classic Mode" talisman, and hopefully encourages players to give it a try now and again
New Object - Collectibles - Collectibles are objects whose only purpose is to be collected! Records are tracked in the preview and level select screens, and the level designer can choose to make invinciblity a reward for gathering all collectibles in a single level...
"Invincible" Lemming State - Invincible lems can survive any fall, are immune to traps and fire, can swim in all water object types, don't get zombified, are de-neutralised if originally neutral, can leave freezer cubes and bomber craters without being killed during the fireworks, and can use as many skills as they like!
Lava is now its own water object type - swimmable only by Invincible lems!
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! This should also prove to be a particularly useful tool for level creation as well. Once Infinite Skills mode is active, pressing the key again resets the game to the point at which the mode was first activated, so that the level can be played normally (all skill actions are preserved in the replay, but only those for which there are enough skills will play out from this point on)
End-of-Gameplay Behaviour is now much more comprehensive - in most cases, play will no longer exit to postview
unless the save requirement has been met. Overtime will be applied whenever (time is up and there are still lems to be saved), (only zombies remain and there is a Kill All Zombies talisman), and the game will freeze if (all lemmings are removed and the save requirement hasn't been met). This may later be changed and refined, and options may be added, but for now it's the
overall best possible behaviour for all possible states
.nxrp File Association - .nxrp replay files can now be associated with the SuperLemmix Player in Windows. When associated, clicking a replay file will open SuperLemmix and load the level & replay, ready to be played back immediately!
The Replay "R" icon is now animated - it can also be clicked to cancel the replay, even in Replay Insert mode
Hotkey-to-Skill Panel Button Assignment - as well as assigning hotkeys to specific skills, it's now possible to assign hotkeys to panel buttons themselves, regardless of which skill happens to be assigned to that button for the current level being played
Fall Distance Ruler has been updated to only show the actual fall distance, nothing else. It also now has the same colour cycle effect as objects in Clear Physics Mode; this has been done so that it's easier to distinguish between the ruler and any surrounding terrain/objects, although this can be toggled off in the Options menu if users would prefer the solid colour ruler
"Icons" folder added to styles with custom sprites - 'levelinfo_icons', 'talismans' and 'panel_icons' can now be customised per-style
The
SuperLemmix Welcome Pack has been updated to include levels featuring Collectibles and Invincibility, as well as improvements to various other levels
Physics Updates New "Turner" state added for transitioning between Shimmier and Climber on a vertical overhang
Ballooners now turn-and-push away from the wall when assigned to a Climber, Slider, or wall-adjactent lemming
Ballooner "pop" collision is now slightly larger to prevent the lem turning when popping is more reasonably expected
Blockers can be assigned to Swimmers - the effect is that the Blocker is "treading water" - they can be cancelled with a Walker skill
Climbers, Sliders and Drifters now bypass "oh no" and "freezing" phases when assigned a (Time)Bomber or Freezer (or after Slowfreeze/Radiation countdown)
The lem count is now decreased at the end of the Sleeper animation rather than the beginning
General Updates Many styles have been updated to reflect the changes in 2.7 - it's definitely worth updating your copy -
go here to get the latest SuperLemmix styles
Default pickups, buttons and updrafts have been updated - Pickups, in particular, are now larger and display the relevant explosion graphic for (Time)Bombers
Highlit lemmings are now drawn as selected (the arrow is still shown as normal)
"Flipper" has been renamed to "Splitter" both code-side and in the helper graphics. So, the official and only name for this object is now "Splitter"
"Background" objects have been renamed to "Decoration" for clarity, but behave exactly the same as before
Lemmings now shrug and the "OK" sound is played when a level is cheated. This is just for fun!
The option to
recolour Swimmer sprites separately from other athletes has been added. This must be done by manually editing the scheme.nxmi file - instructions can be found
here - Swimmers are otherwise recoloured as normal athletes by default
Some unnecessary render layers have been removed; hopefully, this will improve graphics rendering performance
The
SLX QuickMod Tool has also been updated.
Go here to see what's new
Bugfixes Timebomber explosion particles are now the correct colour when a Timebomber is assigned after a Freezer being assigned (previously, the Freezer explosion colours were applied)
LMB-clicking in midair no longer cues the assign fail sound when a lemming is highlit
In Level Select screen, "Reset Talismans" now only redraws the Talisman buttons rather than the entire level preview screen
Exit count numbers are now centred over the exit
Editor Updates Bugfix & UI improvement -
Levels with missing pieces no longer create infinite popups; instead, a status bar is used to inform the player that the level has missing pieces
Furthermore,
saving a level with missing pieces will create a unique file rather than overwriting the original
Support added for
Collectibles, Lava and Decoration objects
Support added for
Invincibility - allowing this for Collectibles is designer-side optional; if checked, the lemming to grab the final Collectible will become Invincible for the remainder of the level, whilst if unchecked then Collectibles in that level will have no effect other than updating the records
Improved Pickup Skill graphics
Have any comments? Please use the
SuperLemmix Discussion Topic.
Please note that the "Replay" folder is now titled "replays" (all lowercase) - please copy your existing replay files into that folder.
I've added a replay to the download just for fun, right-click and Windows-associate the file with the SLX 2.7 .exe, then click it and see what happens