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#11
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by WillLem - February 12, 2026, 11:12:42 PM
Quote from: Simon on February 12, 2026, 09:02:48 PMDon't use red for the benign state (none saved yet) that you see 70 % of the time.

OK.

Quote from: Simon on February 12, 2026, 09:02:48 PMConsider printing {alive in level + in hatch} instead ... Does it still make sense to show a hatch icon then, and not a lemming icon?

Lemming icon is probably better, yes.

Quote from: Guigui on February 12, 2026, 10:33:38 PMAgree with Simon that total number of Lemmings is more important than already spawned. So in the case of :
* 99 lemmings total
* 3 spawned, 96 still in hatch
* 99 to be saved
* 0 already saved
I'd rather see those numbers and in this order :
99 -- 96 -- 0 -- 99

Reading left-to-right, the numbers make more sense in this order:

96 still in hatch (the hatch is where the lems start, so this should be the first number), then ->
99 total lemmings available ->
99 to be saved ->
0 saved (the exit is where the lems finish, so should be the last number)

Quote from: Guigui on February 12, 2026, 10:33:38 PMdisplaying the total required which does not change during the whole level is not a big gain imo

Agreed, ideally none of the numbers being displayed should be static. That's one of the big arguments against nn/nn in the first place (i.e. /nn doesn't change, so why display it?).

When I suggested "ToSave" above, I meant how many still need to be saved accounting for those already saved, not the save requirement itself.

Quote from: Guigui on February 12, 2026, 10:33:38 PMIcon - Total Lems -- Icon - Still in hatch Lems -- Icon - Still to be saved Lems (turns to extra saved Lems if any)

Switching to another number could work, but it should be the total saved, not additional saved. We don't want to ask the player to do sums. Just present the information.

So, maybe one of these options is best:

OPTION A: HatchLems :lemming-icon: TotalLemsAvailable [SPACE] SaveRequirementMinusAlreadySaved :exit-icon: TotalSaved

OPTION B: HatchLems :lemming-icon: TotalLemsAvailable [SPACE] :exit-icon:  SaveRequirementMinusAlreadySaved (switches to TotalSaved)

OPTION C: :lemming-icon: TotalLemsAvailable [SPACE] SaveRequirementMinusAlreadySaved :exit-icon: TotalSaved

OPTION D: :lemming-icon: TotalLemsAvailable [SPACE] :exit-icon: SaveRequirementMinusAlreadySaved (switches to TotalSaved)

I think any of these could work.
#12
Lemmini / Re: My first attempt at a leve...
Last post by WillLem - February 12, 2026, 11:01:17 PM
Quote from: hrb264 on February 12, 2026, 09:41:32 PMI had not actually thought of doing that :D

The more levels you make, you'll get to know all the tricks :)
#13
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Guigui - February 12, 2026, 10:33:38 PM
Agree with Simon that total number of Lemmings is more important than already spawned. So in the case of :
* 99 lemmings total
* 3 spawned, 96 still in hatch
* 99 to be saved
* 0 already saved
I'd rather see those numbers and in this order :
99 -- 96 -- 0 -- 99

However, I'm not sure the proposed solution is easy to read for newcomers. Removing an icon space sure allows to display one more number, but displaying the total required which does not change during the whole level is not a big gain imo. I'd stick to the following 3 displays :

Icon - Total Lems -- Icon - Still in hatch Lems -- Icon - Still to be saved Lems (turns to extra saved Lems if any)


#14
Lemmini / Re: My first attempt at a leve...
Last post by hrb264 - February 12, 2026, 09:41:32 PM
Quote from: WillLem on February 12, 2026, 07:37:07 PMif you edit the levels's title to have "V2" and then also put "V2" in the replay I sent (just edit it with any text editor), it should work.
Oh very good! I managed to get it to work - I liked the solution with the digger, I had not actually thought of doing that :D
#15
Lix Main / Re: Newbie with very basic que...
Last post by Simon - February 12, 2026, 09:28:04 PM
Right, always complain about what sucks. Otherwise I can't make things better.

There is no immediate difference between a bug report and a feature request. In both cases, the user wants X, the program does Y, and it shouldn't make a difference whether the programmer/designer wanted X or Y or neither.

Anything that touches physics needs a strong plan for backward compatibility. How much will break in other people's levels? I have control over levels that I ship, but not over what people build in the editor. How quickly will people update, to be able to netplay with each other again? Will it require a change in the level format? This is the most annoying one; people will feed new levels into old Lix and old Lix must react in some way. Many physics ideas go on the backburner, but I still read them.

Tilesets don't necessarily have to be higher quality than what's in NeoLemmix, but they should be at least as nice as what's in Lix on average. Tiles should also be free from copyright restrictions. All existing tiles in Lix are effectively in the public domain (via the CC0 copyright waiver). And, yeah, it's nice if tiles interact nicely with existing tiles. Multiples of 8 or 16 are easy in the editor. Shapes should have clear outlines to make physics easy to see. I recommend against fickle shapes where lix get stuck in unobvious ways. But it's fine to have meticulously detailed paint inside a block of clear outlines.

It's hard to remove tilesets after people make levels with them, tile removal is practically equivalent to a physics change. That's why I'm reluctant to add everything on a whim. Of course, people can still make levels even if the tiles aren't in the main Lix download, but you'll have to tell others to install your custom tiles.

-- Simon
#16
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Simon - February 12, 2026, 09:02:48 PM
Don't use red for the benign state (none saved yet) that you see 70 % of the time.

Required mental computation with this display: 46 (hatch) 27 (space) 79 (exit) 5, how many more may die here? Can you still win?

Printing {alive in the level, excluding what's in the hatch} can't be optimal if room is costly. Consider printing {alive in level + in hatch} instead. That would have helped me more toward computing winnability than {alive in level} and {alive in hatch} separately helped me. There are more detailed arguments in those 10-year-old topics for what exact numbers are helpful.

How will the panel look after the hatch is empty? Does it still make sense to show a hatch icon then, and not a lemming icon?

-- Simon
#17
Lemmini / Re: My first attempt at a leve...
Last post by hrb264 - February 12, 2026, 08:11:41 PM
Quote from: WillLem on February 12, 2026, 07:37:07 PMif you edit the levels's title to have "V2" and then also put "V2" in the replay I sent (just edit it with any text editor), it should work.
OK thanks - I'm out now but will try it when I get home :)
#18
Lemmini / Re: My first attempt at a leve...
Last post by WillLem - February 12, 2026, 07:37:07 PM
Quote from: hrb264 on February 12, 2026, 04:09:22 PMFor some reason the replays you uploaded both seem to be of the first version

If the title is the same for both levels, RL will just play the first level it finds which has that title.

I have thought about adding an ID system for levels and replays, but it would only work for new levels going forward. I suppose now that we have the Editor it might be worth doing.

Anyways, if you edit the levels's title to have "V2" and then also put "V2" in the replay I sent (just edit it with any text editor), it should work.
#19
Forum Games / Re: Replace a word in a Lemmin...
Last post by The64Watcher - February 12, 2026, 07:00:43 PM
5555th post in forum games
#20
Forum Games / Re: Solve a Scenario
Last post by The64Watcher - February 12, 2026, 06:58:07 PM
wait where is everyone