Quote from: WillLem on August 08, 2026, 06:32:40 PMI can't think of a sensible way to deal with this engine-side tbh. CE could perhaps see if the target .png is the same width as the one it expects, and - if it isn't - load the default instead. There might be a better way.
QuoteCE could perhaps see if the target .png is the same width as the one it expects, and - if it isn't - load the default instead. There might be a better way.
Quote from: WillLem on August 08, 2026, 06:41:22 PM@Proxima - I'll probably start including your compilation with CE, after making the updates you've suggested in your OP.
Every now and then, someone asks about the OG levels. Many people probably don't ask, but still want them. Let's just provide them once and for all.
Quote from: Simon on August 04, 2026, 08:18:26 PMClock turns red at arbitrary time (1 minute? 15 seconds?) and turns purple when it's not sufficient for winning. Instead, ditch the arbitrary threshold. On different maps, different thresholds will feel like too short anyway. Consistently use red for insufficiency.
Quote from: Simon on August 04, 2026, 08:18:26 PMSave requirement is printed in blue ... This removes the meaning of other colors
Quote from: Simon on August 04, 2026, 08:18:26 PMLemming count is yellow when there are neutral lemmings. Why is this important? Why do we have to pay attention? I would understand it becoming yellow when there are only neutral lemmings left.
Quote from: Simon on August 04, 2026, 08:18:26 PMLemming count also becomes cyan in some cases? When and why?