Recent posts

#21
Editor Bugs & Suggestions / Re: [+][SUG][ED] Show file nam...
Last post by Simon - June 16, 2026, 10:23:02 PM
Quote from: WillLem on June 16, 2026, 09:30:54 PMThey may have already made a levels.nxmi, but still require access to all levels for editing.

Ah, if the levels.nxmi system will hide unlisted levels instead of implicitly sorting them at the end, you have a counterargument.

Quote from: WillLem on June 16, 2026, 09:30:54 PMlevels.nxmi, I'm not ruling out by any means. I just think that we should try and live with directory-only ordering and see if it suffices.

Yes, ship it with the lexicographical order. Get feedback from heart66 and the established authors. Can always change it later. And a nice idea by heart66 in the first place!

-- Simon
#22
Editor Bugs & Suggestions / Re: [+][SUG][ED] Show file nam...
Last post by WillLem - June 16, 2026, 10:14:54 PM
Quote from: heart66 on June 16, 2026, 09:58:17 PMBy the way, if you use  "Edit Level" the editor shall open and you make the necessary changes. Save .... Exit
When you return to the player the changes will not show. You have to exit the player and run it again.

Are you using NeoLemmix CE? When I tested this, 1.1.1 does update the level as expected.
#23
Editor Bugs & Suggestions / Re: [+][SUG][ED] Show file nam...
Last post by WillLem - June 16, 2026, 10:11:54 PM
Quick update.

We currently have this:



It seems to work nicely. I'd be happy to expand the functionality to support levels.nxmi if we later think it's necessary.
#24
Editor Bugs & Suggestions / Re: [+][SUG][ED] Show file nam...
Last post by heart66 - June 16, 2026, 09:58:17 PM
İf you want to edit by levels.nxmi, you can currently use the player itself(edit level).
By the way, if you use  "Edit Level" the editor shall open and you make the necessary changes. Save .... Exit
When you return to the player the changes will not show. You have to exit the player and run it again.
#25
Game Bugs & Suggestions / Re: [+][SUG][PL] Clear Physics...
Last post by Simon - June 16, 2026, 09:48:56 PM
Quote from: WillLem on June 16, 2026, 09:00:00 PMWhat about lemmings with permanent abilities? Keep it the same as it is now?

Yes, I think you can keep permanent-ability lemmings as they are, light cyan (0, 0xFF, 0xFF). The idea behind the medium blue for plain lemmings was: Medium blue is noticeabley darker than light cyan, but both colors still contrast well with anything really dark for the gadget silhouettes.

If you happen to release CE with static physics colors by Sunday morning, I'll playtest it on the planned livestream (Sunday, June 21, 13:00 UTC) and I'll prompt the chatters for opinions. But you do you. If you ship other bugfixes, I'll playtest those fixes instead. And I'll have a few more topics to post anyway, based on handwritten notes. These topics will trickle in at a slow rate. When I write a topic, I want to present an argument and be able to react to your questions.

Quote from: WillLem on June 16, 2026, 09:00:00 PM3 reasons:

Thanks for the reasons, at least I don't have to write long essays about human perception then. At most, I might eventually argue to make the static setting the default. But that's for after the user testing.

-- Simon
#26
Editor Bugs & Suggestions / Re: [+][SUG][ED] Show file nam...
Last post by WillLem - June 16, 2026, 09:30:54 PM
Quote from: Simon on June 15, 2026, 01:15:07 PMYou can print the filename next to these buttons. Or you can caption the buttons with "Level <<" or "Previous Level" or similar.

There isn't enough room to print the filename next to the buttons (the status bar uses this space), but we can certainly label the buttons with "Previous Level" and "Next Level", or [<<] Level [>>] where the word 'Level' is a simple label between the two buttons, to save space.

Quote from: Simon on June 15, 2026, 01:15:07 PMWith this implementation, there are now three meanings of "next level" in the NL ecosystem:
...
The concern for the editor: Do you really want a third way #1? Which of #2 and #3 makes more sense?

For the Editor, there will always be scenarios where a level is opened from within a folder of levels which may not yet have been compiled into a pack. In this scenario, the user may still want to navigate between all of the levels in that folder.

Even after ordering them (using the levels.nxmi), the Editor should arguably still order the levels by their appearance in the directory. Reason: Grabbing the order from levels.nxmi - which could at any point be incorrect/incomplete - introduces unnecessary complexity to a feature which, at its core, should simply be 'grab the previous/next available level and load it'. For instance, an author may be working on 11 or more levels with the intention of compiling the best 10 into a pack. They may have already made a levels.nxmi, but still require access to all levels for editing. The feature shouldn't need to care about this sort of nuance.

Perhaps avoiding the words 'Previous' and 'Next' on the controls themselves is necessary, then. We'll prefer [<<] Level [>>] instead. We also have the status bar control hints, which can explicitly say 'open the previous/next available level in the current directory' to clarify the feature's purpose.

If someone wants to make a strong case for supporting levels.nxmi, I'm not ruling out by any means. I just think that we should try and live with directory-only ordering and see if it suffices.

SIDE NOTE: You can navigate between groups/ranks (as well as levels) from the Preview screen, but levels will always wrap around per-group. If this should be different, we can address it in a separate topic.
#27
Lemmings Main / Re: What's your thoughts on th...
Last post by WillLem - June 16, 2026, 09:14:21 PM
I'd say that this era of Lemmings (the Team17 era) is exactly what the franchise needed at that time, but it could have been a lot better as Giga has already said.

The execution was so close: visually excellent, easy to control (it had to be slower to make it easier to play with a controller on consoles), a very nice remake of the original game, and a built-in level editor.

What let it down: sub-par music, not enough new levels, no PS2 mouse support, no PC port (with mouse support), very few options (the speed of the game could have been optional, for example), no controller config, no replay saving, no additional challenges/trophies/etc.

A reboot on PS5 with more of the modern features we've come to expect from games would be welcome, but the right team of people would have to be at the helm.
#28
Game Bugs & Suggestions / Re: [?][SUG][PL] Clear Physics...
Last post by WillLem - June 16, 2026, 09:00:00 PM
Quote from: Simon on June 16, 2026, 06:39:09 PMI still recommend dark green (0, 0x80, 0) for the shapes of the gadgets and a medium blue (0x80, 0x80, 0xFF) for lemmings without permanent abilities.

What about lemmings with permanent abilities? Keep it the same as it is now?

Quote from: Simon on June 16, 2026, 06:39:09 PMI don't know what you like about the color cycling ... Are you sure that you like it and why you like it?

3 reasons:

1) It guarantees visibility at some point in the cycle, regardless of any other factors (40%)
2) It's already there. I don't have to do anything (30%)
3) It looks kinda cool IMHO  8-) (30%)

But OK, let's make it optional in 1.1.2, with your suggested colours as the static alternatives.
#29
Lix Main / Re: Replay Insert Mode for Lix...
Last post by Simon - June 16, 2026, 07:07:27 PM
Quote from: Simon on March 09, 2026, 08:08:15 PMWhen you hover over a lix with 7 future assignments, say "Click to replace 7 future assignments."

WillLem implemented this for NeoLemmix Community Edition, and I should follow in Lix.

It's possible to user-test always-insert even in existing Lix 0.10.32 and 0.10.33; you must select this style in the Game Controls tab of the options menu. Later in summer, after Level of the Year 2025, I should solve some levels on stream with always-insert.

-- Simon
#30
Game Bugs & Suggestions / Re: [?][SUG][PL] Clear Physics...
Last post by Simon - June 16, 2026, 06:39:09 PM
This is still annoying. We are in Clear physics Mode often enough, and we zoom into the levels because we are interested in finnicky details. The glaring cycling colors cover huge parts of the screen. So hard on the eyes. All while it's hard to see lemmings.

For the record, Proxima agrees that this is annoying and distracting.

I still recommend dark green (0, 0x80, 0) for the shapes of the gadgets and a medium blue (0x80, 0x80, 0xFF) for lemmings without permanent abilities.

I don't know what you like about the color cycling. If it weren't for you, I'd recommend to rip the entire color-cycling code from the codebase. Good riddance. Are you sure that you like it and why you like it? E.g., I understand {your preference for the never-deleting insert mode} more than I can get behind {your like of this color-cycling in light of all these visibility problems}.

-- Simon