Recent posts

#21
Closed / Re: [?][BUG][PL] Lemminas spri...
Last post by Guigui - January 24, 2026, 10:37:57 PM
Solved with the styles updated, thank you.

#22
Contests / Re: Level Design Contest #33 -...
Last post by IchoTolot - January 24, 2026, 09:50:15 PM
Reminder to vote.  :)
#23
Closed / Re: [?][BUG][PL] Lemminas spri...
Last post by WillLem - January 24, 2026, 07:43:03 PM
I can't replicate this. Lemminas sprites work fine in my test directory running CE 1.1 RC-1 and NL 12.14.

The fact that the sprites aren't working in either NL or CE suggests it's more likely to be a problem with the style rather than the engine. Here's the latest copy of the willlem_lemminas style. Try adding this to your styles directory and see if it resolves the issue.
#24
Community Edition / Re: [?][CE] Running CE and NL ...
Last post by WillLem - January 24, 2026, 07:27:55 PM
OK, this should be fixed once and for all.

CE will now ship with an "assets-ce" folder which will contain all of the CE-specific graphics, data files, and overrides. CE-only users will actually not need this*, but anyone wanting to run CE and NL side-by-side can do so simply by placing the .exe and the assets-ce folder into the NL root directory.

It works a treat, and is set up for future-proofing should we need to add or update any more assets in CE.

Implemented across commits 8e91234 - 7f0256b.

*On second thoughts, the root folder should be identical to NL 12.14 to keep things as simple as possible. "assets-ce", then, will contain everything CE needs to run, whether in its own directory or an NL one (which will be identical anyway!).
#25
Closed / [✓[BUG][PL] Lemminas sprites n...
Last post by Guigui - January 24, 2026, 03:53:38 PM
Oh well I can now mention that the Lemminas pack you created does not load the Lemminas sprite correctly. When playing it displays an error at the beginning of the levels and revert back to default Lems sprite.

This occurs with both CE and NL installed in their own folder. Weird bc I played them Lemminas with NL some months ago and it worked correctly, did not make any change in NL since.
#26
Lemmini / Re: [✓][BUG] Basher/Miner stee...
Last post by WillLem - January 24, 2026, 04:18:54 AM
Basher/Miner steel collision detection has been relaxed in commit f966d37. It's now possible to bash and mine right up to the steel block.

Please note that this is a significant physics update which can and likely will break existing replays for any level in which the solution involves bashing or mining up to a steel block. It should theoretically never affect the actual level itself though, only the replays.

With that said, I think we can agree that this is a desirable fix that's worth a few broken replays. Now's the time to speak up if you disagree!
#27
Community Edition / Re: [✓][CE] Can CE and NL 12.1...
Last post by WillLem - January 24, 2026, 02:01:03 AM
Quote from: Guigui on January 23, 2026, 10:20:57 PMYes all works good if the CE is put in its own directory.

OK, I can confirm that running CE from a NL 12.14 directory results in checkmarks not being displayed in the level select menu. It turns out that it's because CE uses larger images (24 x 24 rather than 16 x 16) due to the treeview itself being larger (and having larger clickable areas). I forgot that I'd made this change, and it does result in the checkmarks not being visible if the assets don't match what's expected.

Quote from: Guigui on January 23, 2026, 10:20:57 PMthe text scrolling bar on the main at the bottom of the main page not displaying properly.

And yeah, this is due to the data\title.nxmi file being set up slightly differently to accomodate the CE menu graphics.

Quote from: Guigui on January 23, 2026, 10:20:57 PMAll in all, not sure if this idea of running CE from NL is that good. It looks like it leads to some conflicts and gives you some troubles.

I'd probably have to agree at this point. CE has been created with the sole purpose of being a UI upgrade, but it clearly needs to be able to load its own assets in order to achieve this goal.

It seems that the best thing to do would be to ask CE to check for a subdirectory (we could call it "assets-ce" or something) which contains all the CE-specific graphics, data files, etc required to run CE correctly. Mutual assets (levels, replays, music, etc) and NL-only graphics can be placed in the root directory as usual.

Then, when loading something, CE can check for "assets-ce" before checking the root directory. Anything that's found to be missing (Sleeper sprite) or different (title.nxmi, the checkmark .pngs) can be placed into "assets-ce". (Of course, running CE from its own directory will not require the CE assets folder).

That's something I can certainly look at for the release of 1.1 proper. It may be worth doing an RC-2 to check that it's definitely playing ball, if we decide to go ahead with this.
#28
Editor Bugs & Suggestions / Re: [BUG][ED] Editor version 1...
Last post by WillLem - January 24, 2026, 01:40:01 AM
Well, it's funny you should ask.

I already implemented support for subfolder a few days ago (commit 5d9cc71) so the next version (1.45) will be able to access the subfolder and represent the correct music file for your level.

If you notice anything else, let me know. I'll likely be releasing NLCE 1.1 proper along with Editor 1.45 very soon (within the next few weeks).
#29
CustLemm, Lemmix, Golems / Re: Mindless's Level Database ...
Last post by Mindless - January 24, 2026, 01:05:52 AM
There is now an audio volume control in the settings.
#30
Editor Bugs & Suggestions / [✓][BUG][ED] Look for music fi...
Last post by Guigui - January 23, 2026, 10:48:24 PM
I have levels with custom music which are put in subfolder of the "music" folder :
NLfolder/music/my_subfolder/my_mp3_files.mp3

In the .nxlv file, the line referring to the music looks like this :
MUSIC my_subfolder/my_mp3_file

When I launch the levels with the CE player the music works fine. But when I open the Editor version 1.44 and launch the levels through here, the music does not work. I get a random music from the "music" folder instead. Is there something I have missed here ?



Also as a suggestion, I think it'd be nice if the editor could allow to select files in subfolders in the music field. For now it only allows to select files that are in the main music folder. That was also the case for the regular editor and I had to edit all the .nxlv files manually to point to the subfolders correctly (or I missed sthg there too...)