Recent posts

#61
Game Bugs & Suggestions / Re: [-][SUG][PL] Add Macintosh...
Last post by GigaLem - August 02, 2025, 12:29:17 AM
Quote from: jkapp76 on July 30, 2025, 02:50:51 AMThis is all I could find for Mac Lemmings. Looks about the same to me.
Look at a screenshot of Windows 95 lemmings and compare it to Mac Lemmings, the graphics are very different, recognizable but one is more "hi def" than the other.
windows version

Mac version
#62
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by GigaLem - August 02, 2025, 12:24:59 AM
my suggestion would be the freedom of changing the RGB value at will with the default being the fuchsia it is.
The other part of the suggest would be Trigger area opacity or brightness, choosing how much of it to be opaque
#63
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by WillLem - August 01, 2025, 06:11:51 PM
Quote from: Simon on August 01, 2025, 01:25:03 PM1. This is both for game and for editor, right?

Yes, I'll aim to implement the same option in both.

Quote from: Simon on August 01, 2025, 01:25:03 PM2. You'll push a design task to the user that we should instead solve for the user. At least reconsider the default then, too. Is the pink default still good for 95 % of the levels?

3. You'll inflict Schopenhauer's porcupines:

...

The first hunch is to combine both ideas: Fill the rectangle at 10 % or 20 % opacity, and draw an 80-%-opaque 1-pixel-thick rectangular outline.

OK. Perhaps we keep the rectangle pink and allow the opacity to be adustable instead of the colour? Keep the default as it is now, and allow 5% increments in both directions to make it more (or less) opaque depending on preference. Less opacity makes it darker, then.

I'm not in favour of the outline idea. Messy, more code, more maintenance.
#64
Game Bugs & Suggestions / Re: [?][BUG][PL] the alarm clo...
Last post by WillLem - August 01, 2025, 06:05:57 PM
I'm aware of this one, I'll aim to get it fixed in the next update.
#65
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by Simon - August 01, 2025, 01:25:03 PM
User-configurable color for the filled fectangle, okay.

1. This is both for game and for editor, right? Giga says "least favorite to keep turned on while making levels" and "most apt issue in editor". But WillLem is talking about builders that build into the trigger area.

2. You'll push a design task to the user that we should instead solve for the user. At least reconsider the default then, too. Is the pink default still good for 95 % of the levels?

3. You'll inflict Schopenhauer's porcupines:

  • If user picks too bright a color, he runs into eye strain (OP's problem).
  • If he picks too dim or too transparent, edges will be harder to see (where exactly does the water start behind multicolored terrain). Giga said: "needs to contrast from the level".

The first hunch is to combine both ideas: Fill the rectangle at 10 % or 20 % opacity, and draw an 80-%-opaque 1-pixel-thick rectangular outline.

-- Simon
#66
Game Bugs & Suggestions / [+][BUG][PL] Alarm sounds when...
Last post by chroda - August 01, 2025, 11:15:18 AM
NeoLemmix CE 1.0.1
The following is based on three game files with a Time Limit of 2 seconds, available as attachments
test_1.94_.nxlv
test_2.00_.nxlv
test_2.06_.nxlv   
     
If a Time Limit is assigned to a level, and the assigned value is exceeded, an alert lasting approximately 2 seconds is heard, similar to the sound of an alarm clock.

Except that...

If we run test_1.94_.nxlv: no alarm clock sound and the message "Superb! You rescued every Lemming..."  "Your time taken is 0.01. 94" is displayed.
It makes sense.

If we run test_2.06_.nxlv: alarm clock sound for about 2 seconds and no display "
It makes sense.

If we run test_2.00_.nxlv:
The result is: "Superb! You rescued every Lemming..."  "Your time taken is 0.02. 00"
and we hear the alarm clock sound for about 2 seconds, indicating that the Time Limit has been exceeded, which contradicts the result displayed.
It doesn't make sense; we should not hear the alarm clock sound in this specific case.

Can this be fixed?
#67
Game Bugs & Suggestions / Re: [-][SUG][PL] Add Macintosh...
Last post by WillLem - August 01, 2025, 12:51:53 AM
AFAIK, Mac lemming sprites are double the resolution of NL hi-res sprites. So, assuming it's possible to directly rip the sprites from Mac Lemmings, they'd then need to be downscaled by 50% to be NL-compatible, which may produce undesirable results and would likely require some manual editing to get them to look good.

Alternatively, if you wish to simply edit the existing NL hi-res sprited to follow the Mac colour scheme and add the eye details, that could certainly be done. As an example, I've edited the right-facing Ascender sprite using the colour scheme in Jeremy's example:



This took me about 3 minutes in paint dot NET (some of that time was fine-tuning the colour scheme; once this is established, the other sprites could be done more quickly). To do the full set would probably take around 4-8 hours, depending on how quickly you work.

Rather than add the set as an option in the player, it would be best if you create a style (name it [yourname]_macintosh or something similar) and include the sprites in that style. People can then use the set as part of their levels, or replace the defaults if they wish to do so.

I've marked this topic as resolved. I'll leave it open in case anyone wishes to create a Mac sprite set and share it here.
#68
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by WillLem - August 01, 2025, 12:05:16 AM
I've now added some examples to the previous post to show why outline-only trigger areas could be problematic. Let's agree to continue to show trigger areas on a pixel-by-pixel basis and address the OP's concern regarding the colour of the trigger areas as they are currently shown.

I'm happy to look into allowing the user to enter a hex code (or perhaps add a simple colour-picker if it's possible in Delphi) to specify the colour of trigger areas. For simplicity, let's have them continue to all be the same colour (in CPM, hovering over the trigger area already shows which gadget is which; this feature provides sufficient clarify without the need to allow different colours for different gadgets, which could get messy. I realise that isn't what's being suggested, but I'm pre-empting it just in case!).

@namida - Is there a reason why the trigger areas are all that very specific shade of pink (#F000F0)? I've noticed that Lemmini uses a very similar shade (#FF00FF), and that DOS variants of Amiga colours follow the pattern indicated by these colours (so, for instance, #4422FF in Amiga would become #4020F0 in DOS, and vice versa). I wonder, then, if the choice of shade for trigger areas is simply what was used in the base game that each clone was based on (so, #F000F0 for Lemmix's DOS base and #FF00FF for Lemmini's WinLemm/Amiga base).

If that's indeed the case, then the trigger area colour could potentially be anything we wish.
#69
Editor Bugs & Suggestions / Re: [?][BUG][ED] Decrease mini...
Last post by WillLem - July 31, 2025, 06:22:38 PM
Quote from: chroda on July 30, 2025, 06:08:29 PMThanks to all for your informations, comments and clarifications.

No problem at all. Thank you for reporting the issues, this helps us to refine and maintain the program to be as usable as possible! :)

EDIT: And, minimum time limit set to 1 second in commit ce35e7b.
#70
Editor Bugs & Suggestions / Re: [?][BUG][ED] Decrease mini...
Last post by chroda - July 30, 2025, 06:08:29 PM
OK! Thanks to all for your informations, comments and clarifications.
For me, this was more of a need-to-know question than a disturbing problem.