Author Topic: NeoLemmix Formats - Styles  (Read 189 times)

0 Members and 1 Guest are viewing this topic.

Offline namida

  • Administrator
  • Posts: 9622
    • View Profile
    • NeoLemmix Website
NeoLemmix Formats - Styles
« on: August 12, 2019, 09:13:02 am »
This guide assumes you have read and are familiar with the basics of text-based files in NeoLemmix.

Please note: This guide is written for V12.7.0. All references to how to do things in V12.6.5 and earlier have been removed.

A custom style in NeoLemmix can consist of several components - terrain pieces, interactive objects, backgrounds, custom lemming sprites, and a "theme".

Each style exists inside its own folder in "styles". Please note - it is a VERY strong convention, that you should start your style's names with your own username, eg. "namida_bridge". The only exceptions that exist and have been accepted into the NeoLemmix styles are those from the official games (most of which are instead prefixed with the game they're from), and "default". Within a style's folder, there will usually be a "theme.nxmi" file, and subfolders for each type of content.

All images should be PNG files. No other formats are supported.


The theme.nxmi file defines a color scheme, as well as which lemming sprites to use, for levels that use this style as their theme. The theme.nxmi file is placed in the base folder of the style.

LEMMINGS - Specifies the style name to use the lemming sprites of. If the style has its own lemming sprites, usually, you'd use this style's name. Eg. LEMMINGS xmas would use the sprites from the "xmas" style.

If the lemming sprites you are using support recoloring (both Default and Xmas do), you may want to specify the colors for this too. If you are using recoloring with custom colors, you will need to check the spriteset's "scheme.nxmi" file to figure out the color names it uses. For the official styles, the names are listed below. You specify the colors for these names in exactly the same way as the above colors.

Default-style lemmings (click to show/hide)

Xmas-style lemmings (click to show/hide)


Backgrounds are very simple - place image files in a "backgrounds" folder, and they're good to go. That's really it.

Terrain pieces

Terrain pieces aren't much more complicated - get the images, put them in a "terrain" folder.

However - each terrain piece may (but does not have to) have a corresponding .nxmt file. For example, a terrain piece "steel_01.png" might have a corresponding "steel_01.nxmt" file.

The .nxmt file has only two lines it can contain:

STEEL - No value needed; marks the piece as steel.
DEPRECATED - No value needed; marks the piece as deprecated. This means that, by default, the piece will not be visible in the editor (though there is an option to reveal deprecated pieces); it has no effect in-game.

Interactive objects

Objects are a fair bit more complicated than terrains and backgrounds. Objects exist in the "objects" folder.

Each object consists of one or more PNG files, as well as a single NXMO file. Separate PNG files are used for separate animations; for multiple frames in a single animation, these are instead stored as a sprite strip - ie: a horizontal or vertical strip of equal-sized graphics, containing each animation frame.

The base name of the object comes from the NXMO file's name. Animation graphic files are named after this, with the animation name seperated from the piece name by an underscore. For example, a file "trap.nxmo" might have a corresponding animation graphic "trap_constant.png". Animations without a name - this is often the case for the primary animation - will simply match the NXMO's name, so in a file "trap.nxmo", an animation with no name specified would come from "trap.png" (not "trap_.png"!).

For the primary animations, if an object type has a single "idle" frame (for example, a triggered trap), this will be the first frame, with the rest being the animation sequence. If an object type has two idle frames (for example, a locked exit - it has the "closed" idle frame and the "open" idle frame), the one it will generally start as, is the second frame; while the one it will generally remain as once used / activated / etc, is the first frame. In the case of a locked exit for example, the first frame is the exit when open, the second frame is the exit when closed, and the remaining frames are the opening sequence.

In the case of a splitter, the first frame is pointing right, and the second frame is pointing left.

In the case of pickup skills, the skills are in the same order as on the skill panel, and each skill has a "picked up" frame then a "not picked up" frame. However, you should rarely - if ever - make the primary animation for a pickup skill object manually. Instead, there is a special system for pickup skill objects.

The NXMO file consists of the following lines:

General properties

EFFECT (click to show/hide)
TRIGGER_X, TRIGGER_Y - Specifies either the top-left corner of the trigger area (for objects that have an area), or the coordinates of the trigger point (for objects that just have a single point, eg. entrances, receivers).
TRIGGER_WIDTH, TRIGGER_HEIGHT - Specifies the size of the trigger area, for objects that have areas.
SOUND - Specifies the sound file to play when the object is activated.
KEY_FRAME - Specifies the "key frame". Currently, this only does anything for teleporters and receivers - it specifies the frame number at which the corresponding receiver will begin its animation, or at which the lemming will be released, respectively.
RESIZE_HORIZONTAL, RESIZE_VERTICAL, RESIZE_BOTH - No value needed. Specifies the direction(s) in which the object can be resized. It is valid to have both "RESIZE_HORIZONTAL" and "RESIZE_VERTICAL" as separate lines, instead of using "RESIZE_BOTH".
DEPRECATED - No value needed; marks the object as deprecated. This means that, by default, the object will not be visible in the editor (though there is an option to reveal deprecated pieces); it has no effect in-game.

For objects that have digits displayed, such as windows and exits (when the lemming count is limited) or pickup skills, the positioning of the digits can be specified as follows:

DIGIT_X and DIGIT_Y - Specifies the position digits are displayed at. For the Y coordinate, this is the top of the digit graphic always; for the X coordinate, it may be either the left, right or middle depending on alignment.
DIGIT_ALIGN - Specifies whether to align the digits to the left (-1), middle (0) or right (+1).
DIGIT_LENGTH - Specifies the minimum number of digits to be displayed. If this is zero, digits will not be displayed at all if the value is equal to zero. For pickup skills, digits will also not be displayed if the minimum length is zero and the skill count is 1.

You can also define custom digit graphics. This is done by adding a 10-frame secondary animation, that's always hidden, called "DIGITS".


An object can have one or more animations, which are semi-independent of each other, and can play, stop, or even disappear based on certain conditions. The primary animation of the object is defined in a $PRIMARY_ANIMATION section, and all others are defined in an $ANIMATION section. These are identical, except for some keys not being useable in the primary animation.

As mentioned above, each animation should be a separate PNG file - although if there are two animations with the same graphic (differing, perhaps, by their position), it is perfectly acceptable to only have one copy, and have multiple animations refer to it (just give them the same NAME value).

FRAMES - Specifies the number of frames in the animation.
NAME - Specifies the name of the animation. See the above explanation about filenames.
COLOR - Specifies the name of a color (from the level's theme) that will be used to recolor the animation. This is not likely to be useful outside of a few objects in the "default" style.
HORIZONTAL_STRIP - Specifies that the animation's frames are arranged horizontally. If this is absent, they're assumed to be vertical.
Z_INDEX - Specifies the front-to-back order of animations. Lower values are drawn first; ties are broken by "primary first, then in-file order after that". The Z index, if not specified, defaults to 1 for the primary animation and 0 for all other animations.
INITIAL_FRAME - Specifies the initial frame of the animation. This has no effect for the primary animation if the object is a triggered object, but it does work for the primary animation on objects that have constant animation (eg. water, fire, etc). As well as numeric inputs, "RANDOM" is a valid value.
OFFSET_X and OFFSET_Y - Specifies the offset from the object's position at which this animation is displayed. Can be used on the primary animation, although it seems a bit silly to do so (but maybe there's a good use case I haven't thought of).
NINE_SLICE_XXX - (Where XXX is "TOP", "LEFT", "RIGHT" or "BOTTOM") Sets the nine-slicing margin - basically, a border region that's only drawn at the edges of the object even when resized, instead of being tiled with the rest of the object - on each side of the animation. Has no effect if the object is not resizable in the relevant direction.

The remainder of this section does not apply to the primary animation, only to secondary animations.

HIDE - No value needed. If present, the animation will initially be marked as "Hidden". Note that this does NOT automatically mean it won't be visible - see note below.
STATE - Specifies the initial state of the animation. Valid options are explained below. If absent, the default is either "PAUSE" (if "HIDE" is present) or "PLAY" (if not).

You can then define conditions under which the animation will change state, by using $TRIGGER sections. When no trigger section's conditions are fulfilled, the animation reverts to its default visibility and state. When multiple sections' conditions are fulfilled, the last one in the file order has priority. The contents of these sections are:

CONDITION - Specifies the condition for the trigger. Explained below.
HIDE - No value needed. If present, the animation will be marked as "Hidden" when the trigger condition is met. Note that this does NOT automatically mean it won't be visible - see note below.
STATE - Specifies the state of the animation when the trigger condition is met. Valid options are explained below. If absent, the default is either "PAUSE" (if "HIDE" is present) or "PLAY" (if not).

Explanation of animation states (click to show/hide)

Custom lemming sprites

« Last Edit: November 04, 2019, 09:48:58 pm by namida »