I'm glad you like my icon sets. I can help more you need it.
I hope you don't mind me including your labels in this update. Your set is really what inspired me to separate out the icons into separate layers and composite them in real-time.
The only problem I have with it is, despite installing it in a different folder, this engine still happens to use my custom thingies from SuperLemmini, which makes the bottom bar look kinda glitchy since they weren't made for it in the first place...
Yeah, this is kind of part of a larger issue... part of my goals with SuperLemminiToo is to be fully cross-compatible with SuperLemmini... that's why I chose the name... Two/Too ... I'm trying to imply it's
also SuperLemmini, rather than a successor. I know earlier Tsyu had said he's still working on SuperLemmini and I don't want to sabotage those efforts, because I'm keen to see where he takes things.
That said, I kinda goofed on the cross-compatibility with the composite icons... any iconpack creaters will have to choose one or the other, instead of being able to support both. So, in the next update I'm going to change the names of the transparent icons. If a mod creater hasn't built in support for SuperLemminiToo's enhanced icons, they'll still look kinda glitchy... the only way to fix that is outright turn off the enhanced iconbar.
The labels and icons are woefully misaligned at the moment;
There are a few restrictions on creating the enhanced iconbar-- so part of my bugaboo was that I really hated how the skill numbers were in the black space
above the icons. Every other port I'd seen of lemmings had them incorporated into the icon bar itself. Now, the static icons and the animated icons had a fixed size of 32x40 (WxH)... some of the animated icons even used that full space (namely the Bomber). So to put them
inside a standard brown button, I had to make the buttons wider and taller. And taller even till to put the numbers into them.
So the skill icons are perfectly fit and have no room to safely move up or down without encroaching onto the numbers, but the problem then is that the action buttons now have a huge dead-space above them and look very weird. So I moved the action icons up to be slightly centered. This is all fine and dandy until you add the labels. The labels are going to have some overlap on top of the icons... but generally the icons have more headspace, so it made more sense to have the labels on top. I even purposefully exaggerated the difference in the action icons by raising the labels even higher on those.
My thought was that there's enough contextual difference between those types of icons that the different spacing wouldn't be too off-putting. It's still off-putting of course, and I'm not deeply happy with how it turned out. Maybe the labels could go on the bottom, but there's no room to move the skill icons up.
Not sure why the level title has to be displayed in the status bar - I think this makes it look overly cluttered to be honest. Consider either adding this as an option, or just removing it altogether
This is another of my goals, actually. No metadata information. i.e. if information is important enough to show in the title bar or elsewhere, it should be in the game window. It is actually togglable, but I just haven't exposed it in the GUI yet... I hate working on Java's GUI. find the
showLevelName= option and set to false (or add it if it's not already there).
Here's some alternate versions of the Basher, Pause and Nuke animations. I've improved the colours slightly to make them more like what we're used to seeing in SL. If you like these, I'll get a full set done and send them over sometime soon.
Thanks for those. The Lemm95 ones definitely suffered from a 16-colour palette. Honestly the neon green hair has kinda grown on me, but the better skin tones are much appreciated. I'm not sure I like the black paws button though. I don't like the yellow one -- again, that limited palette -- but going back to black feels like a step backwards to me. Maybe a softer yellow/orange blend...
What I'd
really like to see is animated xmas lemmings done in the style of these animated Lemm95 icons. I'm not a huge fan of just using existing sprites for the icons -- there's so much more pixels to play with in the icons, it's nice to give them some personality.
As for the name, pardon my bluntness but I'm not changing it. I like that it acknowledges the hundreds/thousands of hours of hard work done by those who came before (both Lemmini and SuperLemmini). I've made some changes that may look quite impressive, but honestly I'm not changing much of the existing code to accomplish them... which is a huge testament to the existing codebase. And like I said before, I very much want to maintain cross-compatibility with SuperLemmini for as long as I can.