SuperLemmix 2.7.3 | Editor 2.7 | Styles 2.7.3

Started by WillLem, March 02, 2023, 01:38:33 AM

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WillLem

A fork of NeoLemmix featuring new skills, a Classic Mode option and an updated level Editor


Other useful links:


SuperLemmix gameplay, physics and interface are greatly influenced by the Amiga and Windows 95 versions of Lemmings, but with all the QOL features we've come to appreciate from NeoLemmix still at our fingertips. Here's a list of everything that has been implemented for SuperLemmix so far:

New & Modified Skills

:lemming: The Timebomber (Bomber with 5 second countdown) has made a comeback as a separate, independent skill from the untimed Bomber (which is also still part of SuperLemmix)

:lemming: Introducing the Ladderer, a brand new SuperLemmix-exclusive skill! The lemming unfolds a diagonally-downwards bridge allowing for quick construction. Check it out in action here!

:lemming: A warm SuperLemmix welcome to the L2 Ballooner! The lemming produces a large helium balloon and floats upwards with a slight diagonal drift in the direction they're facing. The Ballooner is a non-permanent movement skill which interacts with a number of other skill actions, including being cancellable and assignable to pre-placed lems. Check it out in action here!

:lemming: Projectile skills Grenader and Spearer fully re-integrated (from their brief inclusion in a NeoLemmix experimental), along with new Looker state! Grenade graphics are also customisable per-style (these can be found in styles\default\grenades). Projectiles can also pop balloons and kill zombies!

:lemming: Introducing the new Freezer skill; a Lemming that generates an instant ice cube terrain block. This was originally to replace the now-culled Stoner, but has since grown to be very much its own thing - as of 2.1.1 Freezers can now be rescued! Simply destroy the ice cube and the Frozen lem will quickly thaw out and then continue on their merry way. They can be assigned in mid-air, and can be assigned to Timebombers to help with more accurate placement. They're also zombie-proof

:lemming: The Laserer's range is now (effectively) infinite. Laserers can also now pop balloons and kill zombies!

:lemming: Sliders now transition to a new Dangler state when they reach the bottom of a slide, to allow for easier Slider > Shimmier transition

:lemming: Shimmiers can now be assigned to Climbers at any time, to allow for easier Climber > Shimmier transition (if they can't reach Shimmyable terrain, they turn and fall)

:lemming: Shimmiers now have an extra pixel's grace for overhead terrain checks - they now fall at 3px instead of 2px

:lemming: A new "Sleeper" state is entered when time runs out and the lemming reaches the exit. This is mostly aesthetic, but also simulates exit behaviour as these lemmings cannot be assigned to

:lemming: Blockers, Shimmiers and Jumpers can now be assigned to Swimmers

Classic Mode

:lemming: A new "Classic Mode" is featured, accessed via its own dedicated button or the Config menu, which Globally modifies the following features for a more "old school" Lemmings experience!:

- Deactivates Skill Shadows
- Deactivates Clear Physics Mode
- Deactivates Direction Select, Walker Select and Highlight Lemming
- Deactivates Frameskipping (including Special Skips and Slow-Motion)
- Deactivates Helper Overlay Graphics (including Fall Distance Ruler)
- Deactivates Skill Queueing

The above features are also individually toggleable via their own checkbox. The following features are exclusive to Classic Mode, when activated:

- Deactivates jumping to Max/Min Release Rate
- Deactivates Save/Load State
- Deactivates Save/Load Replay (in-game only; replays can still be loaded and saved from pre/postview screens)
- Deactivates Replay Editing and Replay Insert Mode
- Deactivates Assign-Whilst-Paused
- Deactivates Sprite-recolouring for 'Selected' Lemmings (as well as keeping it old-school, this feature is also handy as an instant visual signal that you're in Classic Mode)

The Welcome screen for SuperLemmix also now includes a choice between 'Classic Mode' and 'Modern Mode'

:lemming: Lemming names are now customisable - if you have a style with custom sprites, you can name them whatever you like and this will appear in the preview and postview screens in place of the word "Lemmings". Singular and plural forms are both supported

Updated Config Menu & Level Select Screen

As well as incorporating Classic Mode, the following tweaks have been made to the Config menu:

:lemming: All menus are now fully keyboard-compatible and respond to [Esc] by closing

:lemming: The Level Select screen can now be browsed using arrow keys to load each level preview, and pressing [Enter] loads the selected level into the player

:lemming: The Level Select screen now has a "Reset Talismans" button, so players can reset their talisman progress on a per-level basis. Very handy for level testing, and when replaying an already-completed pack!

:lemming: Level Info icons can now be customised per-style (the level's theme chooses which style is used for these), as well as per-levelpack. Theme is preferred, and defaults will be used if no customised versions are present

:lemming: Added more auto-naming options for Replay files and widened the dropdowns for easier reading

:lemming: 'Don't Replay After Backwards Frameskips' has been changed to 'Replay After Backwards Frameskips' and is unchecked by default

:lemming: Graphics Options now have their own tab

:lemming: Added option to Replay after Restart, or not

:lemming: The Hotkeys Config now has Reset, Cancel and Save & Close buttons. It also no longer displays a popup when finding a key, and instead the button label changes to let users know that it's listening for a keypress. Options for 'Classic Hotkeys' (similar to previous 'minimal'), 'Advanced Hotkeys' (where most available functions are pre-mapped), 'Alternative Hotkeys' (identical to NeoLemmix default) and 'Clear All Keys' have also been added, and the form factor has been widened for easier reading/havigation

:lemming: Added option to load Next Unsolved Level, or Last Active Level (current behaviour) - see this topic for a deeper explanation of how it works

New Objects

:lemming: Collectibles - fully customisable per-style and per-levelpack, and with full level select, menu and preview screen support; the default is a blue diamond. The purpose of these is to collect as many as possible per-level; if all are collected, level designers have the option to activate Invincibility mode for the lem who collects the final diamond!

:lemming: Radiation and Slowfreeze have made a comeback - these are objects which start a 10-second Bomber/Freezer countdown when a lem comes into contact with it. As of 2.5, the countdown timers are variable, and can be set by the level designer in the Editor. As of 2.6.1, each countdown has its own colour - red for Radiation, blue for Slowfreeze

:lemming: Orig Fire water is now re-purposed as a new water type called Lava and is renamed to "lava"

:lemming: Orig Marble water is now a new water type called Poison and is renamed to "poison" - this object turns lemmings into Zombies on contact!

:lemming: OhNo Bubble water is now a new object type called Blasticine which causes lems to explode on contact. Surrounding terrain is not destroyed, the effect is just for fun!

:lemming: OhNo Rock water is now Vinewater, a special type of water which triggers the vinetrap animation rather than the drowner animation. And, again, it's fatal to all lems including Swimmers

Modified Default & Orig/OhNo! Styles, Sprites and other GFX

:lemming: Floater now has a red & white umbrella in default, and a green "Christmas tree" umbrella in xmas

:lemming: Athletes are recoloured to dark blue tunic with green hair

:lemming: Low-res Builders, Platformers and Stackers have different-coloured backpacks

:lemming: Sprites/Masks added for Spearer & Grenader (includes Thrower sprite)

:lemming: All Original style background colours are changed to the dark blue Amiga colour

Revisions to Orig/OhNo! Secondary Trap Animations

:lemming: ohno_brick - The stomper trap is now non-animated (unless triggered)
:lemming: ohno_bubble - The zapper trap now has a glowing animation rather than the 'zig-zagging barrel' one
:lemming: ohno_rock - The lizard trap has more than twice the number of frames; its eyes now dart about randomly as well as occasionally blinking, similar to a real-life chameleon
:lemming: ohno_rock - The weed trap is now non-animated (unless triggered) and is now identical to the original
:lemming: ohno_snow - The icicle trap is now non-animated (unless triggered)

:lemming: orig_crystal - The large electric trap now glows whilst electrocuting, the electricity lines are a more "electric" colour, and the lemming glows white
:lemming: orig_crystal - The small disc-shaped electric trap now has a scrolling shimmer, the electricity lines are a more "electric" colour, and the lemming glows white
:lemming: orig_dirt - The rock trap is now non-animated (unless triggered)
:lemming: orig_marble - The stomper trap is now non-animated (unless triggered)
:lemming: orig_pillar - The rope trap's light is a brighter shade of green
:lemming: orig_pillar - All spike traps (large and small) are now non-animated (unless triggered)

Zombie Updates

:lemming: Zombie Walkers now have their own dedicated sprite, which also applies when the Zombie is falling

:lemming: Zombies now walk at half the speed of regular lemmings

:lemming: Zombies can now Exit - but, they count as -1 towards the total lems saved!

:lemming: Zombies can now interact with buttons, since they can now also exit

:lemming: Zombies now collect pickups, but the skills are not added to the panel and are instead eaten!

:lemming: Non-Swimmer lems that encounter Poison now become Zombie-Drifters - these float across the Poison at half the speed of Swimmers, keeping the newly-created Zombie active in the level (currently, they immediately drown, which seems a bit redundant - hence the update). Note that this behaviour is for Poison only - Water remains fatal to all non-Swimmer lems

:lemming: The Skill Panel string now shows a "Z-" prefix for all activities being performed by a Zombie

:lemming: New Zombie sounds added for infection/level intro, exiting, splatting, falling offscreen and ohnoing

:lemming: Airborne projectiles that hit Zombies now cause the Zombie to explode (without leaving a destruction crater - this is purely to compliment the Kill All Zombies talisman and provide another way to remove Zombies from a level). Also, grenades detonate on contact with the Zombie

Updated Game Mechanics

:lemming: Superlemming mode re-inroduced! Gameplay speed is increased x3, FF and Rewind are deactivated, and skills can't be assigned whilst the game is paused

:lemming: Invincibility mode can now be activated for the lem who obtains the final collectible in a single level.  Invincible lems can survive any fall, are immune to traps and fire, can swim in all water object types, don't get zombified, are de-neutralised if originally neutral, can leave freezer cubes and bomber craters without being killed during the fireworks, and can use as many skills as they like!

:lemming: Fallers and Splatters can now exit if they make contact with the Exit's trigger before they hit the ground (aka Direct Drop)

:lemming: OhNo-ers and pre-Ice-Cube Freezers can now exit in midair if they're made to arrive at the exit's trigger before they explode

:lemming: Jumpers and the "Reacher" state of a Shimmier can also now exit once again (this was previously culled as a bug)

:lemming: Jumpers now "bounce" when they hit terrain - they turn, and complete the trajectory of their arc facing in the opposite direction. Turns out this is how Jumpers behave in L2; I genuinely didn't realise this until after making the decision to implement this behaviour!

:lemming: If a lemming has begun to exit before time runs out, they now count as saved!

:lemming: Sides are now one-way forcefields rather than deadly voids, and the top is now open - Jumpers and Projectiles continue their arc of trajectory back into the level rather than disappearing out the top

:lemming: Shimmier-Climbers now transition to Climber if they no longer have shimmyable terrain, but they do have climbable terrain (at least 2px thereof) immediately above them - this mimics L2 behaviour

:lemming: End-of-Gameplay Behaviour is now much more comprehensive - in most cases, play will no longer exit to postview unless the save requirement has been met. Overtime will be applied whenever (time is up and there are still lems to be saved), (only zombies remain and there is a Kill All Zombies talisman), and the game will freeze if (all lemmings are removed and the save requirement hasn't been met). This may later be changed and refined, and options may be added, but for now it's the overall best possible behaviour for all possible states

Updated Game Controls

:lemming: Infinite Skills Hotkey - this sets all skill counts on the current panel to infinity, allowing the player to experiment with different solutions, get a better feel for the various skill actions, or just have fun with the level without having to worry about the skill count! It's also a particularly useful level-creation tool. Once Infinite Skills mode is active, pressing the key again resets the game to the point at which the mode was first activated, so that the level can be played normally (all skill actions are preserved in the replay, but only those for which there are enough skills will play out from this point on)

:lemming: It's now possible to assign hotkeys to individual panel buttons, regardless of which skill happens to be on that button for the current level - for example, if "Numpad 5" is assigned the 5th button, the 5th button will be selected when pressing that key, no matter which skill is currently assigned to that button

:lemming: The Replay "R" icon is now animated - it can also be clicked to cancel the replay, even in Replay Insert mode

:lemming: The Fall Distance Ruler has been updated to only show the actual fall distance, nothing else. It also now has the same colour cycle effect as objects in Clear Physics Mode; this has been done so that it's easier to distinguish between the ruler and any surrounding terrain/objects, although this can be toggled off in the Options menu if users prefer the solid colour ruler

:lemming: Previous assignments are no longer overwritten when playing in Replay Insert mode - the Assign Fail sound plays, and the most-recent assignment is not recorded, preserving the original assignment at that frame

:lemming: LMB performs a +1 Frameskip as usual, but now the RMB performs a -1 skip by default (the button is still hotkey-configurable). Also, both now perform repeated skips when the button is held

:lemming: .nxrp replay files can now be File-Associated with the SuperLemmix Player in Windows. When associated, clicking a replay file will open SuperLemmix and load the level & replay, ready to be played back immediately!

New Talismans

:lemming: Play in Classic Mode - the player must complete the level whilst playing in Classic Mode

:lemming: Play Without Pressing Pause - rather than re-implement the "Frenzy" gimmick, an optional talisman seems like a better way to encourage real-time-only play

:lemming: The Kill All Zombies Talisman has been re-implemented - code for it already existed in NL but was removed

Updated panel

:lemming: Widened panel now allows 14 skill types per level

:lemming: Rewind button added

:lemming: Turbo Fast-forward functionality added

:lemming: Colourful squiggle added (click it to see what it does!) :lemcat:

:lemming: Half-buttons removed

:lemming: Option to show/hide minimap added (panel & window resize accordingly)

Updated sounds

:lemming: An "Assign Fail" sound now plays whenever a skill assignment is attempted, and fails. This also works for highlit lemmings

:lemming: Spearers, Grenaders, Jumpers and Laserers now have their own dedicated sounds

:lemming: New menu sounds added - L2's "OK" when choosing something, and an original sound "Bye" when exiting

:lemming: RR/SI -/+ buttons now have pitched sound, modelled on Amiga/Lemmini

:lemming: Skill buttons now have pitched sound

:lemming: Option to choose between "Yippee!" and "Boing" as the Exit sound added

Other Tweaks, Updates, Spit & Polish

:lemming: The SuperLemmix window caption now displays level title and save requirement info. It also displays "Mass Replay Check" when in MRC mode

:lemming: The save count is no longer displayed as a negative number in the panel - to compliment this, the panel now displays the save count in red if it hasn't yet been met

:lemming: Lemmings now shrug and the "OK" sound is played when a level is cheated. This is just for fun!

:lemming: The option to recolour Swimmer sprites separately from other athletes has been added. This must be done by manually editing the scheme.nxmi file - instructions can be found here - Swimmers are otherwise recoloured as normal athletes by default

:lemming: Brand new Menu graphics & layout

:lemming: Scroller graphics embiggened, and made more cromulent

:lemming: Preview and Postview screen text is recoloured per-line (modelled on Amiga). The RR value is now displayed on Preview, and a new "Fewest Total Skills" line has been added to postview. The text can also be custom recoloured per-line by adding textcolours.nxmi to the data folder (applies game-wide) or the level pack's root folder (applies to the current level pack)

:lemming: New Amiga-style menu cursor

:lemming: In-game level border is recoloured to dark purple

:lemming: New welcome screen with pictures, logo font, and SuperLemmix-specific options

:lemming: Pressing Up/Down on the Group sign in the Main Menu stops at the highest and lowest rank respectively, rather than cycling infinitely. This makes it easier to know which order the ranks are in when the names are ambiguous

:lemming: Pickup skill numbers are no longer displayed once the pickup has been collected

DMA Compliation Packs

:lemming: SuperLemmix ships with all of the original DMA Design levels, including:

- Lemmings
- Oh No! More Lemmings
- 2 Player Levels
- Xmas/Holiday Lemmings
- SNES, Genesis, SMS, PS3, PSP and ZX Spectrum-exclusive Levels
- Prima Publishing and COVOX Levels
- and more...

:lemming: All levels are fully restored and recompiled by WillLem, Minim, Ron Stard, Proxima and ericdekovits

:lemming: All levels feature the Timebomber in place of the untimed Bomber so that they can be played as originally intended

:lemming: All levels now feature the Play in Classic Mode talisman

:lemming: New logos for each pack have been designed and included

Editor Updates

There have also been some considerable tweaks to the Editor interface as well, in part to incorporate the new skills, but also to distinguish it from the NeoLemmix Editor to avoid confusion:

:lemming: Auto-start checkbox is no longer checked by default, but its state is remembered when closing and re-loading the Editor

:lemming: Alt + Arrow keys now move selected pieces by a custom amount (specified in the F10 settings menu - the default is 64px)

:lemming: Pressing Ctrl + Alt before moving selected pieces with the mouse activates Horizontal-only movement, allowing the selected pieces to be moved only along the X-axis (Ctrl + RMB also works for this)

:lemming: Similarly, Ctrl + Shift before moving selected pieces with the mouse activates Vertical-only movement, allowing the selected pieces to be moved only along the Y-axis (Shift/Alt + RMB also works for this)

:lemming: Ctrl + Wheel now scrolls the level horizontally, whilst Shift/Alt + Wheel scrolls the level vertically (when zoomed in)

:lemming: Superlemming Mode support added

:lemming: Spearer, Grenader and Timebomber support added

:lemming: Support for Play in Classic Mode, Play Without Pressing Pause, and Kill All Zombies talismans added

:lemming: Support for Poison, Radiation, Slowfreeze, Blasticine and Vinewater added

:lemming: Theme/style dropdowns widened for easier reading

:lemming: Larger scrollbars for easier access when fine-editing a level

:lemming: Updated all menu dropdrowns to display the hotkey to the right

:lemming: Condensed "Tools" and "Options" to a single menu

:lemming: Moved "Play Level" and "Validate Level (which now has a Ctrl+F12 hotkey)" to the File menu

:lemming: Significant improvements to Hotkey dialog - text is easier to read and interpret, and the dialog is displayed centre-screen

:lemming: "Display Tabs" is no longer an option - tab display is the default and only option. This is necessary due to the other various UI updates

:lemming: All dialogs (Hotkeys, Options, About, Validate Level, etc) now appear centre-screen

:lemming: Tab-key indexes properly organised

:lemming: "Clear Backgrounds" button moved to above the piece scroller for better access

:lemming: Some buttons and fields re-named for clarity

:lemming: New icon and title

Revised & Culled Features

Whilst much has been added in SuperLemmix, some features haven't quite made the cut. Note that these features have, at present, only been 'commented out' in the code, and can (relatively) easily be added back in if there is enough demand to do so:

:lemming: Online Features (including Style Manager) are no longer supported, due in part to the updates to the Default & Original styles, but also because I don't have anywhere to host this feature at present. If SuperLemmix gains any traction, I may consider re-implementing this is the future; for now, Styles will be periodically updated on a manual basis and made available from this post/board at all times

:lemming: Hotkey presets have been removed and instead there is a single "Classic Layout" which is recommended for use with Classic Mode. It's also similar to the previous "Minimal Layout", and so forms a good basis for building your own hotkey Config. You can, of course, simply copy over your existing hotkeys.ini file from NeoLemmix if you wish to continue to use your familiar hotkeys with SuperLemmix

:lemming: The Stoner skill has been removed and replaced with the more-versatile Freezer

:lemming: Removed option to hide Advanced Options in Level Select screen. This seemed superfluous and was taking up space in the Config menu, so it's gone

:lemming: Removed option to force default Lemming sprites. This one is gone for good; if a designer has spend time and effort making sprites for their levels, they ought to be showcased as intended. As the creator of the Lemminas, I'm hardly going to support a feature that will override them! ;P

:lemming: Removed option for Compact Skill Panel (the new panel basically is a compact panel with 14 available skills)

:lemming: Replays now cancel upon re-loading a level (previously, the current replay would be pre-loaded when starting a level via either "Retry Level" or "Level Select" from Postview and would have to be cancelled manually). This was originally intended to be a Classic Mode feature, but I've decided to push it forward it as a Global standard




Upcoming features / wish list.

WillLem

#1
Download SuperLemmix Styles 2.7.3

This is the latest copy of the styles folder for SuperLemmix. It will be updated periodically, and the version number will appear in the included README file so you can easily keep track of your styles set.

To install, simply unzip the folder and copy/paste the resulting "styles" folder to your SuperLemmix directory.

Any questions, please ask.

WillLem


NieSch

My NeoLemmix packs: All You Need Is Lemmings - Long Live Lemmings! - Yippee! More Lemmings
SuperLemmix: Tomb Rodents featuring Lemmina Croft

WillLem

#4
SuperLemmix 1.0.1 Update

An update already (albeit a minor one)!

Due to the updates made here, I would strongly recommend that you delete your "settings.ini" file from SuperLemmix/settings and start over.

Here's what's changed for 1.0.1:

- Updated the Welcome screen to include a choice between 'Classic Mode' and 'Modern Mode'.

- Updated the Hotkeys Config with options for 'Advanced Hotkeys' and 'Clear All Keys', also widened the form factor for easier reading/havigation.

- Fixed a bug where the "-" RR skill panel button was cropped offscreen at the smallest possible window size in windowed mode.

- Increased the default "Resize Window" size to 1776 x 800 (the current width of the panel at maximum zoom x the height of the panel + the height of a standard level); the window can of course be dynamically resized if this is too wide for you, but note that the panel will jump down to minimum zoom when in hi-res mode. I'm currently looking at creating a new panel to correct this.

- Stretched the minimap out to the right a touch; there was available space on that side that wasn't being used, figure I might as well give it to the minimap for now.

- Updated one level file and one music file, plus added Thrower and Freezer to the Lemminas sprites

Quote from: NieSch on March 02, 2023, 08:59:12 AM
Congratulations on the release!

Thanks, NieSch! :lemcat:

WillLem

The first proper release of SuperLemmix is ready!

It's strongly recommended that you get this version even if you downloaded the RC; delete the RC if you have it and use this version instead. There have been a number of tweaks, improvements and bugfixes throughout the program and the included files, including some that are essential for the program to run.

Version 1.1.1 has added the following to what's listed in the OP:

:lemming: The Timebomber is here! Bombers with the 5 second timer are back as a separate, independent skill

:lemming: Updated DMA levels to feature the Timebomber so that they can be played as originally intended

:lemming: Added Thrower sprite to Xmas style

:lemming: Windowed mode now opens with the panel stretched to the full width of the window

:lemming: Slightly improved panel font (this can and will be improved further in a future release)

:lemming: Fixed a few bugs & issues related to graphics & music in the RC release

Enjoy! Feedback and suggestions are welcome.




Please note that from now on the SuperLemmix master downloads will only include styles, music and other files that are necessary for the program to run.

WillLem

Bugfixes & Features Update

Download SuperLemmix 1.1.2

It's worth downloading the full thing again; apologies to those few people who've been loyally grabbing each version - I have done my best to keep the download as small as possible (it's currently only 44.17MB).

Here's what new for 1.1.2:

:lemming: Kill All Zombies talisman added (with Editor support) - this works, but will need testing for bugs/wierd behaviour

:lemming: All known Timebomber bugs fixed; the skill now works as expected, although further testing is necessary to fully guarantee its stability

:lemming: Added Timebomber graphics to various subfolders and styles (these are required for SLX to run properly)

:lemming: Fixed bug which re-draws the semitransparent skill_selected graphic over the Pause button when backwards framestepping

:lemming: Added Thrower, Freezer and Timebomber sprites to lemminas_honeycomb, so all Lemminas styles are now available

:lemming: Added jKapp's hi-res logos to DMA level packs

:lemming: Some minor fixes to the DMA level files




Thankyou for continuing to support the SuperLemmix project :lemcat:

WillLem

I thought I'd compile a handy list of the main differences between NeoLemmix and SuperLemmix for easy reference. It may come in handy if you're considering porting your NeoLemmix levels over: there are a few things to bear in mind, and you may wish to edit your levels to make them more platform-specific.

:lemming: Note that this table only lists things which are different; any features not listed here are the same for both platforms.

:lemming: For the purposes of this list, "optional" and "non-optional" specifically refers to whether these features can be toggled on/off via the Configurations menu.

:lemming: I have only listed features here which are most likely to directly affect gameplay and custom content creation. Superficial tweaks to the Config menu, GUI, etc, are not listed.

:lemming: *Skill Projections are not to be confused with Skill Shadows. Skill Projections are a more advanced version of Skill Shadows, which project the course of a lemming's activity over an extended range. The more immediate, shorter-term Skill Shadows are available and optional in both SuperLemmix and NeoLemmix.

:lemming: *Any levels using the Orig_Fire, Orig_Marble, OhNo_Bubble or OhNo_Rock water objects will need to be updated to include "(orig_fire) lava", "(orig_marble) poison", "(ohno_bubble) blasticine" and/or "(ohno_rock) vinewater" respectively if you want these levels to appear the same. Swimmers can no longer traverse these objects in SuperLemmix, as they have been repurposed and are no longer "water" objects. See below for details.

:lemming: *Direct Drop means 'fallers' & 'splatters' can exit upon contact with the exit's trigger area. *Jump-to-Exit means that Jumpers and the 'reacher' state of the Shimmier skill can exit in midair upon contact with the exit's trigger area.


FeaturesSuperLemmixNeoLemmix
Helper Tools: Clear Physics ModeAvailable, optionalAvailable, non-optional
Helper Tools: GFX OverlaysAvailable, optionalAvailable, non-optional
Helper Tools: Direction SelectAvailable, optionalAvailable, non-optional
Helper Tools: Walker SelectAvailable, optionalAvailable, non-optional
Helper Tools: FramesteppingAvailable, optionalAvailable, non-optional
Helper Tools: Skill QueueingAvailable, optionalAvailable, non-optional
Helper Tools: Skill Projections*UnavailableAvailable, non-optional
Helper Tools: RR Jump-to-min/maxAvailable, optional (via Classic Mode)Available, non-optional
Helper Tools: Assign-whilst-pausedAvailable, optional (via Classic Mode)Available, non-optional
Helper Tools: Replay EditingAvailable, optional (via Classic Mode)Available, non-optional
Helper Tools: Replay Insert ModeAvailable, optional (via Classic Mode)Available, non-optional
Helper Tools: 'Selected' Lemming RecolouringAvailable, optional (via Classic Mode)Available, non-optional
Online Tools: UpdatesUnavailableNotification prompts
Online Tools: Style ManagerUnavailableAvailable
Skills: TimebomberAvailableUnavailable
Skills: GrenaderAvailableUnavailable
Skills: SpearerAvailableUnavailable
Skills: LasererAvailable, 3200px rangeAvailable, 112px range
Skills: FreezerAvailableUnavailable
Skills: LaddererAvailableUnavailable
Skills: BalloonerAvailableUnavailable
Skills: StonerUnavailableAvailable
Default Sprites: FloaterRed & White UmbrellaYellow Umbrella
Default Sprites: 'Athlete' RecolouringTunic to dark blueHair and tunic swap colours
Xmas Sprites: FloaterGreen Umbrella with lightsYellow Umbrella
Xmas Sprites: 'Athlete' RecolouringTunic to dark redTunic to green
Default Styles: Fire Water object*Available as 'lava' (fire object)Available as 'water' (water object)
Default Styles: Marble Water object*Available as 'poison' (new object)Available as 'water' (water object)
Default Styles: Bubble Water object*Available as 'blasticiine' (new object)Available as 'water' (water object)
Default Styles: Rock Water object*Available as 'vinewater' (new object)Available as 'water' (water object)
Objects: RadiationAvailableUnavailable
Objects: SlowfreezeAvailableUnavailable
Default Styles: Secondary Trap AnimationsAvailable with revisions (see below)Available
Panel: Turbo Fast-forwardAvailableUnavailable
Panel: Rewind buttonAvailableUnavailable
Panel: CPM buttonUnavailableAvailable
Panel: Load Replay buttonUnavailableAvailable
Panel: Framestepping buttonUnavailableAvailable
Panel: Direction select buttonUnavailableAvailable
Panel: Compact ModeUnavailableAvailable
Panel: Show Minimap optionAvailableUnavailable
Mouse Controls: LMB+1 Frameskip (hold to repeat)+1 Frameskip
Mouse Controls: RMB-1 Frameskip (hold to repeat), ConfigurableConfigurable
Game Mechanics: Direct Drop*AvailableUnavailable
Game Mechanics: Jump to Exit*AvailableUnavailable
Game Mechanics: Superlemming ModeAvailableUnavailable
Game Mechanics: Climber > ShimmierAlways (reach is extended)Only when directly in reach of terrain
Game Mechanics: Slider > DanglerAvailableUnavailable
Game Mechanics: Level SidesOne-way ForcefieldDeadly
Game Mechanics: Level TopOpenDeadly
Talismans: Kill All ZombiesAvailableUnavailable
Talismans: Play in Classic ModeAvailableUnavailable
Talismans: Play Without Pressing PauseAvailableUnavailable
Sound: Optional Exit soundAvailableUnavailable
Sound: RR soundAvailable, pitchedUnavailable
Sound: Skill button soundAvailable, pitchedAvailable, unpitched
Sound: Menu soundsAvailableUnavailable
Sound: Assign Fail soundAvailableUnavailable

Revisions to Secondary Trap Animations

:lemming: ohno_brick - The stomper trap is now non-animated (unless triggered).
:lemming: ohno_bubble - The zapper trap now has a glowing animation rather than the 'zig-zagging barrel' one.
:lemming: ohno_rock - The lizard trap has more than twice the number of frames; its eyes now dart about randomly as well as occasionally blinking, similar to a real-life chameleon.
:lemming: ohno_rock - The weed trap is now non-animated (unless triggered) and is now identical to the original.
:lemming: ohno_snow - The icicle trap is now non-animated (unless triggered).

:lemming: orig_crystal - The large electric trap now glows whilst electrocuting, the electricity lines are a more "electric" colour, and the lemming glows white.
:lemming: orig_crystal - The small disc-shaped electric trap now has a scrolling shimmer, the electricity lines are a more "electric" colour, and the lemming glows white.
:lemming: orig_dirt - The rock trap is now non-animated (unless triggered).
:lemming: orig_marble - The stomper trap is now non-animated (unless triggered).
:lemming: orig_pillar - The rope trap's light is a brighter shade of green.
:lemming: orig_pillar - All spike traps (large and small) are now non-animated (unless triggered).

If I've forgotten anything, I'll add it to this lest when I remember/am reminded :lemcat:

WillLem

Update to xmas style: added necessary sprites and updated scheme.nxmi

This copy of the xmas style is required to play the holiday levels.

I've also added this update to the main styles download as well, but if you already have that then just download the attached zip and copy it into your existing styles folder.




If you haven't already done so, you can now get all SuperLemmix-ready styles here

WillLem

#9
Quite a lot has happened since the last update. A number of bugs have been fixed, and some minor but important features have been added, particularly in the config menu and the UI. I'll give a full overview of the changes on the next release, which will be 2.0.

Any feedback on SuperLemmix so far? I've noticed a number of problems whilst I've been tinkering about with it, and most of them are fixed now, but I can always use a fresh perspective. Comments welcome.

WillLem

:party:

Major Update - SuperLemmix Version 2.0 is here!

This is a major update, and so it's strongly recommended that you install this version clean, fresh, and in its own directory. - Get SuperLemmix 2.0 here
Styles have also been updated. - Get Styles 2.0 here

Many features have been added, removed or changed for this version, so stability cannot be guaranteed if you overwrite your old copy. If you have any levels, mods, etc that you want to keep from the previous version, please copy them into the new directory and then delete the old one. I know it's a chore, but I won't be doing a major update for a while now, so it's worth doing :lemcat:

Here's what's changed for 2.0. Exciting stuff:

:lemming: Rewind button added

I've always wanted this. It works a treat, but there are still one or two barely noticeable kinks that I'll need to iron out for the next hotfix update. Here's how it looks:



It's also hotkey configurable as well, of course!

---

:lemming: Pitched sounds for Release Rate and Skill Panel Buttons

The RR/SI buttons and the skill panel buttons now have pitched sound (modelled from Amiga/Lemmini versions). So, the higher the value, the higher the pitch of the sound (and vice versa!).

The RR/SI sound currently doesn't cue whilst the game is paused. This will be fixed in the next hotfix update unless people think it should remain silent whilst paused - feedback welcome!

---

:lemming: New Lemming states & behaviours

Meet the Dangler! This state occurs when a Slider reaches the bottom of a block of terrain. This is to make the transition between Slider and Shimmier easier when playing in Classic Mode, or in real-time without skill queueing*. Note that the skill shadow is now also displayed:



Meet the Looker! This state replaces the Shrugger state after a Spearer or Grenader has thrown their projectile. Note that the Looker state is 6 frames longer than the Shrugger, so please check whether your levels featuring projectile skills are still playable, if you have any:



Meanwhile, Shimmiers can now be assigned to Climbers at any time, and the transition skill shadow is now displayed. This is so that the transition between Climber and Shimmier is easier when playing in Classic Mode or in real-time without skill queueing*. It also means that Shimmiers can now be used to cancel a Climber. The lemming turns away from the wall and performs the "Reacher" state of the Shimmier skill. If they are within reach of Shimmyable terrain, they'll transition to Shimmier, otherwise they'll fall facing away from the wall (note the skill shadows shown here):

   

*Previously, there was only a single frame where these transitions were possible (i.e. with Skill Queueing deactivated, that is).

---

:lemming: New menu cursor

I've added the Amiga menu cursor to the menus! (The in-game cursor is the same as it was previously). Here's how it looks:



---

:lemming:DMA Compilation Pack updated

Updates to DMA Compilation Pack

- Pack renamed to DMA Compilation Pack
- 2 new packs added: Playstation 3 and ZX Spectrum
- 2-Player and Bonus levels moved to their relevant packs
- Some sub-packs have been re-named
- Logos have been updated so that the lemmings' hair is the same colour as those holding the menu cards (to make the menu screen more cohesive)
- All levels are now numbered
- All levels have author info added
- Some screen start positions have been updated/improved
- Fake exits have been added to Check Yout Hints! from the Holiday pack
- Holiday & Xmas packs have improved menu graphics

---

:lemming: Style & sprite Updates

All OG & Lemminas styles containing sprites have now been updated to include the new Dangler, Freezer, Looker, Thrower and Timebomber sprites (some were missing from the previous version). The Xmas Floater has also been given a nice festive makeover, and the Xmas style background is now Amiga blue:



Other styles containing sprites (such as Mantha's various TV themes, Flopsy's Soniclems, GigaLem's Millas) will need to be updated in order to be included in SuperLemmix. I'm not sure when I'll get time to do it myself, so I'd urge either the authors or someone who's good with graphics editing to get on this so that we can include those styles.

Meanwhile, Minim's styles required to run the Playstation 3 level pack have been added to the default styles.

---

:lemming: Brand new Welcome Screen

The welcome screen now contains images and the text has been corrected so it fits the dialog. It also has updated SuperLemmix-specific options. Here it is:



---

:lemming: Show Minimap option

Due to the ongoing debate regarding window size, I've decided that the easiest way to keep the majority of people happy for now is to have an option to Show or Hide the minimap. Doing so adjusts the width of the panel & window accordingly, so if you prefer a smaller window then you may wish to have the minimap hidden.

Hiding the minimap also grants a minimal performance boost, since it is no longer rendered in high-quality when hidden:



---

:lemming: Exit sound option

It's now possible to choose between "Yippee!" and "Boing!" as your preferred exit sound! This is part of an ongoing experiment to see what's possible with the sound options:



---

:lemming: Added option to Replay after Restart

Previously, levels always entered Replay mode when gameplay is Restarted either in-game, or when re-playing from the menu screens.

This behaviour is now optional, and set to not enter Replay mode by default:



---

:lemming: Spawn Interval option added back to the config menu

After much discussion and deliberation, it was decided that there's no good reason not to provide this option:



Note that this always displays as RR when in Classic Mode, since the purpose thereof is to present the game as close to its original Amiga counterpart as possible. I think we can all agree that this is a fair compromise.

---

:lemming: Menu/preview font recolourings

The scroller text is now hue-shifted from green to blue (and the graphic is slightly bigger to make reading easier - note that the text position is slightly lower to account for this change, so any custom scroller graphics you might have will need to be updated):





And, each line of text on the level preview now has its own colour! This has been modelled on the Amiga version:



---

:lemming: New "Quit" sign graphic

The Group and Quit signs have been swapped, and the Quit sign graphic has been updated so that each card-holding lemming is unique:



---

:lemming: Bugfixes

Bugfixes list

- 'Selected' button graphic no longer displays repeatedly over the pause button during backwards framesteps
- The state of the Classic Mode checkboxes is now remembered when re-entering the config menu
- Fixed bug which displayed talisman skills in the wrong order, or sometimes not at all
- Version number and icon now display correctly

---

:lemming: Other tweaks

Some of these may or may not affect your own personal usage of SuperLemmix, so it's worth checking these over:

Tweaks list

- "Alternative Layout" option added to Hotkey Config; this is identical to NeoLemmix's default hotkey layout
- The RR can no longer be changed whilst paused in Classic Mode
- Skill panel button .png has been renamed to "button", and is now a single button rather than a strip of 8
- Skill panel icons have been updated
- Skill panel font has been updated
- Missing pieces no longer prompt online features
- Level select screen optimised to display 14 skills
- Internal screen width now changes depending on Window size & Minimap settings (background images will tile to fit)
- Added default background images for preview and postview
- Preview screen now displays Release Rate value
- Default music rotation now only plays L1 tunes




:lemming: Editor 2.0 is also included

Editor 2.0 Updates

- Fixed bug affecting the position of the screen area in relation to the scrollbars when zoomed in (note: this was caused by increasing the size of the scrollbars and isn't present in the NL Editor)
- Further tweaks and improvements to UI layout
- Version number and icon now display correctly
- "About" info updated

WillLem

#11
2.0.1 Bugfix Update

- Fixed bug which affected saving replays manually. Previously, using the Save Replay hotkey or Postview button would generate a file called "empty_slot.png" (which was actually the saved replay file in disguise!) This has now been fixed, and the replay saving features now fully behave as expected.

I have of course updated the full download in the OP, but if you already downloaded 2.0 you can simply paste the following attachment into your existing copy.

Enjoy!




A later update (2.0.2) is now available.

WillLem

Styles have been updated to 2.0.1 - Click here to download the latest copy.

Changes made to willlem_lemminas, willlem_lemminas_honeycomb and willlem_lemminas_laracroft.




To prevent having to download the full folder every time there's an update, I'll aim to get the online manager back up and running as soon as I can.

WillLem

2.0.2 Bugfix Update.

Another bugfix. The "Replay After Restart" option wasn't triggering the "Apply" button, and was still tethered to "Replay After Backwards Skips" (i.e. didn't actually work without the latter also being checked)

It's now fully functional, and works independently of "Replay After Backwards Skips" and/or "Activate Classic Mode."

Main download has been updated to 2.0.2.

If you already have 2.0 or 2.0.1 and don't want to download everything again, just paste the attached .exe over your existing copy.

WillLem

To keep the release topic tidy, please observe the following:

For general comments, please post here.
For bug reports, please post a new topic on the SuperLemmix board with the prefix [BUG] in the topic title.
For suggestions, please post a new topic on the SuperLemmix board with the prefix [SUG] in the topic title.

WillLem

SuperLemmix 2.1.1 Now Available

This is a major update, so it's strongly recommended that you download this as a fresh installation, and copy any mods/levels/styles/etc from your old copy into the new one.

(God willing, the next available update after this one will include online update/download/installation features, removing the need to download everything each time there's an update. In the meantime, thank you for your patience and support.)




:lemcat: :lemcat: :lemcat: What's new... :lemcat: :lemcat: :lemcat:

New Features

:lemming: Freezers can now be rescued! Instead of removing the lem from the level, the lem is actually frozen inside the cube and can be thawed out when the cube is destroyed by any means (partial destruction counts too). Whilst Frozen, lems cannot receive skills except (Time)Bombers, but are protected against nearby zombies and other traps. Give it a try, it's very cool! 8-)

:lemming: Oh, and the Freezer now has its own Skill Shadow :lemcat:

:lemming: Say hello to the Sleeper! This is a new lemming state in which the lem becomes a neutral and falls asleep in front of the exit. This is to replace the current "Time Up" behaviour in which the lems bunch up in the exit. More than just an aesthetic though, it simulates exit behaviour because the lems can no longer be assigned skills whilst they're asleep :sleep:

:lemming: Level sides and top are no longer deadly - the top is open, allowing Jumpers and Projectile skills to complete their arc of trajectory back into the level. Lems tend not to ascend above the level, but if they do, they'll come back the way they came and won't be skill-assignable whilst above the level. Meanwhile, sides are solid and so lems stop whatever action they were performing and turn around if they manage to reach the side

:lemming: DMA Compilation Pack levels have been tweaked to reflect the changes to the level sides: where necessary, space has been added at the sides of the level to make them generally inaccessible

:lemming: ohno_bubble water is now BLASTICINE! This is a new object which causes lems to explode on contact. Surrounding terrain is not destroyed, the effect is mainly for fun and to make the object non-traversable by Swimmers

:lemming: Similarly, ohno_rock water is now VINEWATER. This new object triggers the vinetrap animation (now a sprite in its own right, the Vinetrapper) instead of the drowner animation, remaining fatal to all lems including Swimmers

:lemming: -1 and +1 Frameskips are now mouse-driven by default. LMB performs a +1 skip as usual, whilst RMB performs a -1 skip unless assigned to something else in the hotkeys dialog. Pressing and holding the mouse button will perform repeated skips, like the framestep buttons in NeoLemmix

:lemming: Menus are now much more keyboard-compatible - all can be closed with the [Esc] key, including the Replay editor. The only exception is the hotkey dialog, which needs to be able to "listen" out for [Esc] for hotkey-assigning purposes

:lemming: Meanwhile, the Level Select menu can now be navigated entirely with keyboard keys - browsing from level to level with the arrow keys displays each preview (which previously didn't happen), whilst hitting [Enter] loads the level into the player

:lemming: Massive upgrades to the Hotkeys config - A new Reset button reverts any changes made back to the previous save and Cancel exits the form without saving changes, whilst Save & Close performs an immediate save and closes the form. Also, hitting "Find Key" no longer opens a dialog, and instead simply displays "Finding key..." directly on the button itself.

:lemming: Lemming names are now customisable! If you've created a style with custom sprites, you can give the set its own unique name (e.g. "Lemminas", "Millas", "SonicLems", "Ghostbusters") and it will appear in the preview and postview screens in place of the word "Lemmings". Singular and plural forms are both supported.

:lemming: An "Assign Fail" sound now plays when a skill assignment has been attempted, but has failed for any reason. There's a sound for general purpose (which can be customised by replacing "assignfail.wav" in the sounds folder), and one for steel (which reuses the existing steel check sound). This feature generates an AV error when the screen is clicked. It has been temporarily removed in 2.1.1 pending a proper fix.




General Updates

:lemming: Rewind mode is now vastly improved: flickering digits on the skill panel have been elimated, and the button responsiveness is now about 95% plus. The button (and hotkey) still sometimes doesn't respond whilst Rewind is active, but it's now a much more rare occurrence - I'm looking into it, and hopefully I'll be able to get responsiveness all the way up to 100%

:lemming: Low-res Builder, Platformer and Stacker now have individual backpack colours

:lemming: All Blocker sprites now shake their heads fully from left to right

:lemming: Release Rate sound is now quieter, has its own dedicated sound file, plays whilst paused, and has a more musical logarithmic curve!

:lemming: Skill panel sound has also been fine-tuned so it's closer to exact musical semitones...

:lemming: Gameplay no longer ends when only zombies remain - this is to support the Kill All Zombies talisman

:lemming: Gameplay no longer ends for single-lemming levels if that lemming has died (if cloned, normal behaviour is resumed)

:lemming: Gameplay now ends if the save requirement is met AND time has run out

:lemming: Gameplay now ends on "Time Up" when in Classic Mode

:lemming: Gameplay now ends when no time, lemmings, or zombies remain

:lemming: Button selectors are now drawn on all buttons including RR -/+ and Restart

:lemming: Panel graphics have all been given an upgrade thanks to Jeremy Kapp; the new ones look much more neat and pristine, especially in hi-res

:lemming: Meanwhile, the skill panel digits have been made shorter to better accomodate the skill icons (particularly the Floater) - it's an improvement, but this may change again depending on feedback

:lemming: Hatch and pickup numbers have been reverted to the previous graphic from NeoLemmix (albeit with a slight pinkish hue). The new Amiga-style countdown numbers remain active for Timebombers and Nuke

:lemming: F2 and F3 have been swapped in the main menu; F2 now opens the Config options, and F3 opens the Level Select. It was either that, or swap the position of the cards

:lemming: Zombies now have their own death sound when falling out of a level, much more befitting a zombie

:lemming: Preview screen now says "By X" instead of "Author: X" - the latter has now been implemented in the Level Select menu instead. So, they've swapped, basically




Bugfixes

:lemming: Jumper > Exit skill shadow is now displayed correctly

:lemming: Amiga menu cursor hotspot is now more accurate, thanks to Jeremy Kepp for the improved graphic

:lemming: Timebomber, Freezer, Grenader and Spearer now appear in hotkey config dropdown

:lemming: Fixed bug which caused helper graphics to be displayed in low-res when switching between resolutions and screen sizes

:lemming: Blockers can now be assigned on One-Way-Fields in both directions

:lemming: Lemmings can now ascend out of Freezer cubes (if they're not the lem that had the Freezer assigned to them), Lix-style




Editor Updates

:lemming: Auto-start checkbox is no longer checked by default, but its state is remembered when closing and re-loading the Editor

:lemming: Alt + Arrow keys now move selected pieces by a custom amount (specified in the F10 settings menu - the default is 64px)

:lemming: Pressing Ctrl + Alt before moving selected pieces with the mouse activates Horizontal-only movement, allowing the selected pieces to be moved only along the X-axis

:lemming: Similarly, Ctrl + Shift before moving selected pieces with the mouse activates Vertical-only movement, allowing the selected pieces to be moved only along the Y-axis

:lemming: Pickup skill graphics now display correctly

:lemming: Support for Blasticine and Vinewater added




Have any comments? Please use the SuperLemmix Discussion Topic.

WillLem

2.1.1 - Bugfix update

Had a couple of reports that the gameplay screen in 2.1 was generating an AV error when clicked. This has now been fixed in 2.1.1. It turns out that the "Assign Fail" sound procedure was causing the bug, so this feature has been temporarily removed until I can find a proper fix.

All other 2.1 updates, features and bugfixes remain intact. I've also added some updated menu & panel graphics courtesy of jkapp76.

Enjoy! :lemcat:

WillLem

SuperLemmix 2.4 Now Available

At last! Apologies for the delay on this one! :lemcat: :forehead:

This is a major update, so it's strongly recommended that you download this as a fresh installation, and copy any mods/levels/styles/etc from your old copy into the new one.

(The plan is still for a future version of SLX to include online update/download/installation features, removing the need to download everything each time there's an update. In the meantime, thank you for your patience and support.)




:lemcat: :lemcat: :lemcat: What's new... :lemcat: :lemcat: :lemcat:

New Features

:lemming: Re-inroducing SUPERLEMMING! :lemcat: We now have Superlemming mode once more, with some additional tweaks so that it plays more like the OG; as well as the game playing at 3x normal speed, players can't use FF or Rewind, and cannot assign skills whilst the game is paused.

:lemming: New Talismans - "Play in Classic Mode" and "Play Without Pressing Pause". These have been extensively tested and seem to work fine, but please do let me know if you spot any bugs with these. These talismans should fail if a replay is loaded at any time (including Mass Replay Check! ;P), but in the event that hitting restart causes the game to pause or auto-replay, the player has a few seconds to exit replay and unpause the game.

:lemming: Turbo-FF speed implemented - it's accessible via hotkey (mapped to "T" by default), or the FF button can be set to always Turbo by toggling "Activate Turbo Fast-Forward mode" in the Options menu. It's frameskip-based to mitigate any slowdown due to graphics rendering.

:lemming: The level sides are now one-way-forcefields! Any lemmings who reach the side will respond to it in the same way they'd respond to a Blocker or a one-way-forcefield - in some cases, the lemming turns and continues with the skill (e.g. Builders, Miners), in other cases where it wouldn't make sense for them to continue, they stop and turn (e.g. Platformers, Bashers).

:lemming: "Poison" is now its own object, and turns any lems which contact its trigger area into zombies! All styles that have already had their water renamed to "poison" (e.g. orig_marble) have this object included.

:lemming: Radiation and Slowfreeze objects have been added. These are based on the original objects in old-formats NeoLemmix. Each sets a 10 second countdown timer to the lemming - Radiation leads to a Bomber, Slowfreeze leads to a Freezer. This is brand new to SuperLemmix (literally implemented the day before this post!) so testing is needed and bugs are likely. Plans are for these objects to eventually have variable countdown timers, sounds, and either state recolouring or a "glow" effect for the lemmings.

:lemming: The Assign Fail sound (which made a brief and unsuccessful appearance in 2.1) is now fully implemented and working - a sound is played whenever a lem can't receive an attempted skill assignment, and the steel sound is used if the skill assignment fails because steel. It also works for highlit lemmings!

:lemming: Previous assignments are no longer overwritten when playing in Replay Insert Mode! Instead, the new assignment fails (the assign fail sound plays to alert the player that the assignment is impossible on that frame). This is a placeholder feature until I can figure out how to allow same-frame assignments to different lems, but it works, and it's way better than accidentially overwriting a previous assignment.

:lemming: If a lemming has begun to exit before time runs out, they now count as saved!

:lemming: Gameplay now ends if the lem dies whilst playing a single-lemming level in Classic Mode.

:lemming: Freezers are now drawn in original sprite colours, so that sprite recolouring works for all states. The "Freezing" and "Unfreezing" states have a separate overlay drawn over the top to provide the gradual-freeze-fade effect, and the Frozen lem is drawn behind the actual ice cube rather than in front (which also makes more sense anyway).

:lemming: Freezers are protected against zombies during the Freezing & Explosion state as well as the Frozen state. They remain zombie-vulnerable during the Unfreezing state.

:lemming: Freezers can now be assigned to Timebombers, meaning that they can stop a Timebomber in midair, and can be used to more accurately position a Timebomber for explosion.

:lemming: Freezers now explode 2px lower when assigned to Swimmers, enabling following lemmings to "dive" below the water's surface (similar to NeoLemmix's Stoner/Swimmer skill interaction).

:lemming: Jumpers now "bounce" when they hit terrain - they turn, and complete the trajectory of their arc facing in the opposite direction. Turns out this is how Jumpers behave in L2; I genuinely didn't realise this until after making the decision to implement this behaviour!

:lemming: Shimmiers now have an extra pixel's grace for overhead terrain checks - they now fall at 3px instead of 2px.

:lemming: Music now plays in the Menu screen! It can be customised per-pack, and toggled on/off via the Audio Options menu. The default menu music is a 38-second sample of an Amiga disk drive loading :)

:lemming: The Postview screen text is now per-line recoloured (modelled on the Amiga recolouring). The plan is eventually to make this user-customisable.

:lemming: The SuperLemmix window caption now displays level title and save requirement info. It also displays "Mass Replay Check" when in MRC mode.

:lemming: The save count is no longer displayed as a negative number in the panel - to compliment this, the panel now displays the save count in red if it hasn't yet been met.

:lemming: The Level Select screen now has a "Reset Talismans" button, so players can reset their talisman progress on a per-level basis. Very handy for level testing, and when replaying an already-completed pack!

:lemming: The Grenade graphic now animates during its arc, and it can be customised per-style (the Grenade graphics are now stored in styles in a new "grenades" folder alongside lemmings, objects, terrain, etc). Please note that BOTH resolutions need to be accounted for when creating custom grenade graphics. Also note that the actual Grenade destruction mask (as well as the Spear masks/graphics) are still in gfx\masks and cannot be customised, for obvious reasons.

:lemming: SMS fire and marble styles have been updated to include "lava" and "poison", as with the OG fire and marble styles.

:lemming: GigaLem's Millas and Flopsy's SonicLems have now been fully updated to include all SLX sprites. The plan is to eventually have all custom sprite sets updated in this way, but this will take time so will be done over the course of several styles updates.

:lemming: Level Info icons can now be customised per-style (the level's theme chooses which style is used for these), as well as per-levelpack. Theme is preferred, and defaults will be used if no customised versions are present.

:lemming: Sounds have been added for Spear hits, and for the Laserer!




General Updates

:lemming: A new line for "Fewest Total Skills" has been added to the Postview screen text.

:lemming: All level info icons have been updated.

:lemming: Postview Jingles are back!

:lemming: Every level in the DMA Compilation pack now has a "Play in Classic Mode" talisman.

:lemming: Platformers, Bashers and Fencers are now cancelled when reaching a one-way-forcefield. This prevents unnecessary skill continuation when the lemming turns around.

:lemming: Lemmings are now drawn to FOUR separate layers, meaning that there is now much more flexibility in the way that they appear in the level. The most notable difference is that Freezers now appear behind the terrain, so they don't overlap adjacent pieces and the ice cube is fully displayed in CPM, and all explosion graphics are drawn behind active lems to aid visibility when framestepping.

:lemming: FF, Turbo, Rewind and Superlemming modes all toggle the HQ minimap off to conserve rendering power.

:lemming: Sleepers are no longer neutrals - so, no state recolouring, but they still can't receive skill assignments.

:lemming: Default scroller text has been updated to include a few more credits and development info.

:lemming: Added a Double-click event to the Level Select treeview, so that level labels are loaded correctly when opening a pack's tree nodes.

:lemming: The Xmas levels are now in the root folder of the DMA Compilation pack

:lemming: Pressing Up/Down on the Group sign in the Main Menu stops at the highest and lowest rank respectively, rather than cycling infinitely. This makes it easier to know which order the ranks are in when the names are ambiguous.




Bugfixes

:lemming: Talisman info popup now displays centre-screen for all orientations.

:lemming: The last Sleeper in the level now finishes its animation before the level exits.

:lemming: The level select screen caption now says "SuperLemmix Level Select" instead of "NeoLemmix Level Select".

:lemming: The Shimmier skill shadow is now displayed in all relevant states - the previous bug meant it only displayed when the lem was a Climber.

:lemming: The user is prompted to restart SLX if bass.dll fails to initialize.

:lemming: Rewind no longer touches user config, at all (it previously toggled "pause after backskip" off). Rewind has also been fixed so that entering and exiting Rewind mode never pauses the game.

:lemming: Countdown and Highlight arrows are no longer drawn behind other lemmings.

:lemming: Traps now don't affect lems, and Disarmers don't fix traps, whilst the lem is in any of the Freezer states and over a trap's trigger area.

:lemming: Default Previous/Next Skill hotkeys are now mapped to Down/Up instead of Up/Down - this seems to make more sense.

:lemming: Fixed bug which caused the Replay "R" graphic to occasionally flicker on and off when changing the RR in Classic Mode.




Editor Updates

:lemming: Ctrl + Wheel now scrolls the level horizontally, whilst Shift/Alt + Wheel scrolls the level vertically (when zoomed in).

:lemming: Shift + LMB now selects/deselects individual pieces as well as Ctrl + LMB.

:lemming: Horizontal Drag is now controlled by Ctrl + RMB as well as Ctrl + Alt + LMB.

:lemming: Vertical Drag is now controlled by Alt/Shift + RMB as well as Ctrl + Shift + LMB.

:lemming: (RMB on its own still performs drag-to-scroll).

:lemming: "Activate Superlemming Mode" checkbox added.

:lemming: Support for "Play in Classic Mode" and "Play Without Pressing Pause" talismans added.

:lemming: Support for Poison, Radiation and Slowfreeze added.

:lemming: Many UI updates
* Further refinements to scrollbars
* Moved Custom Move numeric to Settings menu instead of Pieces tab (seems more appropriate there)
* Updated all menu dropdrowns to display the hotkey to the right
* Condensed "Tools" and "Options" to a single menu
* Moved "Play Level" and "Validate Level (which now has a Ctrl+F12 hotkey)" to the File menu
* Significant improvements to Hotkey dialog.

:lemming: The state of the AutoStart checkbox is now remembered per-level when Closing and re-opening the Editor.

:lemming: "Display Tabs" is no longer an option - tab display is the default and only option. This is necessary due to the various UI updates that have happened since Editor 2.0.

:lemming: All dialogs (Hotkeys, Options, About, Validate Level, etc) now appear centre-screen.

:lemming: Fixed bug in which a num up/down box was displayed for Kill All Zombies talisman when it didn't need to be, and wasn't displaying when it did need to be for other talismans.



Have any comments? Please use the SuperLemmix Discussion Topic.




Get your copy of SuperLemmix 2.4 here

WillLem

2.4.1 Bugfix

Well... I thought I'd reversed the "steel is always steel" change, but it turns out I didn't!

Here's 2.4.1 with this corrected (so, steel behaves exactly as it does in NeoLemmix). If you already have 2.4, you can just download the attached .exe - you don't need to download everything again.

If you don't yet have 2.4, please download the full pack as normal from here.

A reminder of what's new in SuperLemmix.

WillLem

#19
2.4.2 Bugfix Update :lemming::lemming::lemming:




:lemming: Changelog:

  • Rewind bugfix - Rewind mode no longer makes intermittent large backwards jumps, and instead always performs the intended repeat -3 Frameskips, all the way to the start of the level
  • Rewind and Turbo FF bugfix - the hotkeys for these modes now always respond - no more occasional unresponsive mouse clicks or hotkey presses!
  • Assigning a Freezer to a Timebomber/Radiator with less than 1 second on the timer no longer prevents them from exploding
  • Freezer ice cubes are now always drawn completely above other terrain
  • Freezers explode an extra pixel lower (than in 2.4) when Swimming - much better for "nudging" other Swimmers downwards
  • Rescue, Time and Skill records are now only displayed when a record actually exists (i.e. the level has to have been played in SLX)
  • Rescue, Time and Skill records are also now only displayed when the level has a non-zero save requirement
  • Improved Replay checks for Classic Mode and No Pause talismans
  • The Replay "R" no longer flickers when jumping to min/max Release Rate
  • The Replay "R" is shown when playing a replay in Classic Mode (this behaviour was removed as part of a bugfix in 2.4, but is now restored)
:lemming: Also, an editor update:
  • Kill All Zombies, Play in Classic Mode and Play Without Pressing Pause talismans no longer unnecessarily display ": 0" in the talisman creation dialog



A number of bugfixes and feature updates this time - this one is well worth grabbing! If you already have 2.4 or later, you can just download the attached .zip and paste the .exe files into your current SuperLemmix directory - you don't need to download everything again.

If you don't yet have 2.4 or later, please download the full pack as normal from here.

A reminder of what's new in SuperLemmix 2.4.x

WillLem

SuperLemmix 2.5 Now Available

This is a major update, so it's strongly recommended that you download this as a fresh installation.

This isn't the feature-packed update that 2.4 and 2.3 were - it's time to start slowing down on new features and making sure that SuperLemmix is as stable as it can be. Feedback is very welcome! For a reminder of everything that's been added to SuperLemmix so far, see the full feature list in the OP.

(The plan is still for a future version of SLX to include online update/download/installation features, removing the need to download everything each time there's an update. In the meantime, thank you for your patience and support.)




:lemcat: :lemcat: :lemcat: What's new... :lemcat: :lemcat: :lemcat:

New Features

2.5 is pretty much "the Big Zombie Update"!

:lemming: Zombie Walkers now have their own dedicated sprite, which also applies when the Zombie is falling.

:lemming: Zombies now walk at half the speed of regular lemmings.

:lemming: Zombies can now Exit - but, they count as -1 towards the total lems saved!

:lemming: Zombies can now interact with buttons, since they can now also exit.

:lemming: Zombies now collect pickups, but the skills are not added to the panel and are instead eaten!

:lemming: Non-Swimmer lems that encounter Poison now become Zombie-Drifters - these float across the Poison at half the speed of Swimmers, keeping the newly-created Zombie active in the level (previously, they immediately drowned, which seemed a bit redundant - hence the update). Note that this behaviour is for Poison only - Water remains fatal to all non-Swimmer lems.

:lemming: The Skill Panel string now shows a "Z-" prefix for all activities being performed by a Zombie.

:lemming: New Zombie sounds added for infection/level intro, exiting, splatting, falling offscreen and ohnoing.

:lemming: Airborne projectiles that hit Zombies now cause the Zombie to explode (without leaving a destruction crater - this is purely to compliment the Kill All Zombies talisman and provide another way to remove Zombies from a level). Also, grenades detonate on contact with the Zombie.

Plus the following brand new features:

:lemming: New menu sounds added - L2's "OK" when choosing something, and an original sound "Bye" when exiting.

:lemming: Spearers and Grenaders now have a sound when throwing the projectile.

:lemming: Jumper sound from L2 added for Jumpers.

:lemming: Radiation and Slowfreeze objects now have variable countdown timers, along with improved animations and a larger trigger area.




Physics Updates

:lemming: Jumpers & Shimmiers can now be assigned to Swimmers.

:lemming: OhNo-ers and pre-Ice-Cube Freezers can now exit in midair if they're made to arrive at the exit's trigger before they explode.




General Updates

:lemming: Athlete clothes and hair-swapping behaviour has been restored, but the current default will remain as it is.

:lemming: "Set To Alternative Layout" is now "Set To NeoLemmix Layout" in the Hotkeys config.

:lemming: Improved low-res Glider sprite (thanks to jkapp76 for the work on this).




Bugfixes

:lemming: Danglers no longer "phase" through <1px high platforms.

:lemming: The Assign Fail sound now only plays the "steel" version when attempting to assign a Miner or Digger (previously, it was always triggered whenever the lem was on steel and any skill couldn't be assigned).

:lemming: Assert message for <0 lemmings no longer displays for Time's Up or Nuke.




Editor Updates

:lemming: Support added for variable countdown on Radiation and Slowfreeze objects.

:lemming: Play in Classic Mode, Play Without Pressing Pause and Kill All Zombies talismans no longer display ": 0" unnecessarily when added to the Talisman Creation dialog.

:lemming: Settings dialog is now displayed centre-screen.



Have any comments? Please use the SuperLemmix Discussion Topic.




Get your copy of SuperLemmix 2.5 here

WillLem

2.5.1 Bugfix Update :lemming::lemming::lemming:

Changelog

:lemming: Bugfix - Zombies now always explode after being hit by a grenade - this bugfix involved relaxing the projectile check; it now works as expected following extensive testing, but if you do spot a Zombie not exploding after being hit by a grenade, please report it.

:lemming: Bugfix - Lemmings no longer fall vertically at the right-hand-edge of the level after turning around. This bug arose in 2.5 as the result of an experiment with Wrap physics; previous 2.4 behaviour has now been restored.

:lemming: Bugfix - Time and Skill records are now displayed on the Postview screen after successful completion of a level. This bug resulted from an oversight in checking for a non-zero result.

If you already have 2.5, you can just download the attached .zip and paste the .exe files into your current SuperLemmix directory - you don't need to download everything again.

If you don't yet have 2.5, please download the full pack as normal from here.

A reminder of what's new in SuperLemmix 2.5

WillLem

I'm aware that the version of the editor included with 2.5.1 shows Ballooner and Ladderer in the "skills" tab.

This is a genuine mistake - these were meant to have been made invisible (and did appear invisible when I tested this prior to release), but for some reason, they are visible.

Since it's a not a game-breaking bug (the skills can be added to the level by the editor, but will simply not appear when the level is opened in the player) and 2.6 will be along shortly anyway, I won't bother releasing a hotfix. Apologies for any inconvenience/distraction this may cause in the meantime.

WillLem


SuperLemmix 2.6 Now Available

This is a major update, so it's strongly recommended that you download this as a fresh installation.

As always, feedback is very welcome! For a reminder of everything that's been added to SuperLemmix so far, see the full feature list in the OP.




:lemcat: :lemcat: :lemcat: What's new... :lemcat: :lemcat: :lemcat:

New Features

:lemming: New Skill Introducing the Ladderer, a brand new SuperLemmix-exclusive skill! The lemming unfolds a diagonally-downwards bridge allowing for quick construction. Check it out in action here!

:lemming: New Skill A warm SuperLemmix welcome to the L2 Ballooner! The lemming produces a large helium balloon and floats upwards with a slight diagonal drift in the direction they're facing. The Ballooner is a non-permanent movement skill which interacts with a number of other skill actions, including being cancellable and assignable to pre-placed lems. Check it out in action here!

:lemming: Introducing the SuperLemmix Welcome Pack - this pack of levels will ship with SLX from now on, and showcases all in-game features that have been implemented in SuperLemmix so far. Its difficulty remains easy throughout in order to give players a chance to explore the features at their own pace, whilst also featuring talismans to give experts a greater challenge! It can also be regarded as an extension of the NeoLemmix Introduction Pack, many features of which are of course still relevant in SuperLemmix.




Physics Updates

:lemming: Lasers, Grenades and Spears can now pop balloons as well as kill zombies!

:lemming: Shimmier-Climbers now transition to Climber if they no longer have shimmyable terrain, but they do have climbable terrain (at least 2px thereof) immediately above them - this mimics L2 behaviour

:lemming: Bashers and Fencers can once again be turned by Blockers - this behaviour was removed when implementing sides behaviour in 2.5




General Updates

:lemming: Preview & Postview text can now be custom recoloured per-line by adding textcolours.nxmi to the data folder (applies game-wide) or the level pack's root folder (applies to the current level pack). The default colours remain hard-coded into SLX in the case that a file doesn't exist in either of these locations

:lemming: Added option to load Next Unsolved Level, or Last Active Level (current behaviour) - see this topic for a deeper explanation of how it works

:lemming: The HQ Minimap is no longer displayed for levels larger than 1600px in width, and/or 640px in height. This is to help mitigate gameplay slowdown on larger levels

:lemming: Grenade animation, Freezer overlays and Balloon pop images are now stored in a new "effects" folder within the relevant style - any style featuring custom sprites must include this folder, or else the defaults will be loaded (which may or may not be appropriate, depending on the shape of the custom sprites). This has mainly been done to keep the file system tidy, and to keep all graphics which users may wish to customise in the same place

:lemming: Levels now require at least 1 exit to be playable, unless in test mode (F12 from the Editor)

:lemming: Lemmina names are now included in the "recoloured" versions of the Lemminas styles (classic, slushworld, tealkingdom)

:lemming: Radiation and Slowfreeze countdowns are now hard-capped at 99

:lemming: Updates to the menu signs, glider helper icon and the RR button graphics courtesy of jkapp76

:lemming: Xmas Builder, Stacker and Platformer now have different bag colours

:lemming: Menu Music has been removed - it was a nice idea, but caused way too many behind-the-scenes issues and slowed down loading times, so it had to go




Bugfixes

:lemming: Reset Talismans now refreshes the currently-displayed level rather than rebooting the entire treeview

:lemming: Disarmers' skill shadow is no longer interrupted when Building/Platforming/Bashing/Mining/etc into and beyond a disarmed trap's trigger area

:lemming: Fixed some Freezer-related bugs, particularly regarding bottom-of-level behaviour and assignability to drowning lems

:lemming: Mouse action no longer interacts with gameplay when the window isn't focused (this bug was introduced when implementing hold-to-skip mouse buttons back in 2.1)

:lemming: Edge scrolling works once again when Show Minimap is deactivated

:lemming: Implemented this bugfix from NeoLemmix preventing walker-blocker combos from pushing lemmings through solid terrain - N.B. this fix has not yet been released in NeoLemmix, so may require further attention to guarantee stability




Editor Updates

:lemming: Support for Ladderer and Ballooner added

:lemming: Maximum level width increased to 6400px, maximum height decreased to 1600px

:lemming: Maximum number of lems increased to 1000



Have any comments? Please use the SuperLemmix Discussion Topic.




Get your copy of SuperLemmix 2.6 here

WillLem

2.6.1 Hotfix Update :lemming::lemming::lemming:

Changelog

:lemming: Radiation and Slowfreeze now have different coloured countdown timers - red for radiation, blue for slowfreeze. These are also customisable by editing the relevant .png files in gfx/mask

:lemming: Pickup numbers are no longer displayed after the pickup has been collected

:lemming: Sounds and styles for GigaLem's Festival Millas have been added (the styles are included in the main styles download)

:lemming: Bugfix - the new game loading options no longer treat cheated levels as solved, and still load the next level as normal regardless of which option is chosen

:lemming: Bugfix - the skill panel display now reads correctly for neutral zombies ("ZN-" instead of "Z- N- ZN-")

:lemming: Bugfix - removed Hoverboarder skill from Hotkeys dialog

To get this update, please download SuperLemmix as normal from here.

A reminder of what's new in SuperLemmix 2.6

WillLem

#25

SuperLemmix 2.7 Now Available

This is a major update, so it's best to download this as a fresh installation.

As always, feedback is very welcome! For a reminder of everything that's been added to SuperLemmix so far, see the full feature list in the OP.




:lemcat: :lemcat: :lemcat: What's new... :lemcat: :lemcat: :lemcat:

Please note that the "Replay" folder is now titled "replays" (all lowercase) - please copy your existing replay files into that folder.
I've added a replay to the download just for fun - right-click and Windows-associate the file with the SLX 2.7 .exe, then click it and see what happens ;P


New Features

:lemming: At long last - a dedicated Classic Mode Button has been added to Menu Screen and Level Preview Screen! This was the very first "dream feature" that prompted me to begin work on SuperLemmix, and it's now been realised! Besides looking pretty, it's now possible to toggle Classic Mode on-and-off on the fly which removes the need to menu-dive when encountering a "Play in Classic Mode" talisman, and hopefully encourages players to give it a try now and again :lemcat:



:lemming: New Object - Collectibles - Collectibles are objects whose only purpose is to be collected! Records are tracked in the preview and level select screens, and the level designer can choose to make invinciblity a reward for gathering all collectibles in a single level...

:lemming: "Invincible" Lemming State - Invincible lems can survive any fall, are immune to traps and fire, can swim in all water object types, don't get zombified, are de-neutralised if originally neutral, can leave freezer cubes and bomber craters without being killed during the fireworks, and can use as many skills as they like!

:lemming: Lava is now its own water object type - swimmable only by Invincible lems!



:lemming: Infinite Skills Hotkey - this sets all skill counts on the current panel to infinity, allowing the player to experiment with different solutions, get a better feel for the various skill actions, or just have fun with the level without having to worry about the skill count! This should also prove to be a particularly useful tool for level creation as well. Once Infinite Skills mode is active, pressing the key again resets the game to the point at which the mode was first activated, so that the level can be played normally (all skill actions are preserved in the replay, but only those for which there are enough skills will play out from this point on)

:lemming: End-of-Gameplay Behaviour is now much more comprehensive - in most cases, play will no longer exit to postview unless the save requirement has been met. Overtime will be applied whenever (time is up and there are still lems to be saved), (only zombies remain and there is a Kill All Zombies talisman), and the game will freeze if (all lemmings are removed and the save requirement hasn't been met). This may later be changed and refined, and options may be added, but for now it's the overall best possible behaviour for all possible states

:lemming: .nxrp File Association - .nxrp replay files can now be associated with the SuperLemmix Player in Windows. When associated, clicking a replay file will open SuperLemmix and load the level & replay, ready to be played back immediately!

:lemming: The Replay "R" icon is now animated - it can also be clicked to cancel the replay, even in Replay Insert mode

:lemming: Hotkey-to-Skill Panel Button Assignment - as well as assigning hotkeys to specific skills, it's now possible to assign hotkeys to panel buttons themselves, regardless of which skill happens to be assigned to that button for the current level being played

:lemming: Fall Distance Ruler has been updated to only show the actual fall distance, nothing else. It also now has the same colour cycle effect as objects in Clear Physics Mode; this has been done so that it's easier to distinguish between the ruler and any surrounding terrain/objects, although this can be toggled off in the Options menu if users would prefer the solid colour ruler

:lemming: "Icons" folder added to styles with custom sprites - 'levelinfo_icons', 'talismans' and 'panel_icons' can now be customised per-style

:lemming: The SuperLemmix Welcome Pack has been updated to include levels featuring Collectibles and Invincibility, as well as improvements to various other levels




Physics Updates

:lemming: New "Turner" state added for transitioning between Shimmier and Climber on a vertical overhang

:lemming: Ballooners now turn-and-push away from the wall when assigned to a Climber, Slider, or wall-adjactent lemming

:lemming: Ballooner "pop" collision is now slightly larger to prevent the lem turning when popping is more reasonably expected



:lemming: Blockers can be assigned to Swimmers - the effect is that the Blocker is "treading water" - they can be cancelled with a Walker skill

:lemming: Climbers, Sliders and Drifters now bypass "oh no" and "freezing" phases when assigned a (Time)Bomber or Freezer (or after Slowfreeze/Radiation countdown)

:lemming: The lem count is now decreased at the end of the Sleeper animation rather than the beginning




General Updates

:lemming: Many styles have been updated to reflect the changes in 2.7 - it's definitely worth updating your copy - go here to get the latest SuperLemmix styles

:lemming: Default pickups, buttons and updrafts have been updated - Pickups, in particular, are now larger and display the relevant explosion graphic for (Time)Bombers

:lemming: Highlit lemmings are now drawn as selected (the arrow is still shown as normal)

:lemming: "Flipper" has been renamed to "Splitter" both code-side and in the helper graphics. So, the official and only name for this object is now "Splitter"

:lemming: "Background" objects have been renamed to "Decoration" for clarity, but behave exactly the same as before

:lemming: Lemmings now shrug and the "OK" sound is played when a level is cheated. This is just for fun!

:lemming: The option to recolour Swimmer sprites separately from other athletes has been added. This must be done by manually editing the scheme.nxmi file - instructions can be found here - Swimmers are otherwise recoloured as normal athletes by default

:lemming: Some unnecessary render layers have been removed; hopefully, this will improve graphics rendering performance

:lemming: The SLX QuickMod Tool has also been updated. Go here to see what's new




Bugfixes

:lemming: Timebomber explosion particles are now the correct colour when a Timebomber is assigned after a Freezer being assigned (previously, the Freezer explosion colours were applied)

:lemming: LMB-clicking in midair no longer cues the assign fail sound when a lemming is highlit

:lemming: In Level Select screen, "Reset Talismans" now only redraws the Talisman buttons rather than the entire level preview screen

:lemming: Exit count numbers are now centred over the exit




Editor Updates

:lemming: Bugfix & UI improvement - Levels with missing pieces no longer create infinite popups; instead, a status bar is used to inform the player that the level has missing pieces

:lemming: Furthermore, saving a level with missing pieces will create a unique file rather than overwriting the original

:lemming: Support added for Collectibles, Lava and Decoration objects

:lemming: Support added for Invincibility - allowing this for Collectibles is designer-side optional; if checked, the lemming to grab the final Collectible will become Invincible for the remainder of the level, whilst if unchecked then Collectibles in that level will have no effect other than updating the records

:lemming: Improved Pickup Skill graphics



Have any comments? Please use the SuperLemmix Discussion Topic.




Please note that the "Replay" folder is now titled "replays" (all lowercase) - please copy your existing replay files into that folder.

I've added a replay to the download just for fun, right-click and Windows-associate the file with the SLX 2.7 .exe, then click it and see what happens ;P


Get your copy of SuperLemmix 2.7 here

WillLem

#26
2.7.1 Hotfix Update :lemming::lemming::lemming:

Changelog

:lemming: The Postview screen now has its own cursor (lemming asleep in bed from Amiga version)

:lemming: Added all Skill Buttons (1-14) to Advanced Hotkey layout

:lemming: Bugfix - Blockers are now only drawn to the lower render layer when in water (prevents regular Blockers being drawn behind terrain and other objects)

:lemming: Bugfix - the correct number of dashes "-----" is now shown for athlete info (it now includes Invincible lems)




To get this update, please download SuperLemmix as normal from here.

Alternatively, if you already have 2.7, simply download the attached .exe and paste-replace it into your existing SLX directory.

A reminder of what's new in SuperLemmix 2.7

WillLem

#27
2.7.2 Hotfix Update :lemming::lemming::lemming:

A number of bugfixes and updates this time around, well worth getting this as it's way more stable than the previous 2.7 iterations.

Changelog

:lemming: Infinite Skills hotkey is now Numpad 8 by default (it was previously Insert, which was a bad idea due to the existing Windows functionality of this key)

:lemming: Restored "level attempted" treeview icon in level select, so a different icon will be shown when a level has been attempted but not completed - this is experimental for now, if people don't like it we can always go back to not using it

:lemming: Improved visibility of treeview icons - e.g. when a check mark overlays a talisman icon, it's now much more visible than previously

:lemming: Timebombers, Radiators and Slowfreezers now have dedicated panel text when hovered over

:lemming: Bugfix - Restarting now always resets "game was paused" status, so restarting a level will never fail a "Play Without Pressing Pause" talisman (I thought I'd already done this, but it needed a different approach to the one I used previously)

:lemming: Bugfix - meanwhile, pressing Rewind now counts as a fail when attempting a "Play Without Pressing Pause" talisman

:lemming: Bugfix - Jumpers now have a "bounce allowance" of 3 bounces when Jumping against a wall or other terrain; once they have bounced and turned 3 times, they will fall when they next hit terrain

:lemming: Bugfix - fixed various water object bugs related to position checks; all water objects are now handled separately, and Swimmer>Jumpers do an additional terrain check to prevent "clip-Jumping" through water-overlapped terrain

:lemming: Bugfix - Talisman icons are now displayed correctly when set by style rather than level pack or default menu gfx

:lemming: Bugfix - "No Auto Replay" is now "Auto Replay" internally as well as in the config menu - the internal logic has been reversed where necessary, and this has been thoroughly tested

:lemming: Bugfix - fixed cursor file path; only the hi-res postview cursor was working, they should both work now

:lemming: Bugfix - restored original digit alignment; turns out these are handled per-object, which makes way more sense

Other updates:

:lemming: Styles - updated digit alignment for orig and ohno exits, and default pickup

:lemming: Editor - added "Cleanse Levels" menu item - this automatically re-saves all levels in a specified pack to ensure compatibility and tidy up the text file; this has been added mainly for use alongside the QuickMod tool, but it may also come in handy for pack creators, particularly when updating an older pack




To get this update, please download SuperLemmix as normal from here - please note that, due to updates to styles and menu gfx, the update must be downloaded in full.

A reminder of what's new in SuperLemmix 2.7

WillLem

2.7.3 Hotfix Update :lemming::lemming::lemming:

This one's optional, but adds a few features that you may find handy when playing through Lemminas Origins.

Changelog

:lemming: Classic Mode status is now written into the replay, so replays are marked as having been completed in Classic Mode. Note that this isn't used for passing the Talisman - it's purely for reference.

:lemming: Amiga-style "cursor flicker" implemented - particularly handy for selecting an opposite-direction-facing lemming when mousing to the left or right of a crowd in Classic Mode ;)




To get this update, please download SuperLemmix as normal from here.

Alternatively, if you already have 2.7.2, simply download the attached zip and paste-replace it into your SLX directory.

A reminder of what's new in SuperLemmix 2.7