Author Topic: [MAJOR UPDATE] SuperLemmix 2.1.1 | Editor 2.2 | Styles 2.1 [BUGFIX]  (Read 2345 times)

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Offline WillLem

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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.

Offline WillLem

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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.

Offline WillLem

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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


: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.

Get your copy of SuperLemmix 2.1.1 here
« Last Edit: June 01, 2023, 10:43:34 AM by WillLem »

Offline WillLem

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Re: [MAJOR UPDATE] SuperLemmix 2.1.1 | Editor 2.2 | Styles 2.1 [BUGFIX]
« Reply #18 on: June 01, 2023, 05:03:53 AM »
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:
« Last Edit: June 01, 2023, 05:42:08 AM by WillLem »