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Messages - WillLem

#1
Lemmini / Re: Menu bar theme & icons
Today at 01:02:33 PM
Quote from: zanzindorf on Today at 12:00:36 AMHere's Settings and Styles

This is beautiful work @Zanzindorf, thank you so much for doing these. Keep 'em coming :lemcat:

Also, if you want to revisit the codes icon (or any of the others) and make it 48 x 32 like the hotkeys icon, that seems to be a decent size in general.
#2
I can't seem to get it to happen.



Steps to reproduce?

Things to check in the meantime:

1) Are you using RL 2.8? If so, go to Help > Update Styles, let it update the styles (this takes < 10 seconds), then try the level again
2) Are you playing level version 32? If not, does the level have any terrain pieces marked as "fake" in that area?
#3
Lemmini / Re: [RetroLemmini] MobiLems
Today at 12:12:00 PM
Quote from: kaywhyn on Today at 07:55:00 AMI've went ahead and reattached the MobiLems pack with a small update to Friendly 4. I simply moved the right exit down 1 pixel instead of 8 pixels like hbr264 did

Much appreciated, thanks :thumbsup:
#4
Quote from: Simon on March 09, 2026, 07:53:10 PMIdea: In insert mode, whenever you hover over a lemming, show the number of future assignments that will be cut if we click.

I like the idea for sure. Visual feedback which lets the user know that future assignments will be erased is pretty much essential for this feature.

The question becomes "where?"

Panel info (far left: "ATHLETE", "BUILDER", "ZOMBIE", etc) is already busy... we'd probably have to decide which is more important; showing lemming action info, or showing future assignment info (e.g. "CUT 7 ACTIONS"). I'd suggest the latter is more important.

We can paint something above the lemming's head? More onscreen clutter, I'd probably prefer not to do it this way.

Suggestions welcome.
#5
Lemmini / Re: [RetroLemmini] MobiLems
March 09, 2026, 10:36:22 PM
Quote from: hrb264 on March 09, 2026, 10:23:06 PMI've just made a slight change and it seemed to fix the problem, attached is the adjusted level.

Thanks for this, I've added it to the pack in the OP :thumbsup:
#6
Lemmini / Re: [RetroLemmini] MobiLems
March 09, 2026, 02:36:18 PM
This pack has now been fully converted to .rlv and is ready for RetroLemmini 2.8 or later.

Enjoy!

Get the latest version of Mobilems for RetroLemmini here.
#7
Lemmini / Re: Menu bar theme & icons
March 09, 2026, 08:45:15 AM
Perfecta! :thumbsup:
#8
Lemmini / Re: Menu bar theme & icons
March 08, 2026, 08:29:27 PM
Quote from: zanzindorf on March 08, 2026, 07:47:09 PMHere's two more

IconHotkeys is excellent, I wonder if we could rotate it slightly more to the left? If you need to make it wider to allow for this, that's fine (width is generally a bit more flexible than height (which needs to be around 32px max)).

You definitely have the right idea for IconPlayers, but I was thinking more along the lines of the classic Clue / Cluedo tokens, like this:

Cluedo Tokens

Keep going with these, they look fantastic in context.
#9
Lemmini / Re: Menu bar theme & icons
March 08, 2026, 03:09:47 PM
Quote from: zanzindorf on March 05, 2026, 02:44:48 AMLet me know if you like the composition of this one. I can pose the question mark and the book differently if you have suggestions.

I like this one as it is, you've got the composition just right. Nice work!
#10
Forum Games / Re: Corrupt-a-Wish
March 08, 2026, 12:04:42 AM
Yummy, chocolate mini eggs - my favourite! Too bad there's only 3 of them.

I wish Subway would switch back to Pepsi instead of Coca-Cola.
#11
Added a tag-based template option for naming auto-saved replays:

{user} {pack} {rating} {level} {time}

That's username, pack name, rating name, level (number_title), and timestamp. Whichever of these tags you wish to use can be placed in any order you like, and are separated by double underscores in the output name.

Implemented in RLPlayer commit d7add49.
#12
Apologies for the double-post, but this ideally shouldn't be hidden under the code in the previous post.

I need community feedback before deciding on the following:

1) Should we allow same-lem-same-frame assignment in Replay Insert mode?
2) Should we always erase the lem's future existing assignments when making an assignment, regardless of replay mode?
3) Should we erase future nuke when making an assignment in Replay Insert mode?

I'll give this a minimum of 1 month from today to generate discussion.

Your silence = I will probably mostly go ahead and follow Simon's advice, i.e. we'll allow same-frame-same-lemming overwrite even in Replay Insert mode, and will also erase the future assignments of that lemming. I'll also probably make this behaviour optional in Settings; having thought over the proposed hotkey, it's probably asking too much of players to press a key every time they want to make an assignment if they know they always want the same behaviour. Meanwhile, I probably won't erase the nuke, but Simon may convince me otherwise next time we meet.

So:

1) Yes, optionally 2) Yes, optionally 3) Maybe, but probably not.
#13
Thanks, Simon.

Your modified version of the method compiles with the following tweaks (see condition brackets, and no ";" for the empty statement):

procedure TReplay.EraseLemSkillAssignment(
  L: TLemming;
  aFrame: Integer;
  DoCutFuture: Boolean);
var
  Item: TBaseReplayItem;
  i: Integer;
begin
  for i := fAssignments.Count - 1 downto 0 do
  begin
    Item := fAssignments.Items[i];
    if ((Item.Frame < aFrame) or ((Item.Frame <> aFrame) and not DoCutFuture)) then
      Continue;

    if (Item is TReplayNuke) then
       // Always delete a future nuke
    else if (Item is TReplaySkillAssignment) then
      if ((Item as TReplaySkillAssignment).LemmingIndex = L.LemIndex) then
        Continue;

    fAssignments.Delete(i);
  end;
end;
#14
Good shout, I'll look into it for sure.
#15
Lemmini / Re: [RetroLemmini] GeoffLems
March 06, 2026, 07:44:19 PM
Version 1.1 uploaded.

Added a logo for the level select screen, plus a level fix:

Fun 7 Promenade - Moved the steel area to the right of the exit down

:lemming: Get the latest version of GeoffLems :lemming: