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Messages - WillLem

#1
OK, we have this working quite well. Up to 20 levels can be saved in the list.

I've followed the usual blueprint: the first 9 items are '&indexed' so that they can be opened using 1-9 keys, and I've added a 'Clear' menu item as well so that the list can easily be cleared.

We can give this a test run in the next release.

Implemented in NLEditor commit 8907017.
#2
OK, so I've done a quick pass of all OG-style traps. Here's what's been edited for the PG versions:

Note that the _md versions of these styles, and the 'classic' style, have also been updated as they contain some of the same traps.

Brick roller - Removed blood. The lemming now appears as a flat pancake at the other side

Crystal slicer - Removed blood. This one is actually a lot funnier without it!

Dirt 10 tons - Lemming disappears after being squished
Dirt snapper - Removed decapitated head
Dirt boulder - Recolored blood to the same color as the boulder. The effect is that the boulder leaves a trail of mud (rather than gore) after squishing the lemming

Pillar rope trap - Removed the stone ball from the second part of the animation. The effect is that the lemming is thrown behind the trap

Snow icicle - The lemming is squished rather than sliced in half. Much less graphic

The above will probably do it for now. Most of the others are already fairly humorous/family-friendly rather than gory, but please feel free to post any suggestions that you might have.
#3
It's very difficult to know exactly where to draw the line. It's probably the sort of thing we can keep coming back to over time rather than something we have to perfect right out of the gate.

I'll ship the feature in the next version of RetroLemmini with just the blood removed (where relevant) - that won't take long to do and may be satisfactory for most users that want a parental setting.

More nuanced editing of the trap animations can come later. Hopefully, people will suggest specific ideas and (even better) provide an edited spritesheet that we can just drop in to the relevant style.
#4
Quote from: Guigui on August 01, 2026, 09:01:56 AMAnother suggestion for keeping or erasing replay may be to use the popup already existing when closing a level within the editor.

This could work for sure, but let's see if we can do without it first. 'Always Keep' or 'Always Delete' are likely to be sufficient for most users. Those who want to be able to manage things themselves will likely always keep the replays anyway.

Quote from: Guigui on August 01, 2026, 09:01:56 AMAlso is the auto_playtest folder inside the replay folder or in the main directory ?

It's in the replay folder (i.e. 'Replay/Auto_Playtest' or 'replays/Auto_Playtest' if using a CE directory rather than a NL one).

Quote from: Guigui on August 01, 2026, 09:01:56 AMFinally on a side note I'm wondering where are the current replays stored ?

At present, replays are only auto-saved if a user has that setting toggled on (and, they're saved to the usual location - i.e. 'Name_of_Pack/Auto' if the level is from a pack, or 'Auto' if it isn't). And even then, it will only save successful completion replays. Otherwise, it's (currently) necessary to manually save the replay when playtesting.
#5
Good idea, I've put this one on the to-do list.
#6
I've looked everywhere but can't find the original suggestion. I'm pretty sure it was from Lana.

She suggested that Lemmini could have 'Parental' settings which display a 'take a break' message at certain intervals, and remove the blood from trap animations.

I've all but implemented the second of these suggestions. Style authors can provide '_pg' suffixed versions of any sprite in the style. If RetroLemmini finds the PG version, and the user has toggled the 'family friendly sprites' option ON in settings, it loads that one instead.

Initial implementation in RLPlayer commit 08d1c67.

I do need a bit of help with this though.

Firstly, it's difficult to decide which of the trap animations should be given PG variants. The ones that feature blood can be edited to be less gory, but what about the others?

Secondly, the editing work will require an artist's hand. If anyone wants to volunteer to do this, I'd be very grateful for the help. It will basically entail editing the OG (orig/ohno) styles' trap animations to be as un-gory as possible.

Also, how should the feature be worded in the Options menu? I've currently gone with 'Use family-friendly sprites if available', indicating the main aspects of the feature:

1) It's the animations themselves that have been edited
2) The intention is to make them less graphic
3) Some styles may not provide such alternatives (the original styles will all have PG variants included, but custom styles made by Forum users may not)

Any other thoughts/suggestions regarding this?
#7
Lemmini / Re: [?][SUG] Built-in level editor
August 03, 2026, 01:39:41 AM
Since the RetroLemmini Editor has the F12 Playtest feature, I'd say this just about qualifies it as being an integral Editor, albeit one that exists as a separate program from the game itself.

Closing this as resolved ✓.
#8
Quote from: Lana T. on April 26, 2026, 02:21:01 PMIf there's anything I can do to support the forum, please let me know, I don't want it to be replaced...

The 3 best things you can do to support the Forum:

1) Reply to topics/posts, even if it's just to say that you've read it
2) Start/continue ongoing conversations
3) Tell people about it! https://www.lemmingsforums.net
#9
OK, this has been implemented in:

NLCEPlayer commit 90681dd.
NLEditor commit c0e4617.

A directory called 'Auto_Playtest' is created when playtesting a level. The replay is saved with the Level ID as the title (because the level might not yet have a title, and the Level ID is one of the best ways to ensure a unique file name).

When subsequently playtesting the same level, if the replay is found within the 'Auto_Playtest' directory, it is loaded into the player.

The Editor has an option for 'Keep Playtest Replays'. If unchecked, the 'Auto_Playtest' folder is deleted when closing the Editor - otherwise, the directory (and any replays therein) is kept.

We'll give this one a test run in 1.1.3.
#10
Yeah it looks like it's worth dropping the 14th and just doing Leeds on the 13th.

I'm a +1 so there should be at least 6 of us in Leeds.
#11
Quote from: Guigui on July 30, 2026, 08:20:46 AMI think save and load replay in any case.

Agreed, for the same reason you mentioned.

Quote from: Guigui on July 30, 2026, 08:20:46 AMAs for keeping a single replay or a full set, I still think a single would be enough.

If a user is working on one level at a time, a single replay is enough. But they might be working on several levels in a single session, in which case it may be useful for them to be able to come back to a level they were working on earlier.

One approach might be to save as many replays as necessary (keeping to a maximum of one per level), and clear them all when the Editor is closed. This could also be made optional (i.e. Keep / Delete), so that users can choose whatever best fits their workflow.
#12
Question: should the replay only be saved (and loaded) if it successfully completes the level, or should it be saved (and loaded) regardless?
#13
Glad to know it's all sorted.

I've posted in the release topic to let users know they need to update to Java 26 - in some cases, this alone won't do it and it's necessary to first uninstall the old Java version. The wonders of Java!

@manic23 - Let me know if the menu icons and text appear correctly for you following this update.

All best.
#14
Lemmini / Re: [RELEASE] RetroLemmini 3.2.1
July 26, 2026, 10:03:07 PM
Java Exception Issues

Hi all.

The codebase for RetroLemmini 3.2.1 has been updated to Java 26.0.2. It is strongly recommended that you update your Java version in order to run RetroLemmini.

Download the latest version of Java here.

I'm aware that one or two users have been met with a generic Java exception when running RetroLemmini 3.2.1 from the .jar executable:



Thankfully, the fix for this is easy:

1) Go to Windows > Settings > Apps > Installed Apps and search for 'Java'
2) Uninstall all Java SE Runtime Environments and Development Kits that show up in the list
3) Re-install the latest version of Java from the link above

This should fix the problem. If it doesn't, please PM me or post a topic to let me know.

All best,

Will

#15
Lemmini / Re: [RELEASE] RetroLemmini 3.2.1
July 26, 2026, 05:11:38 AM
Version 3.2.1 hotfix

Fixed a few UI bugs and made some QOL tweaks. Here's what's changed:

:lemming: Java Version

• RetroLemmini is now updated to Java SE 26

:lemming: Batch Replay Checker

• Bugfix - UI rendering is completely paused on the game thread (prevents index exceptions due to multiple threads accessing the same resource list)
• Replays browser now always opens at 'replays' directory
• Results list is now colour-coded for easier navigation. Green for PASS, Red for FAIL, Blue for UNDETERMINED
• 'Checking...' text is now displayed center-screen
• Added walking Lemming animation to show progress (this is just for fun!) :lemming: :lemming: :lemming:...

:lemming: Menu Bar

• Bugfix - Corrected position of icons and text following the latest Java update
• Optimized menu item building and loading

A reminder of what's new as of 3.0.


Get the latest version here.