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Messages - WillLem

#1
Honestly, I think we should just get rid of the "In Development" board. If authors wish to release unfinished work, maybe we could encourage the practice of a [WIP] topic in the regular "Levels" board which subsequently gets deleted when the finished product is ready. This would help to reduce Forum clutter and seems good practice anyway.

Beyond that, I also agree with Silken that the current setup isn't really broken.

We'd then have:

Levels: Random levels by random authors.
Levels: Xyz's levels.
Levels: OhYesNoLems by Xyz.
Levels: [WIP] OhYesNoLems by Xyz.

That keeps all levels on a single board.

Then again, if the concern is that everything on a single board makes stuff harder to find, is there a way to automatically index everything that gets added to the board (or, at least, finished packs)? If not, then maybe a "Loose" board and a "Packs" board might be the best way to go. I'd then suggest that [WIP] should go in "Loose", since any levels released there are technically not part of a finished pack at that point.
#2
Contests / Re: Level Design Contest #34
September 27, 2026, 07:18:07 PM
Quote from: Kingshadow on September 27, 2026, 07:16:21 PMI've had thoughts of considering whether to push to bring in collab contests like Contest #3 used to be

Interesting. What would a 'collab contest' constitute?
#3
Level Search now filters by Author as well as title.

Implemented in NLCEPlayer commit 47bfebf.

Also, the search results remain open until the user hits 'Close' on the search results panel. This is so that the results can be browsed without having to repeat the same search.

Implemented in NLCEPlayer commit 9000c81.

Filtering by style is also something I'd very much like to add, but would require a slight refactoring of what level info gets stored in the level object itself, as well as adding significant time to the initial search.

Armani - if you're happy to send me a link to your source, I'd be interested to see how you resolve these particular concerns.
#4
Made some progress on this in SuperLemmix (if successful, the code can be ported over).

We can add a small talisman button to the skill panel just to the right of the replay 'R'. This can be clicked multiple times to cycle through the level's talismans. If the talisman is not yet obtained, display the usual '?' version of the icon, otherwise display the full-color 'solved' version.

As the talismans cycle through, the requirements can be displayed in the panel in the following ways:

Save requirement - Show the talisman save requirement in blue, change the 'available' count to red early if too many lems have been lost and the talisman can no longer be obtained

Time limit - Show the talisman time limit in yellow (or blue for consistency with save requirement, and to differentiate between a normal time limit and a talisman time limit)

Skill limits - Individual skill limits can be displayed by changing the displayed 'available' count to the talisman limit (the actual quota for that skill would of course remain unchanged). We can hue-shift it to green if within the limit, and to red if the limit is passed (and therefore the talisman is failed)

Skill type limits - This requires a bit more UI than the others. We can print a simple purple square with the type limit displayed within. As skills are used, we highlight them with a purple rectangle. Once the type limit is passed, we display the type limit in red and change to red highlights

That's it for now. Here's an example of how the above looks:



Before anyone complains about using text color to show talisman requirements: we can also hue-shift the icons for further clarity, and to avoid asset clash:

#5
NeoLemmix CE now has this feature.

It differs slightly from Armani's implementation in that it's assigned using a separate hotkey ([NumPad *] by default), to keep the Highlit and Camera-Locked states mutually exclusive (i.e. they can be used together, or separately).

Meanwhile, as with Highlight Lemming, air-clicking with [Hotkey + LMB or RMB] will cancel the camera-locked state.

This is a really nice feature, I can see it being useful for a variety of things. As well as giving focus to a particular lemming during a replay or playback showcase, it may also help with large or multitasking levels where it can be difficult to keep track of things, or - particularly - teleporter levels!

Anyway, we have it in CE now. Many thanks to Armani for providing the idea, and the code, for this feature! :)

Implemented in NLCEPlayer commit 43c57c3.
#6
Lemmini / Re: [RELEASE] RetroLemmini 3.3
September 27, 2026, 11:04:05 AM
Version 3.3 Update

A significant update this time. Removed the need to install Java, updated some physics, and further improved the UI. Here's what's changed:

:lemming: Java Version

• It is no longer necessary to install Java to run RetroLemmini! In line with modern Java development practices, the app is released along with a custom Java runtime through which RetroLemmini will run.
• To run RetroLemmini, use 'RetroLemmini.exe' rather than running the .jar directly.
• Compliance level is now set to Java 25, so it is still possible to run RetroLemmini from the .jar if you have Java JDK 25 or later installed on your system. If you only have Java installed to run RetroLemmini, you can now uninstall it and use the .exe instead!

:lemming: Miner Physics

• Steel checks have been updated so that if mining through a builder bridge that meets a steel block, the lem will only fall if they actually remove builder bridge pixels. Otherwise, they will detect the steel and turn (as expected).
• Miner Y-Position check now accounts for the 2px vertical adjustment at Frame 0. This is to fix this bug and to anchor the physics more closely to the sprite itself.
• Miner animation is reset to Frame 0 after the lemming is turned by a Blocker. This ensures that the lem will destroy the terrain in their new direction, preventing clipping through <=4px wide platforms. See this topic for more details.

:lemming: Builder Physics

• If a Builder is turned by a Blocker, the step is always redrawn so that it connects with the already-created bridge. This was fixed previously, but needed another fix to handle the very last frame of the animation cycle.

:lemming: 'Parental Settings' Options

• Added an option to 'Use Family-Friendly Sprites'. With this option toggled on, RetroLemmini will load alternative sprites wherever they are made available.
• For this to work, style authors must supply a '_pg' version of each relevant object animation. For example, The Brick style has 'bricko_7' (the ketchup trap) and 'bricko_7_pg' (the ketchup trap with blood removed). The 'Family-Friendly' option will choose the '_pg' version when loading.

:lemming: Styles

• Added 'Family-Friendly' trap animations to all OG styles, plus lemminas_pink.
• Rock exit trigger moved down by 2px (and resized to account for the adjustment).

:lemming: Turbo Fast-Forward

• Turbo Fast-Forward (hotkey T by default) is now faster. This is for added convenience after restarting a level.

:lemming: Viewport Scroll Speed

• Added option to set the default scroll speed (when placing the cursor at the edge of the gameplay window) to 'Slow' or 'Fast'.
• 'Slow' is default RL scroll behaviour; it will be slow normally, and fast if the modifier key is held (see Hotkeys / Mouse Config). 'Fast' inverts this.

:lemming: Debug Mode

• The status bar now shows the selected lemming's foot position when in Debug mode.

:lemming: OGG Audio Extension Compatibility

• Sounds can now be in .ogg format (as well as Music).

:lemming: Options Menu

• New & improved Options menu layout, including mouseover hints for all controls.
• Mouse options moved to the main Options menu (mouse button config is still done in its own dialog).
• 'No Percentages' is now 'Use Percentages' (off by default) - you may need to set this option again.

:lemming: UI/Bugfixes

• One-Way objects are never drawn over Steel.
• levelpack.ini can now handle unlisted music.
• De-cluttered Postview screen text.
• Replay revision check no longer crashes if the values are invalid.
• Replays can once again be loaded without being checked first (this is to optimise loading in certain conditions).
• Updated disclaimer text.

See also - RL Editor release topic for the latest version of the dedicated RetroLemmini Level Editor.

A reminder of what's new as of RetroLemmini 3.0.


Get the latest version of RetroLemmini here.

#7
Lemmini / Re: [RELEASE] RetroLemmini Level Editor 1.8
September 27, 2026, 10:23:28 AM
Version 1.8 Update

:lemming: Open Recent
 • Recent levels can now be opened via File > Open Recent.

:lemming: Piece Highlight
 • When loading a style from a selected piece (from the button on the Pieces tab), the piece is now highlighted in the Piece Browser.

:lemming: UI / Bugfixes
 • Added setting for 'Always Use Auto Screen Start'.
 • Applying a Custom Skillset immediately commits the skillset to the active level.
 • Entrance hatches are now only ever moved by 1 index when choosing Draw Sooner / Draw Later.
 • Unknown or invalid hotkey strings are now tolerated (and ignored).
 • Added control hints for the Piece Browser.
 • Piece data is correctly updated after adding a ruler or steel area.
 • Repositioned 'Load Style' button and changed piece data text to blue.



Download the latest version of the RetroLemmini Editor.

#8
In Development / Re: X-tralems levels
September 26, 2026, 10:28:16 PM
FWIW, I agree with Silken here, we should probably merge the level topics as it's clear that the levels are supposed to be grouped together. Edit Simon: Yep! Done!

@lemmkeev Check out Level Pack creation tools, there are some useful .bat scripts that can help you to compile your levels into a pack, as and when you're ready to take that step with your levels. People are more likely to get around to playing your levels if they're presented as a pack, or - at the very least - all together in a single topic.

Here are some replays for the levels you have shared in this topic and the one linked above. Have fun and keep creating!

#9
Quote from: Proxima on September 25, 2026, 05:56:38 PMNeoLemmix isn't getting any more skills. Namida has decided to stop further development of the original NL engine, and while WillLem is still developing NL Community Edition, it has to remain physics-compatible with original NL.
Quote from: lemmkeev20 on September 25, 2026, 06:51:03 PMdamn... :'(

NeoLemmix Community Edition actually could have more skills, as long as the physics of the existing skills doesn't change. The rule is that NL 12.14 content must be compatible with CE, not necessarily the other way around.

However, with that said, CE probably won't get any new skills anytime soon. Even if we were to add more, each new skill would have to have its own suggestion topic and strong community approval before being added.

As Proxima said, SuperLemmix is your best bet if you want more skills, more objects, and more level features in general to play with. Give it a try!



To be clear - if anyone wants to suggest new skills for NeoLemmix Community Edition (CE), they are welcome to do so by creating an individual topic per-skill, with clear ideas as to how the skill would benefit the game. Also, any new skills at this point would have to have strong vocal community support in order to be considered.

This topic can now be considered closed, but I won't lock it yet in case anybody wants to reply to this post.


#10
NeoLemmix Editor Version 2.3.1 Hotfix

A bigger update this time. Here's what's new:

:lemming: Global/Special Backgrounds - This has been hotfixed in 2.3.1. The Editor will now tolerate not finding these backgrounds in the styles directory.
 • The background tiles from special ('amiga_blue' and 'dos_black') are now available globally.
 • The background tiles from proxima_tile are matched to their associated orig_* and ohno_* styles.
 • PLEASE NOTE - The background tiles previously in CE versions of orig_* and ohno_* have now been removed to avoid duplication. They can still be accessed from these styles as before, but now point to the relevant background tile in proxima_tile. This is to ensure cross-compatibility with the NeoLemmix styles.

:lemming: Piece Highlight
 • When clicking 'Load Style of Selected Piece' (on the Pieces tab, at the bottom), the piece is now highlighted in the Piece Browser.

:lemming: Piece Search
 • Added a 'Load Piece' button. When clicked, the relevant style is loaded and the selected piece is highlighted in the Piece Browser.

:lemming: Misc UI
 • Added setting for 'Always Use Auto Screen Start'.
 • Added control hints for the Piece Browser.

:lemming: Bugfixes
 • Entrance hatches are now only ever moved by 1 index when choosing Draw Sooner / Draw Later.
 • Unknown or invalid hotkey strings are now tolerated (and ignored).



Download the latest version of the NeoLemmix Editor.

#11
The Editor has been updated to 2.3.1 in the main NeoLemmix CE download.

If you already have NeoLemmix CE 1.2, you can get the latest version of the Editor here.

Otherwise, just go ahead and download NeoLemmix CE 1.2 as normal.
#12
1.2 Update

Although technically a hotfix, we'll move the Minor version number on because that should've ideally been done last time! :forehead: Anyways, here's what's new:

:lemming: Styles

• The background tiles added to orig_* and ohno_* styles in CE Version 1.1 RC-1 have now been removed from those styles
• The tiles remain available in special and proxima_tile, and...
• NLEditor 2.3 ensures that they are visible from the relevant orig_* and ohno_* styles for which they are intended - this is so that the tiles are still convenient to access, but - even more importantly - levels created using these tiles will be now be compatible with NL 12.14
• Meanwhile, 'amiga_blue' and 'dos_black' from special are now globally available from any style as of NLEditor 2.3
• Please see this topic for more details


:lemming: Skill Panel

• The 'Load Replay' button can now Save Replay (if clicked with RMB) and Edit Replay (if clicked with MMB). The panel button hint has been updated to reflect this


:lemming: Level Select

• Level Search now includes Author (as well as Title) in the search results
• The search results are now displayed until the user clicks 'Close' rather than disappearing to treeview when a result is clicked


:lemming: 'Clear Physics Mode' is now 'Physics View'

• A fall distance helper has now been added to entrance hatch spawn points
• All relevant assets/settings/hotkeys now refer to PhysicsView rather than ClearPhysicsMode and may need to be updated manually - apologies for any inconvenience this may cause, but it only needs to be done this one time
• The change has been made for several reasons, not the least of which is that the previous use of the word "clear" implies that the physics are otherwise unclear, which usually isn't the case. The rename simply reframes this as a tool that can be used or not rather than something which is necessary to make the game rendering "clear"
• The Physics View logic has also been refactored behind the scenes for maintainability. The functionality is identical to the user, but is now easier for the dev to work with
• The state of Physics View is reset to OFF between levels
• The panel icon has been updated


:lemming: UI / Bugfixes

• Replays can once again be loaded normally when Playtesting (CE will still try to load the Auto_Playtest replay if it exists, but manual loading is now restored alongside it)


See also: NeoLemmix Editor 2.3 Update



Get the latest version here.

#13
Community Edition / [RELEASE] NeoLemmix Level Editor 2.3
September 16, 2026, 12:30:49 AM
NeoLemmix Editor Version 2.3 Update

(Please see the next post).
#14
In Development / Re: so you actually made it here huh?
September 15, 2026, 10:23:25 PM
Quote from: lemmkeev20 on September 15, 2026, 08:00:23 PMbut where do i share them?

If you just want to post one level at a time, I'd suggest just replying to this topic (or one of your others) with your new level. The topic will get bumped every time you post to it, and you can change the topic title every time if you want to, so people will always be informed when you've made a new level.
#15
This is about the original styles only (orig_* and ohno_*) and does not concern custom styles.

Since NL's Style Manager is effectively the authority on style contents, it's not a good idea for CE to provide tiles which don't exist in the NL versions of those styles.

So, the background tiles that were introduced in CE Version 1.1 RC-1 have now been removed and will no longer ship with CE's copies of the OG styles. If you have copies of these styles with the tiles included, please do not use the tiles in any of your levels as they will no longer be supported by either NL or CE. It's also a good idea to delete them from your copy to prevent any possible confusion, or replace the styles with those from the next CE update (due to be released later today).

If you do wish to use the tiles, they are available in 'special' and 'proxima_tile', from where they will work in both NL 12.14 and CE. The next Editor update (due to be released later today) will make these tiles automatically available from the relevant 'orig' and 'ohno' styles so that it's not necessary to manually search for them. Simply click the Backgrounds button and the tiles will still be there as previously, albeit referenced from the correct style (either 'special' or 'proxima_tile').

Note also that the backgrounds which exist in the NL styles (crystal_level.png, nessy.png, etc) will still be available as before. This topic is only about the colored tiles which were introduced in CE Version 1.1 RC-1.



Meanwhile and on a similar note, the alternative trap animations will continue to be shipped with CE's copies, but can currently be overridden from Style Manager. If you agree that these updates should be accepted into the OG styles, please show your support by replying to the topic otherwise nothing will happen.