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Messages - WillLem

#1
In this topic, Guigui asked about an exit for the default style. It's the only main object not accounted for, and it seems worth adding one.

The questions, then, are - do we all agree that the default style should have an exit, and if so, which exit should we add? I'd suggest one of three options, in order of preference:

1) Crystal exit - it's the most generic-looking of all the OG-style exits, arguably the most recognisable, and tends to fit with most level designs.

2) Design our own - if we do this, I'd suggest using the Crystal exit as a base, and recolour it with as neutral a colour scheme as possible.

3) Pillar exit - since the other default objects (i.e. Entrance and Water) are from the Pillar style, it makes some sense to add the Exit from Pillar also. Counter-point would be that the colour of this exit is perhaps a bit too specifically identifying as Pillar, making it less suitable than Crystal.
#2
Quote from: Guigui on Today at 10:16:52 AMFirst I need to give many thanks for the new Style Refresh feature, it is brilliant.

You're very welcome. Glad to know it's coming in useful :)

Quote from: Guigui on Today at 10:16:52 AM1) Is it on purpose that the WL specific styles are also at the end ?

Yes, I set up my styles.ini so that the WL styles are at the end, and I just go ahead and ship my copy of styles.ini with NLCE/SuperLemmix for the simple reason that I regularly keep it up to date, so it usually contains every known style.

You can arrange the styles however you like by heading to Tools > Style Manager in the Editor. Here you will see a list of all the styles as arranged in styles.ini. You can add new styles, pin to top or bottom, sort, arrange, and rename them however you like. This will then get saved to your own personal copy of styles.ini (which is found in the styles folder itself).

Quote from: Guigui on Today at 10:16:52 AM2) The lower-case styles are sorted after the upper-case ones. This makes it harder to find some styles if one does not remember how exactly they are written.

The lower-case styles at the end of the list are ones that are present in the styles folder but not in the styles.ini file. To fix this, again go to Style Manager and choose "Add Style". You will then see a list of all style folders that haven't yet been added to the styles.ini and you can add them, rename them, and sort them into your list.

Quote from: Guigui on Today at 10:16:52 AM4) In this new style "Sonic" I created no object at all, so it uses the default ones. But the exit does not appear in those default objects. Though the flag appears twice. This is the case with most styles I tried that do not include their own exit object.

Yes, there is no default Exit object. Perhaps we should fix that. I'd suggest maybe using the Pillar exit as default, since the Entrance and Water objects in the default style are both from Pillar. Crystal could maybe work better though, as its arguably the most generic-looking of all the OG exits. Open to suggestions on this.

EDIT: I've made a topic about this here.

Quote from: Guigui on Today at 10:16:52 AM5) Finally, the number of available styles is huge. Why not make the unfolding menu much higher to see much more of them at once

Sure, we can do that. I'll increase it by 10 or so for the next update.
#3
OK... one last revision to this before I call it. We now have the following.

There are now 2 options, 1) Count down from SR, and 2) Count up from 0:

+ If counting down from SR, once 0 is reached, show "0+n" normally (where n is {extra saved}), and {total saved} on mouseover
+ If counting up from 0, show total saved at all times, and until SR is reached, show {SR - total saved} on mouseover

This allows both options to cover all bases, whilst providing users with the option to display the save count in whatever way makes the most sense to them.

End of discussion, let's test it in the RC and see what we think :)

(Implemented in NLCEPlayer commit aee9b15.)
#4
Version 1.04 uploaded.

Oh No! More Reverse Lemmings has had the blank edges removed from the levels, and both packs feature a logo (which, as of RetroLemmini 2.8, will be displayed in the level select menu).

Get the latest version here.
#5
As of (SLXPlayer commit b14e120), steel type can now be set on a per-level basis. It can either be "Type 0: Where Visible" (NL steel) or "Type 1: Always" (even where obscured). I consider this to be the best resolution to this debate, at least as far as SuperLemmix is concerned - let the level author decide.
#6
.nxrp file association has now been completely refactored (as of SLXPlayer commit d97d125) and is much more stable than previously.

We now search the existing level library for a matching ID rather than parsing the level files themselves, and so can directly set the current level in GameParams.

I'm signing this one off as a complete, stable feature. If anyone notices any bugs, we can create a new topic for it.
#7
Given the new Editor's UI layout/structure (specifically, the Piece Browser is now always visible and clickable), a "Replace" hotkey or button wouldn't really make sense.

However, we can modify a Piece Browser click so that if a single piece is selected, the clicked piece replaces the selected piece.

So, the following has been implemented:

Piece Browser click + no modifier = clicked piece is added at the centre of the level, as usual.
Piece Browser click + Ctrl or Shift = clicked piece replaces the selected piece.
Piece Browser click + Alt = clicked piece is added at the same X/Y co-ordinates as the selected piece (but does not replace).

Note that this only works when a single piece is selected. If more than one piece is selected, click logic passes as normal regardless of modifiers.

Note also that any mouse button can be used here. I did try it with "Right Click replaces, Middle Click adds at selected pos", and it worked nicely but would be too prone to accidental misclicks. Whenever a piece could possibly be deleted, let's require a modifier key.

Implemented in NLEditor commit e3220a3.
#8
We now have level templates :)



Choose "Set As Default" to have the template load when opening the Editor or creating a new level.

Implemented in NLEditor commit d20e1ec. Also present in SLX/RLEditor.
#9
A very simple way that this could be done would be to have a "Groups" tab in the Piece Browser which, like "Rulers" (previously "Sketches"), would be style-independent.

The groups can then simply be saved/loaded to/from a single text file.

We can also allocate groups to styles on a per-user basis by adding a "[name_of_style]" header to the saved group. When saving a group, the user can choose whether to save it as a generic group, or add it to a particular style (or styles). If the group is steel, it would be added to the "Steel" tab rather than the "Terrain" tab for the selected style(s).

When used in a level, the group would be saved to the level file as normal, preserving cross-user compatibility.

As for (2), my honest thoughts are that if a style creator recognises that a particular piece grouping is useful and should be available to all users, they should simply go ahead and add that piece as a regular terrain/steel piece, rather than the Editor having to messily support in-style groups for basically the same end result. It seems more natural that custom groupings be supported on a per-user (rather than per-style-creator) basis.
#10
Site Discussion / Re: Lemojis!
February 22, 2026, 07:26:05 PM
Quote from: Lana T. on February 22, 2026, 03:38:42 PMwould you be interested in seeing the Lemoticons I remade?

Absolutely. Go ahead and post them, and welcome back to the Forums! :)
#11
Quote from: WillLem on July 19, 2025, 03:23:47 PMHowever, one issue still remains. In the Level Arranger, it takes an extra input for the UI to completely update when the scrollbars become visible. So, for instance, when zooming in, the X/Y coordinates will be hidden behind the scrollbars when they first appear. Moving the scrollbars, zooming in or even just clicking the window itself fixes this immediately, but I haven't yet found a way to get the UI to update as and when the scrollbars become visible.

Found a way! It was simply a case of calling for the screen update the moment the scrollbars become visible.

This is now fully fixed (commit 8763505 in NLEditor | commit b9f1a7c in SLX Editor).
#12
To fix this, the selection status of each piece needed to be taken into account when cloning the level (which undo/redo relies on). Then, we take a snapshot when adding/removing pieces to/from the selection.

Fixed in commit f32121c.
#13
Quote from: Kingshadow3 on October 04, 2021, 08:55:30 PMAnother idea to make styles more convenient to switch between is that if a terrain piece or object is featured in a level, the style it comes from is bumped to the top of the list in the picker.

This is quite a good idea. Probably best to make this behaviour optional though, since it could become quite annoying if it keeps changing unintentionally every time a piece is selected.

"Auto-load style of selected piece" could be a good option to compliment the "Load Style" button, though. I'll look at adding this in a future update.
#14
In Development / Re: Ah yes, PimoreLems!
February 17, 2026, 02:06:35 PM
Quote from: Pieuw on November 04, 2025, 02:55:31 PMBy the way the title of the topic is just something that came to mind while I was writing, but it may be a bit cheesy for an actual pack name. I will need to think about it!

Just "Pimorelems" would be a good title. Drop the "Ah Yes" bit.

If the pack is intended as a reworking of the original Pimolems, the "more" pun signals that the two packs are connected whilst being a snappy title in its own right right.

All the best with it, it's looking fantastic so far!
#15
Quote from: Guigui on February 15, 2026, 04:12:11 PM* Order of display : oh well it works that way. I dont know why it'd seem more natural to me with Total Lems first, but whatever.

Another good(ish) reason to have hatch lems first: this is what NL users are used to. Yes, with CE, I'm happy to completely re-work all UI elements if it makes things undeniably better, but in this particular case the status quo happens to support my own judgement and I see no good reason to change it.

Quote from: Guigui on February 15, 2026, 04:12:11 PM"Flag 11 (blue)" is quite the same as "Flag 11 (green)" but one means "you still have 11 to save" and the other means "you have saved 11". Quite confusing again.

It'd be nice to hear other players thoughts on this ? Or maybe just create an option that allows to choose one or the other ?

Well tbf, Dominator_101 previously stated that "+" would be preferable for much the same reasons as you have given, so that's 2:1 in favour of "+".

An idea, then. Get rid of negative save count and instead make the option "count down from SR" or "count up from 0". If "count down" is chosen, we can display "+" and the additional lems saved once 0 is reached (this is actually identical to the current negative save count display except that we're not showing "-" and are instead showing "+" once SR is passed). "Count up from 0" can then always display the total. Both options can also make use of color and icons to denote "SR passed".

Quote from: Guigui on February 15, 2026, 04:12:11 PMBlue for objective not reached looks weird imo. For now blue is for "description when hovering over something". I'd suggest ... Yellow while not reached, then turn to green.

I chose Blue because the time limit is currently Blue when the level has a time limit and is counting down. This seems somewhat consistent, then. I've changed "hover" color to Teal for the SR, which admittedly is less consistent since everything else is Blue when hovered, but honestly it looks pretty good. Yellow just doesn't look that great tbh; it's the current colour used when not displaying negative save count, so you can preview it in the current RC if you want to see how it looks. Let's give the Blue a try in the next RC and see what we think.

Quote from: Guigui on February 15, 2026, 04:12:11 PMadd a short (blue) description of the numbers when you mouse over them ?

Yes, good idea. We can do this for sure.



EDIT: Went ahead and added most of the above. Here's a screenshot showing the teal SR when moused-over (plus panel hint):



And, here's the Exit flag with checkmark when SR is met, and "+" showing extra lems saved:



NOTE: The "+" and checkmarked exit flag have had to be added as extra characters to the panel display, so require "ce-" prefixed gfx. These will be embedded into CE.exe, but can also be modded by adding a "ce-" prefixed image to either level pack or gfx/panel folder.



EDIT 2: After testing this for a bit, we can totally do away with the option and the mouseover SR (which is actually now both redundant and somewhat confusing), and instead push reliance on the mouseover panel hints and Exit flag to convey exactly what's happening.

If we all agree that the most useful values are "how many are still left to be saved?" and "how many have I saved in total?", with the former being most important before SR is met and the latter being most important after SR is met, we can do 'count down until 0, switch to total' and change the panel hint from 'TO SAVE' to 'SAVED'. This, along with the Exit checkmark and the change of colour, is clear, simple, uncluttered, and doesn't require an option.

Let's try it this way first, and if people still want to show "+ Extra Saved" then we can add that in later.