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Messages - WillLem

#1
Quote from: Flopsy on December 22, 2025, 06:30:18 PMWhen I start the player, the full screen is off a bit of pixels to the top and left of the screen and it is displaying the desktop in this space.

This one I can't replicate unfortunately. Is anyone else seeing this?

The most likely cause is that I'm building NLCE using Delphi 10.4.2. Namida previously updated to Delphi 11 and fixed a fullscreen-related bug, the code for which is definitely included in CE's base. It's possible that the rollback to 10.4.2 could be causing the issue you're seeing. For RC-1, I'll undo the bugfix and see if that corrects the issue. If it does, then I'll consider upgrading to Delphi 11 (and reinstating the fix).

EDIT - Reverted commit f9a20dd in commit 36181c2.

Quote from: Flopsy on December 22, 2025, 06:30:18 PMI've also noticed the lemmings icons are overlapping the text underneath showing the pack name and author.

This one's fixed (commit 01bc9c0), thanks for reporting.
#2
Help & Guides / Re: Stuck on Taxing 26 (Win95 Version)
December 22, 2025, 10:50:10 PM
Quote from: hrb264 on December 22, 2025, 04:22:44 PMHow do you use the arrow keys? ... I never knew you could choose the exact lemming :)

When you hover over a group of lemmings with the cursor, you can use the left and right arrow keys to select a lemming facing in that direction. Great for isolating a left/right-facing lemming from within a crowd, but also useful for any situation when you need to make sure that the lemming you assign a skill to is facing a certain way.

Quote from: hrb264 on December 22, 2025, 10:04:48 PMI've just done it with 100%! Finally :D

Well done! Keep going :lemcat:
#3
Help & Guides / Re: Stuck on Taxing 26 (Win95 Version)
December 22, 2025, 03:13:56 PM
Quote from: kaywhyn on December 22, 2025, 02:26:28 PMI had a Lemming step up and dug down the structures at the far side first before building ... using them to gain a bit of extra height ;)

Nice!

Here's kaywhyn's solution in action on WinLemm. The key to the digger assignments is to use the arrow keys to make sure the lemming is facing the correct direction. From there, the solution is reasonably straightforward, and saves 100% which is always good :)
#4
Community Edition / Re: Roadmap for CE 1.1
December 22, 2025, 02:22:30 PM
Quote from: Simon on December 21, 2025, 05:08:57 PMpostpone releasing the blink and ship CE 1.1 without

Good shout, I'll do this.
#5
Help & Guides / Re: Stuck on Taxing 26
December 22, 2025, 02:07:38 PM
Here's a video solution, saving the required 98% in Winlemm (and with 4 Builders to spare!).

The main keys to executing the 98% solution are:
Spoiler
1) Have the left-side worker lemming start building as soon as they have finished climbing to the top of the steel block. Spam-click this lemming as they're climbing up if you have to!
2) Make use of Blockers at the top of the level, and rescue them later by removing the terrain from under their feet. This should be relatively straightfoward as there are plenty of destruction skills, and you can use the left/right arrow keys to make sure you're selecting lemmings facing the correct direction.

And, it's also possible to save 100%:
100% solution
With more precise timing of the Miner & Builder on the left-hand side of the exit, it's possible to have the Miner walk out onto the Builder's completed bridge. This takes a lot of practice on Lemmings ports without player assists (such as Winlemm).

Here's a pause-free playthrough of a 100% solution on an Amiga emulator, complete with a full strategy breakdown. The Amiga physics are more or less the same as Winlemm, but the collision checks can be a bit more forgiving.

Best of luck with it! You've almost made it to the Mayhem levels, keep up the good work! :thumbsup:
#6
Site Discussion / Re: Lemojis!
December 22, 2025, 01:09:15 PM
Quote from: Simon on December 22, 2025, 07:19:06 AMgeek2 and geek3: I see no difference without squinting. If one has more blue than the other, I'll pick the one with more blue.

geek2 is the one with more blue.

Quote from: Simon on December 22, 2025, 07:19:06 AMI think the glasses should be even bigger (fill 30 % of the space) and the lemming should get a good-boy haircut, to distinguish it.

See attached geek4 with both of these suggestions added, and geek5 which only enlarges the glasses (keeping the hair the same as previous versions).
#7
Help & Guides / Re: Stuck on Taxing 26 (Win95 Version)
December 22, 2025, 12:57:54 PM
Quote from: hrb264 on December 22, 2025, 09:02:42 AMIt's the Windows 95 version i think

Yeah, the one on MyAbandonware is Winlemm '95. The physics are notoriously wonky on that version, although it is just about playable.

Which part of the level are you stuck on, exactly?
#8
Community Edition / Re: Roadmap for CE 1.1
December 21, 2025, 04:55:23 PM
Quote from: Simon on December 21, 2025, 04:31:27 PMCreate a second image file (that NL doesn't have) that supports proper animation.

And therein lies the problem. NL doesn't have the image, so anybody running CE from a NL directory won't have our new animation. Otherwise, it would already be implemented.

We need to be able to work with what we already have first, then we can make an optional (by virtue of its presence or not) second animation.
#9
Community Edition / Re: Roadmap for CE 1.1
December 19, 2025, 10:42:56 PM
Updated the OP.

Playback Mode has now been added to NLCE! It's now possible to play back an entire folder of replays in a variety of orders (by level, by appearance in folder, or randomly). Preview and Postview screens can also be auto-skipped (or not). Great for viewing replays of your pack, or for making videos, etc. New actions (skill assignments, etc) can also be added to a replay during Playback Mode without cancelling out of the mode (which must be done either by pressing the dedicated hotkey or clicking the "R" icon in the skill panel).

The feature includes the addition of new cursors for Replay, Replay Insert, and Playback Mode, to help the user keep track of which mode is active:

Replay - Cursor is red to match the red "R" icon
Insert - Cursor is blue to match the blue "R" icon
Playback - Cursor is purple, and "R" icon is hue-shifted to purple

If these cursors are not present in the directory (for example, if the user is running CE from a NL directory), cursor will fallback to default green for all modes.

Note also that the "R" icon is now clickable (to cancel Replay/Playback Mode) and animated (blinks on and off every 500ms).

Question: should we make this animation optional?

The next RC will hopefully be ready in a few days!
#10
NeoLemmix Styles / Re: Style updates topic
December 16, 2025, 11:55:49 PM
Quote from: namida on December 16, 2025, 09:11:25 AMGoing to need to see some community consensus

That's a rare currency these days. I hope I'm wrong, but I doubt anyone will reply either way regarding the proposed changes. Might I suggest that we at least trial them? That way, people can see for themselves if they like them or not before we decide anything.
#11
NeoLemmix Styles / Re: Style updates topic
December 16, 2025, 04:29:00 AM
Here are some proposed updates to orig_ and ohno_ styles.

Proxima made some tiles for each of these styles and they work really well, I'd suggest that we include these as backgrounds alongside the ones already included.

I've also improved a few of the secondary animations for trap objects (whilst keeping all of them NL-friendly):
Secondary Animation improvements
ohno_bubble zapper trap has a pulsating electric 'glow' effect.
ohno_rock chameleon trap has less frequent blink and more natural eye movements.
ohno_rock weed trap looks like the original but bobs up and down.
orig_crystal electric trap has an electric 'shine' effect.
orig_dirt rock trap has fewer drips.

orig_ohno_w_prox_tiles.zip contains the styles exactly as they are now, but with Proxima's tile backgrounds added.
orig_ohno_w_secondary_anims.zip contains the styles with Proxima's tiles and the proposed secondary animation updates.

#12
Here's a new batch of secondary animations for the orig_ and ohno_ trap objects. I've included here only those which I think are most NL-friendly.

ohno_bubble zapper trap has a pulsating electric 'glow' effect.
ohno_rock chameleon trap has less frequent blink and more natural eye movements.
ohno_rock weed trap looks more like the original but bobs up and down.
orig_crystal electric trap has an electric 'shine' effect.
orig_dirt rock trap has fewer drips.
#13
Community Edition / Re: Roadmap for CE 1.1
December 16, 2025, 02:57:26 AM
Updated the OP.

All skill panel updates are complete, next task is to add Playback Mode. I'm also going to aim to fix a few more UI bugs for the next release. RC should be ready very soon.

Quote from: Simon on May 20, 2025, 10:02:18 PMFix the design Reinvestigate all ideas to fix the design of the splat ruler.

This one might have to wait until 1.2, progress/feedback has been slow and we want to get it right first time.

Quote from: Simon on May 20, 2025, 10:02:18 PMSubtle animation for the R is fine

This can certainly be done, but we need to keep in mind that some users wish to run CE and 12.14 from the same directory, and I agree that this should be possible. It may be necessary to add a "panel_icons_ce" image, with graceful fallback to NL's panel icons if absent, in order to support gfx updates. Rather than including additional images, we simply blink the "R" on and off every 500ms in code.



Please do get involved in the discussions now if you have anything to add/suggest/request/ask. All feedback is relevant, valid, and helpful, especially yours!!!


#14
Some more of these (apologies if they've already been done):

From Holiday Lemmings (let's make it festive :santa:):

Merry Christmas Mr. Balls
Jingle Balls
Lemming Balls in the Snow
The North Balls
Check Your Balls!

From L1:

The Balls Gallery
Triple Balls
POOR WEE BALLS!
Balls of Hercules
We All Balls Down

And, from ONML:

BBBBBBAAAAAALLLLLLLLLLLLSSSSSS!!!!!!
Inroducing Balls
Dolly Balls
Flow Balls
Five Balls

or how about just...

Balls (to replace any one-word title, like "Oogilemming", "Patience" or "Dangerzone")!
#15
Fixed in commit d55649c.