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Messages - WillLem

#1
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!
#2
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.
#3
Quote from: hrb264 on February 15, 2026, 08:43:25 PM
Quote from: WillLem on February 15, 2026, 08:06:14 PMI've attached a "V2" of your level with 9 hatches on the right as you specified.

And thanks again for doing this :)

No problem, glad to help :)
#4
Quote from: hrb264 on February 13, 2026, 06:58:59 PMI wanted to have 9 lemmings coming out of the right hand hatch and 1 trapped - I've seen levels with variable numbers of lemmings from different hatches before. However, I ended up making it with 2 lemmings and I think it works. :D

It works well with 2 lemmings for sure.

The current workaround for variable lem amounts is to have multiple overlapping hatches. I've attached a "V2" of your level with 9 hatches on the right as you specified. This allows multitasking which makes the solution a bit faster, but the level works well with just 2 lemmings as well.

I've thought about variable hatch counts for RetroLemmini, but come to the conclusion that it adds too much potential for messy UI. The workaround is a good way to achieve the same thing without messing up the display too much, and without taking RetroLemmini's mechanics too far from the OG.

#5
SuperLemmix / Re: [RELEASE] SuperLemmix 3.0.2
February 15, 2026, 06:56:32 AM
Quick fix to the panel icons. Not worth a version update, just drop this in gfx/menu if you have any version of SuperLemmix past 3.0.
#6
Making the minimal changes necessary to begin with, we now have this:


From L-R: Lems yet to spawn, total lems available, (save requirement - already saved). The last of these now answers 2 questions: what is the save requirement (which can still be viewed by mousing over the icon)? How many are still to be saved? And meanwhile doesn't create any questions like "why is this a negative number"? Good.
.
.
.

All lems have spawned. 15 are available, 5 have been saved (so 5 have still yet to be saved)
.
.
.

10 are available, and the save requirement has now been met (we show 0 in green).
.
.
.

After a single additional lemming is saved, the save count starts to show the total saved. At this point, 5 are still available and a total of 15 have been saved.

...

We could probably continue to show hatch lems on the panel tbh, there's not really any need to remove it and create UI junk elsewhere. I'd still prefer to keep it as the first item displayed, because it will normally be the first to reach 0 and become no longer relevant, and it's the first number that possibly can change.

The above could probably be enough just by itself to meet the OP's needs, but perhaps additional UI such as a light-up or checkmarked exit could provide further feedback.

Thoughts so far?
#7
3.0.2 Hotfix Update

A quick update with the following features/bugfixes:

:lemming: INI Exporter/Batch Exporter
 • Exporting now supports mixed tilesets (as long as each level piece is linked to a corresponding RetroLemmini style piece in SLXEditorTranslationTables.ini)
 • Batch Export reports unlinked pieces (on a per-level basis)
 • Batch Export Bugfix - Grouped pieces are ungrouped before exporting (original level is not affected)
 • When adding a piece link in the INI Exporter, if the translation table for the selected piece doesn't exist, it is created automatically
 • Release Rate is converted to RetroLemmini-compatible value when exporting

:lemming: SuperLemmix-Specific Format (.sxlv)
 • File browser defaults to 'All Levels' (as opposed to .sxlv) when opening a level

:lemming: Cleanse Levels
 • Bugfix - Cleansing to existing ext (.nxlv/.sxlv) no longer throws an exception
 • Bugfix - Progress form is linked to main form and kept on top. This is to prevent unhandled exceptions when focusing a different app during a cleanse
 • Highlight erasers/groups is disabled when cleansing (it must be manually re-enabled afterwards if necessary)

:lemming: Bugfixes
 • 'Steel Type' radio button is updated correctly when opening a level with Steel Type set to 'Always'
 • 'Save As Image' sanitizes invalid characters when saving



Download the latest version of the SuperLemmix Editor.

#8
NeoLemmix Editor Version 1.47



Just a few updates this time, but a significant Cleanse Levels bugfix which seemed worth releasing ASAP:

Version 1.47 Updates

:lemming: Cleanse Levels
 • Bugfix - Progress form is linked to main form and kept on top. This is to prevent unhandled exceptions when focusing a different app during a cleanse
 • Highlight erasers/groups is disabled when cleansing (it must be manually re-enabled afterwards if necessary)

:lemming: Bugfixes
 • 'Save As Image' sanitizes invalid characters when saving



Download the latest version of the NeoLemmix Editor.

#9
Lemmini / Re: [RELEASE] RetroLemmini Level Editor 1.2
February 15, 2026, 05:01:41 AM
Version 1.2 Update

This is a fairly significant update for the RLEditor, with a number of feature additions and bugfixes.

:lemming: New OWW Directions
 • Added support for OWW Up/Down (will be available in RetroLemmini 2.8 onwards!)
 • Note that it's no longer possible to flip/rotate/invert OWW in the Editor (transformed OWWs are not supported in RetroLemmini yet)

:lemming: Piece Browser
 • Added a 'Random' button to the Piece Browser which, when clicked, randomized the piece style selection. It's possible to specify which styles are Randomized in the Style Manager; if no styles are specified, the entire list is randomized

:lemming: Default Author Name
 • Added a setting which automatically applies a default author name when a new level is created

:lemming: Cleanse Levels
 • Bugfix - Cleansing to existing ext (.ini/.rlv) no longer throws an exception
 • Bugfix - Progress form is linked to main form and kept on top. This is to prevent unhandled exceptions when focusing a different app during a cleanse
 • Highlight erasers is disabled when cleansing (it must be manually re-enabled afterwards if necessary)
 • mainLevel property is now internally supported to prevent errors during cleansing (ideally, it should no longer be used for new levels)
 • Bugfix - .ini/.rlv is written in correctly when auto-updating levelpack.ini

:lemming: Validate Levels - Validate levels can now auto-replace deprecated objects for OG styles. Choose 'Delete deprecated pieces' and they will be auto-replaced with the new corresponding piece

:lemming: Bugfixes - Whitespace and trailing backslashes are auto-trimmed from level titles.
 - Any opaque pixel in a trigger mask is seen as a trigger area (it no longer has to be a specific shade of pink).
 • 'Save As Image' sanitizes invalid characters when saving
 • Directory name is prioritized when identifying styles
 • Added backwards-compatibility for screen start positions in earlier levels (it always saves to the more recent format)



Download the latest version of the RetroLemmini Editor.

#10
Help & Guides / Re: Music from Lemmings for Windows 95
February 13, 2026, 04:20:26 AM
I gave it a quick test myself earlier and can confirm it's working in RL 2.7. To add these music tracks to any pack, just edit the levelpack.ini so that the following items are placed in the music selection:

# music selection
music_0  = CANCANP.MID
music_1  = LEMMIN1P.MID
music_2  = TIM2P.MID
music_3  = LEMMIN2P.MID
music_4  = TIM8P.MID
music_5  = TIM3P.MID
music_6  = TIM5P.MID
music_7  = TIM6P.MID
music_8  = LEMMIN3P.MID
music_9 = TIM7P.MID
music_10 = TIM9P.MID
music_11 = TIM1P.MID
music_12 = TIM4P.MID
music_13 = TENLEMSP.MID
music_14 = MOUNTAIP.MID

If the levelpack.ini originally had more than 15 tracks, it will be necessary to duplicate part of this list to fill the remaining slots  - or, edit the rest of the levelpack.ini so that the levels never refer to more than 0-14 as the music choice - it's the number after the comma for each level entry, e.g:

fun_0  = 101 Just Dig!.rlv,0 <--- the last number on this line here refers to music track 0
fun_1  = 102 Only floaters can survive this.rlv,1 <--- 1
fun_2  = 103 Tailor made for blockers.rlv,2 <--- and so on...

It may be worth adding the ability to override the default music so that it isn't necessary to edit the levelpack.ini files, which generally shouldn't be edited, particularly if it's someone else's pack. I'll certainly look into this.
#11
I think we can get it down to just this:

OPTION E: :lemming-icon: TotalLemsAvailable [SPACE] :flag-icon: SaveRequirementMinusAlreadySaved (switches to +TotalSaved)

As Simon pointed out, we don't really need the hatch number. Or, we can use the existing hatch number which is displayed when a hatch has a lemming cap; instead of only using this when the hatch is capped, just use it all the time.

#12
Quote from: Simon on February 12, 2026, 09:02:48 PMDon't use red for the benign state (none saved yet) that you see 70 % of the time.

OK.

Quote from: Simon on February 12, 2026, 09:02:48 PMConsider printing {alive in level + in hatch} instead ... Does it still make sense to show a hatch icon then, and not a lemming icon?

Lemming icon is probably better, yes.

Quote from: Guigui on February 12, 2026, 10:33:38 PMAgree with Simon that total number of Lemmings is more important than already spawned. So in the case of :
* 99 lemmings total
* 3 spawned, 96 still in hatch
* 99 to be saved
* 0 already saved
I'd rather see those numbers and in this order :
99 -- 96 -- 0 -- 99

Reading left-to-right, the numbers make more sense in this order:

96 still in hatch (the hatch is where the lems start, so this should be the first number), then ->
99 total lemmings available ->
99 to be saved ->
0 saved (the exit is where the lems finish, so should be the last number)

Quote from: Guigui on February 12, 2026, 10:33:38 PMdisplaying the total required which does not change during the whole level is not a big gain imo

Agreed, ideally none of the numbers being displayed should be static. That's one of the big arguments against nn/nn in the first place (i.e. /nn doesn't change, so why display it?).

When I suggested "ToSave" above, I meant how many still need to be saved accounting for those already saved, not the save requirement itself.

Quote from: Guigui on February 12, 2026, 10:33:38 PMIcon - Total Lems -- Icon - Still in hatch Lems -- Icon - Still to be saved Lems (turns to extra saved Lems if any)

Switching to another number could work, but it should be the total saved, not additional saved. We don't want to ask the player to do sums. Just present the information.

So, maybe one of these options is best:

OPTION A: HatchLems :lemming-icon: TotalLemsAvailable [SPACE] SaveRequirementMinusAlreadySaved :exit-icon: TotalSaved

OPTION B: HatchLems :lemming-icon: TotalLemsAvailable [SPACE] :exit-icon:  SaveRequirementMinusAlreadySaved (switches to TotalSaved)

OPTION C: :lemming-icon: TotalLemsAvailable [SPACE] SaveRequirementMinusAlreadySaved :exit-icon: TotalSaved

OPTION D: :lemming-icon: TotalLemsAvailable [SPACE] :exit-icon: SaveRequirementMinusAlreadySaved (switches to TotalSaved)

I think any of these could work.
#13
Quote from: hrb264 on February 12, 2026, 09:41:32 PMI had not actually thought of doing that :D

The more levels you make, you'll get to know all the tricks :)
#14
Quote from: hrb264 on February 12, 2026, 04:09:22 PMFor some reason the replays you uploaded both seem to be of the first version

If the title is the same for both levels, RL will just play the first level it finds which has that title.

I have thought about adding an ID system for levels and replays, but it would only work for new levels going forward. I suppose now that we have the Editor it might be worth doing.

Anyways, if you edit the levels's title to have "V2" and then also put "V2" in the replay I sent (just edit it with any text editor), it should work.
#15
After giving this some thought, how about this for an idea:

Instead of separate diplays for "In Hatch" and "Available in Level", we can display these in the same area using a single icon and 2 number displays. We can also do the same for the exit, showing "Still To Be Saved" and "Saved". Like this:

InHatch :hatch-icon: Available [space] ToSave :exit-icon: Saved

Here's a mockup:



In the above example, the level has 99 lemmings and a save requirement of 99. There are 96 lemmings in the hatch, 3 have spawned and are available in the level. None have yet been saved.

We'd still use traffic light colours and a "Save requirement met" indicator (such as a checkmark or medal) in addition to the above. The number to the right of the hatch would turn red if there aren't enough lemmings available to meet the save requirement.

All numbers are positive or 0, and each have their own dedicated meaning. No switching, no additional symbols or asking the player to do sums or interpret the display.

This seems like it could be the best overall solution to this ongoing problem.