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Messages - WillLem

#1
Lemmini / Re: Menu bar theme & icons
Today at 02:09:37 AM
This is beautiful work @Zanzindorf, thank you so much for doing these. Keep 'em coming :lemcat:
#2
Quote from: Simon on March 09, 2026, 07:53:10 PMIdea: In insert mode, whenever you hover over a lemming, show the number of future assignments that will be cut if we click.

I like the idea for sure. Visual feedback which lets the user know that future assignments will be erased is pretty much essential for this feature.

The question becomes "where?"

Panel info (far left: "ATHLETE", "BUILDER", "ZOMBIE", etc) is already busy... we'd probably have to decide which is more important; showing lemming action info, or showing future assignment info (e.g. "CUT 7 ACTIONS"). I'd suggest the latter is more important.

We can paint something above the lemming's head? More onscreen clutter, I'd probably prefer not to do it this way.

Suggestions welcome.
#3
Lemmini / Re: [RetroLemmini] MobiLems
March 09, 2026, 10:36:22 PM
Quote from: hrb264 on March 09, 2026, 10:23:06 PMI've just made a slight change and it seemed to fix the problem, attached is the adjusted level.

Thanks for this, I've added it to the pack in the OP :thumbsup:
#4
Lemmini / Re: [RetroLemmini] MobiLems
March 09, 2026, 02:36:18 PM
This pack has now been fully converted to .rlv and is ready for RetroLemmini 2.8 or later.

Enjoy!

Get the latest version of Mobilems for RetroLemmini here.
#5
Lemmini / Re: Menu bar theme & icons
March 09, 2026, 08:45:15 AM
Perfecta! :thumbsup:
#6
Lemmini / Re: Menu bar theme & icons
March 08, 2026, 08:29:27 PM
Quote from: zanzindorf on March 08, 2026, 07:47:09 PMHere's two more

IconHotkeys is excellent, I wonder if we could rotate it slightly more to the left? If you need to make it wider to allow for this, that's fine (width is generally a bit more flexible than height (which needs to be around 32px max)).

You definitely have the right idea for IconPlayers, but I was thinking more along the lines of the classic Clue / Cluedo tokens, like this:

Cluedo Tokens

Keep going with these, they look fantastic in context.
#7
Lemmini / Re: Menu bar theme & icons
March 08, 2026, 03:09:47 PM
Quote from: zanzindorf on March 05, 2026, 02:44:48 AMLet me know if you like the composition of this one. I can pose the question mark and the book differently if you have suggestions.

I like this one as it is, you've got the composition just right. Nice work!
#8
Forum Games / Re: Corrupt-a-Wish
March 08, 2026, 12:04:42 AM
Yummy, chocolate mini eggs - my favourite! Too bad there's only 3 of them.

I wish Subway would switch back to Pepsi instead of Coca-Cola.
#9
Added a tag-based template option for naming auto-saved replays:

{user} {pack} {rating} {level} {time}

That's username, pack name, rating name, level (number_title), and timestamp. Whichever of these tags you wish to use can be placed in any order you like, and are separated by double underscores in the output name.

Implemented in RLPlayer commit d7add49.
#10
Apologies for the double-post, but this ideally shouldn't be hidden under the code in the previous post.

I need community feedback before deciding on the following:

1) Should we allow same-lem-same-frame assignment in Replay Insert mode?
2) Should we always erase the lem's future existing assignments when making an assignment, regardless of replay mode?
3) Should we erase future nuke when making an assignment in Replay Insert mode?

I'll give this a minimum of 1 month from today to generate discussion.

Your silence = I will probably mostly go ahead and follow Simon's advice, i.e. we'll allow same-frame-same-lemming overwrite even in Replay Insert mode, and will also erase the future assignments of that lemming. I'll also probably make this behaviour optional in Settings; having thought over the proposed hotkey, it's probably asking too much of players to press a key every time they want to make an assignment if they know they always want the same behaviour. Meanwhile, I probably won't erase the nuke, but Simon may convince me otherwise next time we meet.

So:

1) Yes, optionally 2) Yes, optionally 3) Maybe, but probably not.
#11
Thanks, Simon.

Your modified version of the method compiles with the following tweaks (see condition brackets, and no ";" for the empty statement):

procedure TReplay.EraseLemSkillAssignment(
  L: TLemming;
  aFrame: Integer;
  DoCutFuture: Boolean);
var
  Item: TBaseReplayItem;
  i: Integer;
begin
  for i := fAssignments.Count - 1 downto 0 do
  begin
    Item := fAssignments.Items[i];
    if ((Item.Frame < aFrame) or ((Item.Frame <> aFrame) and not DoCutFuture)) then
      Continue;

    if (Item is TReplayNuke) then
       // Always delete a future nuke
    else if (Item is TReplaySkillAssignment) then
      if ((Item as TReplaySkillAssignment).LemmingIndex = L.LemIndex) then
        Continue;

    fAssignments.Delete(i);
  end;
end;
#12
Good shout, I'll look into it for sure.
#13
Lemmini / Re: [RetroLemmini] GeoffLems
March 06, 2026, 07:44:19 PM
Version 1.1 uploaded.

Added a logo for the level select screen, plus a level fix:

Fun 7 Promenade - Moved the steel area to the right of the exit down

:lemming: Get the latest version of GeoffLems :lemming:
#14
Lemmini / Re: [RetroLemmini] WillLem's SUPERLEMMINAS
March 06, 2026, 07:23:28 PM
Version 2.0 uploaded.

The epic-sized 'lemminas' style is now deprecated*, and has instead been split into several smaller styles:

'lemminas_pink' - this mostly features OG traps remade with pink lemmina sprites
'sugar' - mostly recolored crystal, brick, bubble and snow pieces with some unique additions
'starlight' - mostly recolored dirt and fire pieces with some unique additions

The levels have now been remade using these styles. Some of the level pieces have been swapped out, but the physics remains identical so all replays should still be compatible.

*N.B. The 'lemminas' style still works, so if anyone has used it to make levels, they will still load. However, this style should ideally not be used to make any new levels going forward. All the pieces in that style can be found in the above smaller styles, plus the OG tilesets from which many of the 'lemminas' style pieces were borrowed. This was done because at the time I first made SUPERLEMMINAS, I was unaware that the Lemmini codebase actually supports tileset mixing, and always has.

:lemming: Get the latest version of SUPERLEMMINAS :lemming:
#15
Quote from: hrb264 on March 04, 2026, 07:12:11 PMAlso re Tricky 7, something went wrong in the editor when I first made the level as the terrain wasn't acting as terrain that the lemmings could walk on

Terrain can be set as "fake", which means it will be visible but non-solid. You may have accidentally set it as fake terrain.

In a future Editor update I'll make it so that setting anything to "fake" or "invisible" by accident is much harder to do.

Regarding the 1-pixel gaps, WYSIWYG in both Editor and Player. Try using the "Clear Physics" view option in the Editor, this will show up any accidental gaps much more easily.

Of course, if the gaps are intentional, that's perfectly valid level design and there's no need to "fix" it.