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Messages - WillLem

#1
@Simon

Just a quick question, what's the reason for the extreme ends of the ruler being 2px tall rather than 1px?

I've attached a version which Proxima and I slightly prefer. It would be good to understand why 2px is better.

#2
@Simon

How's this?


L->R: Normal, Selected (cursor is overlaid to show this), Climber

The blue you suggested was a tad too close to the purple for selected lemmings, so I made it a shade darker. The green entrance hatch is static (non-cycling), with the option to toggle on colour cycling for those that still want it.
#3
Quote from: heart66 on June 16, 2026, 09:58:17 PMBy the way, if you use  "Edit Level" the editor shall open and you make the necessary changes. Save .... Exit
When you return to the player the changes will not show. You have to exit the player and run it again.

Are you using NeoLemmix CE? When I tested this, 1.1.1 does update the level as expected.
#4
Quick update.

We currently have this:



It seems to work nicely. I'd be happy to expand the functionality to support levels.nxmi if we later think it's necessary.
#5
Quote from: Simon on June 15, 2026, 01:15:07 PMYou can print the filename next to these buttons. Or you can caption the buttons with "Level <<" or "Previous Level" or similar.

There isn't enough room to print the filename next to the buttons (the status bar uses this space), but we can certainly label the buttons with "Previous Level" and "Next Level", or [<<] Level [>>] where the word 'Level' is a simple label between the two buttons, to save space.

Quote from: Simon on June 15, 2026, 01:15:07 PMWith this implementation, there are now three meanings of "next level" in the NL ecosystem:
...
The concern for the editor: Do you really want a third way #1? Which of #2 and #3 makes more sense?

For the Editor, there will always be scenarios where a level is opened from within a folder of levels which may not yet have been compiled into a pack. In this scenario, the user may still want to navigate between all of the levels in that folder.

Even after ordering them (using the levels.nxmi), the Editor should arguably still order the levels by their appearance in the directory. Reason: Grabbing the order from levels.nxmi - which could at any point be incorrect/incomplete - introduces unnecessary complexity to a feature which, at its core, should simply be 'grab the previous/next available level and load it'. For instance, an author may be working on 11 or more levels with the intention of compiling the best 10 into a pack. They may have already made a levels.nxmi, but still require access to all levels for editing. The feature shouldn't need to care about this sort of nuance.

Perhaps avoiding the words 'Previous' and 'Next' on the controls themselves is necessary, then. We'll prefer [<<] Level [>>] instead. We also have the status bar control hints, which can explicitly say 'open the previous/next available level in the current directory' to clarify the feature's purpose.

If someone wants to make a strong case for supporting levels.nxmi, I'm not ruling out by any means. I just think that we should try and live with directory-only ordering and see if it suffices.

SIDE NOTE: You can navigate between groups/ranks (as well as levels) from the Preview screen, but levels will always wrap around per-group. If this should be different, we can address it in a separate topic.
#6
I'd say that this era of Lemmings (the Team17 era) is exactly what the franchise needed at that time, but it could have been a lot better as Giga has already said.

The execution was so close: visually excellent, easy to control (it had to be slower to make it easier to play with a controller on consoles), a very nice remake of the original game, and a built-in level editor.

What let it down: sub-par music, not enough new levels, no PS2 mouse support, no PC port (with mouse support), very few options (the speed of the game could have been optional, for example), no controller config, no replay saving, no additional challenges/trophies/etc.

A reboot on PS5 with more of the modern features we've come to expect from games would be welcome, but the right team of people would have to be at the helm.
#7
Quote from: Simon on June 16, 2026, 06:39:09 PMI still recommend dark green (0, 0x80, 0) for the shapes of the gadgets and a medium blue (0x80, 0x80, 0xFF) for lemmings without permanent abilities.

What about lemmings with permanent abilities? Keep it the same as it is now?

Quote from: Simon on June 16, 2026, 06:39:09 PMI don't know what you like about the color cycling ... Are you sure that you like it and why you like it?

3 reasons:

1) It guarantees visibility at some point in the cycle, regardless of any other factors (40%)
2) It's already there. I don't have to do anything (30%)
3) It looks kinda cool IMHO  8-) (30%)

But OK, let's make it optional in 1.1.2, with your suggested colours as the static alternatives.
#8
OK, got the filename displayed and added working Previous/Next buttons.

The buttons wrap around when the first and last file in the folder are reached. Note that if you want the buttons to actually mean 'Previous' and 'Next' as per their intended positions in the level pack, the level files should be named in such a way that their order is correct within the folder itself (which is good practice anyway IMHO).

One question is where to put the buttons. The position shown in the screenshot in the OP is already taken by the status bar. I suggest that we put them at the top right, just underneath the _ [] X buttons. This keeps them always accessible without interfering with any other controls:



If desired, we can also label them with 'Previous' and 'Next' rather than << arrows >>. I've tested these for a little while and they're so useful, it's surprising that this hasn't been suggested before.

Another question is: do we want to display the full file path, or just the name of the level file?
#9
Paint and Background objects added to 'ignore these when rendering' if Disable Backgrounds is active.

Implemented in NLCEPlayer commit e931353.

Option bool flipped from 'Disable Backgrounds' to an opt-in 'Show Backgrounds and Decorations'.

Implemented in NLCEPlayer commit 2727cf2.
#10
The 12.14 new objects were considered for inclusion in SuperLemmix, and the following was decided:

Skill Assigner - This has been added, and is capable of assigning other skills as well as the permaskill set - namely Jumper, Ballooner, Blocker, Walker, Grenader, Laserer, Spearer and Cloner. Other skills were considered as well, but it doesn't really make sense for a static skill assigner to assign Bashers, Builders, etc. because the lemming makes changes to the surrounding terrain immediately (Laserer is a bit of an odd case but was ultimately accepted because well, why not).

Skill De-Assigner - It was decided not to include this in SuperLemmix as it adds unnecessary complexity to the skill mechanics, which is something I'd prefer to avoid. If enough users want it in, we can possibly add it at a later date.

De-Neutralizer - This has been added as 'Normalizer' and is identical to its NL counterpart; SuperLemmix will treat a designated 'De-Neutralizer' object as a 'Normalizer' accordingly.

Neutralizer - It was decided not to include this for reasons similar to the Skill De-Assigner. A Neutralizer is something of a 'soft trap' - it doesn't remove the lemming altogether, but is still best avoided; the complexity it adds isn't worth the relatively small feature gain. Again though, if enough users want to see it in SuperLemmix, we can possibly look at adding it at a later date.

Discussion is welcome, I can generally be persuaded. Input from users is likely to result in change. Silence is not.
#11
Quote from: mobius on June 14, 2026, 11:52:44 PMTurned out I had an old version of SuperLemmix and simply updating fixed the issue. Sorry for the waste of time.

No worries, always better to report and be sure than not to report at all.

Closing this as resolved.
#12
Fixed in NLCEPlayer commit b7f37d6.
#13
The Preview Screen's CloseScreen procedure now only handles screen transitions. The check for missing pieces has been moved to BeginPlay, before transitioning to either gameplay or the preview text screen (if present).

This ensures that the check occurs no matter what the entry point, and we don't unnecessarily view the preview text screen if the level itself cannot be loaded due to missing pieces.

Fixed in NLCEPlayer commit b07faad.
#14
✓ If 'NLCESettings.ini' is absent, look for 'settings.ini' before loading the setup menu.
✓ Hotkeys are saved to 'NLCEHotkeys.ini', just in case!
✓ UI fix: setup menu shows that it wants to find 'NLCESettings.ini', not 'settings.ini'.

Fixed in NLCEPlayer commit 188c26f.
#15
Quote from: Simon on June 14, 2026, 07:19:29 PMI've found one bug with the "Cut 2 tasks" display in the bottom left hand corner

Started this topic for this bug, thanks for reporting.

Quote from: Simon on June 14, 2026, 07:19:29 PMSeveral times, I wanted to cut during insert mode by air click. Neither option allows cutting by air click. I had to exit insert mode and cut.

I conjecture that ultimate truth will be found in merging regular replay mode with insert mode.

You're probably right, but let's start a new topic for this.