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Messages - WillLem

#1
Reading over this topic again, the best solution to Proxima's concern is to add a small black square to default/backgrounds so that it's always available from any other style/theme (note - the ability to do this will be added to CE and NLEditor in the next update).

We've already added Proxima's various background tiles to the OG styles in CE, and these provide good alternatives to black for the OG styles (and, they can of course be used with any style).

Meanwhile, I've forgotten why I was bothered about background brightness when I first made this topic and it hasn't really been an issue since. It's possible to disable backgrounds if they're an issue; maybe an option could be added to make them a lot darker and fuzzier, but it's probably not worth it at this point.

So, let's close this topic as resolved.
#2
This probably isn't needed now that we have the Crop rectangle. Its functionality could potentially be expanded so that it can crop outwards as well as inwards, making it much easier to quickly resize the level in any direction we want.

Closing this as resolved.
#3
I did consider adding this, and explored whether it would be possible.

Since NLEditor now supports horizontal-only and vertical-only drag (as well as the other various drag actions already supported), it would be more complicated than it's worth to add a 'bypass grid whilst held' hotkey; the mouse-related hotkeys would need to be able to stack in this case, so that the other hotkeys could also take effect alongside it: not trivial, and potentially very messy.

Or, it could be an independent hotkey to just bypass the grid whilst held, but since it's easy to toggle the grid on and off with F9 (and, we now have a visual grid in the background to let us know whether it's currently active or not), this overrides the need for a bypass key to exist anyway.

So, this one can be closed. Thanks for the suggestion anyway @Silken - if you start making levels again, feel free to post with any other ideas you might have to help improve Editor workflow.
#4
Just giving this a bump. Do we want NL/CE to have a collaborative "erasers" style to which anyone can add eraser pieces as needed?

If there are no replies, I'll close this as resolved in a minimum of 14 days from the date of this post.
#5
Welcome to the Forums @lemmkeev20.

Quote from: IchoTolot on September 12, 2026, 07:06:48 PMgather them all in one topic instead of making a new one for each

Agreed. It may be worth merging the existing individual level topics into one.
#6


Implemented in NLCEPlayer commit a92b190.
#7
Quote from: Armani on September 09, 2026, 09:43:05 AMMost of what I implemented was the result of me experimenting and having fun rather than focusing on practical usefulness.

That's great! Some of the best ideas come from just having fun and seeing what's possible :)



Quote from: Armani on September 09, 2026, 09:43:05 AMThis video showcases how some of the features work in-game. For the camera lock specifically, check out 1:26:35 or 1:26:50

Thanks for sharing, it's great to see some of your features in action.

The camera lock looks excellent, it moves very smoothly and naturally. If you're happy to share code I'd be interested to see how you managed to achieve this effect.

The camera lock may be particularly useful for Playback Mode. We could ask the camera to always move to whichever lemming was most recently assigned a skill (or something similar) so that the player doesn't have to input camera movements (and nor do they have to be stored in the replay).

I may even look at adding something like this to RetroLemmini.
#8
This idea is courtesy of Armani, who has implemented it his custom NeoLemmix build.

In Physics View, we should show a fall distance ruler beneath each entrance hatch. The ruler can always the exact fall distance (63px) just in case terrain needs to be removed from beneath the hatch when lemmings are still spawning.
#9
This idea is courtesy of Armani, who has solved this issue in his custom NeoLemmix build.

We need some way of being able to view the talisman requirements during gameplay. If a talisman has many requirements, it can be difficult to remember them all and this can inhibit a player's attempt at the talisman, or worse - put them off attempting it altogether.

Armani solves this by displaying a clickable talisman button which opens a panel showing the requirments. The panel is updated live, so a player can also track their progress on the talisman in real-time.

This may be a good enough solution as it is, but I thought it best to open this up to discussion in case anyone has any other suggestions.

One possibility I can think of is that clicking the talisman button could adjust the skillset, save requirement and time limit shown in the panel itself. We can use different-colored digits (possibly) to show that it's a talisman requirement rather than the normal requirement, and the player can toggle between the normal/talisman values by clicking the button again. Progress feedback will be inherent; the display can revert to normal once any of the requirements have been failed.

The only downside to this idea is that a level can have multiple talismans, so we'd need multiple buttons.

Thoughts? Suggestions?
#10
The Hold-to-assign hotkey is something I've implemented in RetroLemmini which can be very useful for levels which require repeat assignments of the same skill.

Essentially, whilst the hotkey is held, any lemming under the cursor will be assigned the currently-selected skill (i.e. if they can be assigned to, and if the skill is available).

Armani has implemented something very similar in his custom NeoLemmix build, which has prompted me to post this topic. I'll look at adding the hotkey to CE soon.
#11
This idea is courtesy of Armani, who has implemented it his custom NeoLemmix build.

The Level Select menu currently has a search bar, which allows the user to search the levels by title. The results are displayed and can be clicked to load the relevant level.

Armani's version also allows searching by Title and Style. This could be expanded even further to allow searching by Skills, Talismans and other level properties.

Now that the Search feature is fast and stable, expanding it seems like the obvious next move.

Also, @Armani - I'd be very interested to see how your Search feature works, and if you may have been able to optimise it in a different or better way than I have.
#12
This idea is courtesy of Armani, who has implemented it his custom NeoLemmix build.

Basically, right-clicking a lemming twice locks the camera to that lemming. The view then follows them until another is highlighted, or empty space is clicked. This is potentially super useful for watching replays back in Playback Mode.

Armani takes this a step further by also anchoring the Zoom function to the same lemming.

I'd like to add this to CE, but make it a hotkey (similar to the existing 'Highlight Lemming' hotkey) which toggles the anchor on and off, rather than 2 right-clicks.

We can decide later if clicking air should cancel the anchor. Air-clicks also cancel the replay and perform forwards frame steps; we probably shouldn't make it also do this third thing.
#13
Ah OK... so, the option is remembered between Editor sessions (and is set via the Auto Screen Start checkbox itself), but reverts to being unchecked if a new level is created in the same session, regardless of option.

The setting must necessarily be separate from the level property, then (which is initialized to false every time a new level is created). An oversight from my early days with the Editor before I knew better! It has at last been added to the Settings menu.

Fixed in NLEditor commit 8ecd3c6.

#14
Turns out this is a game bug (rather than an Editor bug) so I've moved the topic.

The fix is to wrap the LoadReplay function and pass it a bool when loading replays via Playtest. This restores all other replay-loading controls.

Fixed in NLCEPlayer commit ff7dd7f.
#15
Yeah this is likely due to the new Autosave feature, I'll take a look at it later.