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Messages - WillLem

#1
SuperLemmix / Re: [RELEASE] SuperLemmix Editor 2.8.8
November 16, 2025, 05:35:34 AM
2.8.9 Update

Further improvements and bugfixes. Here's the full list of updates:

:lemming: Custom Skillsets - It's now possible to apply custom preset skillsets using SLXCustomSkillsets.ini

:lemming: UI - Highlight Grouped Pieces - It's now possible to highlight all grouped pieces

:lemming: UI - Highlight Eraser Pieces - It's now possible to highlight all pieces designated as 'Erase'

:lemming: UI - Trigger area colours - It's now possible to choose between 5 different trigger area colours

:lemming: UI - Set Screen Start to Mouse Cursor - It's now possible to set the screen start to the mouse cursor position using a customisable hotkey

:lemming: UI - Zoom - Increased maximum zoom level

:lemming: Bugfix - Level Validation - Validate level now has a minimum time limit of 1 second

:lemming: Bugfix - UI - Dropdown lists are now prevented from closing if the mouse is moved too quickly

:lemming: Bugfix - UI - Increased minimum selectable grid size to 2px

:lemming: Bugfix - UI - In the Level Arranger window, X/Y co-ordinates of selected pieces now stay visible when the scrollbars appear



Get the latest version here.

#2
Do we want this?



Currently, this has been soft-implemented in SLX when in Playtest mode. Could be useful in general, though...?
#3
In Development / Re: SuperLems
November 15, 2025, 04:51:44 PM
Hi MrMimikyu1998, welcome to the Forums and good luck with your proposed level pack!
#4
Quote from: namida on November 11, 2025, 09:00:50 PMMy initial thought was yes, but then I realised: This would just move the issue from the default style, to any style with custom ones.
...
I think the solution here needs to come from NL:CE's side.

I agree that CE should provide an in-built solution and have added that to the to-do list.

It does seem though, that the styles could be managed separately to 12.14 (as long as they remain compatible with 12.14, of course).

To that end, could we encourage users who create sprite sets to include the Sleeper from now on? A simple way to do this would be to include it in the default style at this point as a template for future styles.

Regarding existing styles, a few of us have already created Sleeper sprites for most of the sets that include custom lemmings (and, there aren't that many). The only ones we didn't do are Mantha's, but I'd be happy to add those (or contact Mantha to see if she wants to do the work herself).

I probably won't push any further than this, but whilst there's a chance to sort this out style-side (as well as CE-side), it seems worth at least having the conversation.
#5
Added a hotkey for this. It's set to L by default but can be remapped to anything else via the Hotkey Config.

Implemented in commit 85e5436.
#6
Support for Custom Skillsets has now been added to the Editor, which should hopefully also satisfy the suggestion in this topic (as it's possible to create a custom skillset setting all skills to whatever amount you choose).

I've marked this topic as resolved, but will leave it open in case Giga or anyone else wants to see "Set All Skills to n" as its own separate feature. Currently, it seems redundant to have this because no level can support more than 10 skills in NL, and 14 in SLX. But, if a clear and compelling argument can be made in favour of it, it would certainly be an easy enough feature to add.

For now though, this should be considered resolved if there are no more replies to this topic.
#7
This has now been implemented!



How it works:

We have a new file in the "settings" folder called SLXCustomSkillsets.ini which contains a list of all the custom skillsets. Users can edit this however they wish; the skillsets are formatted as follows:

[Name of skillset 1]
Skill1=n
Skill2=n
Skill3=n

[Name of skillset 2]
Skill1=n
Skill2=n
Skill3=n

etc...

Upon choosing a skillset from the dropdown list, click "Apply Custom Skillset" to populate the numerics with the chosen skillset. It's possible to create pretty much any skillset you like using this method and save it for later use in other levels.

Thoughts and suggestions welcome. This feature can be trialled in the next update.

Implemented in commit 289ecec
#8
Quote from: Guigui on November 10, 2025, 11:41:44 AMBut the Play menu gives a single "Invalid pointer operation" error. Then the program closes by itself.

This is most likely due to the Sleeper sprite, which is present in CE but not in NL.

The easiest fix is to copy the default style from CE\styles to NL\styles. All other sprites are identical, only the Sleeper has been added. When prompted, choose Merge or Replace.

That should do the trick. Let me know if it doesn't.

NOTE: Simon's suggestion of making symlinks is usually done using a .bat file or similar. It's a decent idea for keeping the directories clean, and may come in handy later. We could also add an instruction to automatically copy the default style across as well.

@namida: If the above fix works, would you be happy to include the Sleeper sprite in the default NL style download? It shouldn't affect NL users at all, and would prevent CE users from running into this problem in the future. Please note that there are no plans to add any more sprites (and there are unlikely to ever be), so this should be the only update necessary.
#9
Site Discussion / Re: [SUG] Post feedback buttons
November 10, 2025, 03:28:37 AM
Quote from: namida on September 21, 2025, 10:10:33 PMThere is an SMF addon for this, but I'm not sure if it's up to date - it only lists itself as compatible with 2.1RC, not the newer stable versions of the 2.1 line

Is it worth giving it a try for a week or two to see if it works and/or if we like it? Is it the sort of thing that can be added and removed at the click of a button or does it require more in-depth implementation/maintenance?
#10
The cleanest solution here is to simply wait 1 frame before cueing the sound. Gameplay is not affected, and we only need to hear it in a situation where the clock has actually run into overtime. Also, it now cues on the same frame that the timer turns purple.

Fixed in commit a3a0f08.
#11
Quote from: Guigui on November 09, 2025, 11:29:50 PMIs it possible to just put the NeoLemmixCE.exe file in the same folder as NeoLemmix.exe and have everything work for both CE and regular with a single folder ?
I tried it but I guess it creates a conflict because of the bass.dll which is not the same for CE and regular. Maybe just rename the bass.dll for CE and everything will work ?

I can't replicate this. Adding CE to the NeoLemmix 12.14 folder, or vice versa, allows both programs to work just fine. Try it again - the bass.dll error that you may have seen is actually fairly normal when running NeoLemmix (or CE) for the first time; sometimes, bass.dll doesn't fully initialize. Running the program again fixes this.

The only thing you might encounter is the "It appears you have installed over an earlier version" error message when opening NeoLemmix after opening CE. This is because CE will have reset the config file with a different version number. A fix would be for us to simply rename the settings file something else for CE, which we may end up doing anyway at some point. That way, NeoLemmix and CE settings can be kept separate.
#12
A bug has arisen where, if pieces are designated as eraser pieces with the Highlight mode toggled on, and then pieces are grouped with an eraser piece, the group sees the eraser piece as a regular piece, presumably because there are no transparent pixels to take into account.

Thankfully, this doesn't carry over to the Player; pieces still appear as expected.



EDIT: This bug is fixed in commit 29919ce.

We simply disable the Highlight option, group, then re-enable. This does the trick.
#13
This has been added in a similar fashion to Highlight Eraser Pieces; we have a toolstrip menu item and hotkey toggle (Ctrl + G by default, can be remapped to anything else in Hotkey Config).

Here's how it looks when "Highlight Grouped Pieces" is toggled on:



Are we happy with this colour? It can be pretty much anything, but I'd prefer to choose a colour we like now and stick to it; it's not worth making this optional, so let's choose something suitable now. We can always tweak it later if desired.

Suggestions welcome.

Implemented in commit f34b156
#14
Implemented this one today. There's a "Highlight Eraser Pieces" menu item and hotkey (default is Ctrl + E, it can be remapped to anything else in the Hotkey Config).

Here's how it looks when "Highlight Eraser Pieces" is toggled on:



Are we happy with this colour? It can be pretty much anything, but I'd prefer to choose a colour we like now and stick to it; it's not worth making this optional, so let's choose something suitable now. We can always tweak it later if desired.

Suggestions welcome.

Implemented in commit c6277f91.
#15
Split from this topic:

Quote from: GigaLem date=1754273762Say you misplaced an erased piece somewhere and you forgot about it, only to stumble across it by accident. Perhaps a toggle to highlight the piece with a color to help you make note of it?

Same could go for grouped pieces, perhaps you need to know what pieces you've grouped together? that highlighted color could help with this

This topic can deal with the "grouped pieces" part of this suggestion.