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#71
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by Simon - November 04, 2025, 05:09:24 AM
Quote from: WillLem on October 25, 2025, 10:01:13 PMit wouldn't be a simple case of just changing the #FF00FF value as I'd hoped
Quote from: GigaLem on November 04, 2025, 12:29:36 AMyou're gonna need more than my choice to decide.

During clear physics mode, lemmings are dark blue, which is too dark. Whatever you do for trigger areas should match/allow future fixes for lemmings.

See, e.g., the ideas for defaults from Abolish color cycling, pick good non-clashing colors. If you (WillLem) are about to paint yourself into a corner with the trigger areas, keep those other issues in mind.

How urgent are different trigger area color in the game anyway? All the time, I thought Giga's bug report here was about the editor only. And now WillLem wants to change the game even in light of these new design hurdles.

-- Simon
#72
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by GigaLem - November 04, 2025, 12:29:36 AM
I couldn't answer this earlier but for the whole In game color. I feel you're gonna need more than my choice to decide. I can say the Baja Teal for ingame if I really want to but I want to know other's input if Baja Teal is a favorable choice, or if there's something else that contrasts without being too bright or hard on the eyes. Not to mention accessibility issues considering if say someone is colorblind, but thats another discussion.
#73
In Development / Re: Ah yes, PimoreLems!
Last post by GigaLem - November 04, 2025, 12:25:56 AM
Blow me away, I wish I can make levels like this with the original sets. I struggle to make stuff look good when using the original stuff.
#74
In Development / Re: Ah yes, PimoreLems!
Last post by mobius - November 03, 2025, 10:30:19 PM
 :thumbsup: looking awesome so far!
#75
Challenges / Re: Maximum Lemmings Saved Rec...
Last post by whoever - November 03, 2025, 08:11:57 PM
11-13: The Diving Board

Quote from: LemSteven on June 26, 2011, 07:19:28 AMLemmings Revolution
(100% unless noted)

The level "Diving Board" isn't mentioned in LemSteven's list, so one might assume it's 100% solvable. However, I couldn't find a video of a 100% version; even YouTuber Pirohiko only managed a 99/100 solution. The reason for this quickly became clear when I played the level myself: you have to turn two Lemmings into blockers, but you can only use the "reset a bomber" glitch on one of them because you only have one bomb available. At that moment, I remembered an old post by ccexplore where he mentioned that nuking can also be used for the "reset a bomber" method:

Quote from: ccexplore on December 16, 2011, 10:25:51 PMBombers
    • reset a bomber:  after a bomber finishes the countdown ("oh-no") but before he actually explodes, you can assign a non-bomber, non-permanent skill, and this will "reset" him so he doesn't explode.  This works on blockers about to explode too, so you can free a blocker this way.
    • The same glitch above also works with lemmings about to explode due to nuking, after the nuke countdown finishes when the lemmings start their "oh-no".

So I waited until all the Lemmings were in the balloon and then pressed "nuke." And indeed, the "reset a bomber" worked. You can find some pictures of it attached.
#76
Game Bugs & Suggestions / Re: [+][BUG][PL] Alarm sounds ...
Last post by WillLem - November 03, 2025, 08:11:15 PM
Quote from: Simon on October 27, 2025, 09:13:01 PMIIRC we have refactored that into its own side-effect-free question. All the hard work is already done, and it's clear what happens if you ask twice.

Yes, this is the stuff we worked on together :thumbsup: It's nice and clean, and could be used for this purpose if necessary, but I'd rather find a better way tbh.


Quote from: Simon on October 27, 2025, 09:13:01 PMIt can also be natural to move the decision later.

This feels like the best thing to do. It could even be the very last check before moving on to the next frame; we will already have determined whether or not time has run out, so can call the sound once all other processing is complete.


Quote from: Simon on October 27, 2025, 09:13:01 PMI wouldn't cue the effect one physics frame later, unless that's what you always want; i.e., even if we continued play, you'd want the effect exactly one frame later.

There may actually be good reasons to have the sound cue on the "-1" frame as opposed to the "0" frame. At frame 0, we're technically still in "lemmings can be saved, all actions count" territory. Why does the sound need to be cued on this frame, then?
#77
Lemmings Main / Re: Are Jimmy McLemming and Le...
Last post by WillLem - November 03, 2025, 08:03:53 PM
Does L2 provide any further context than just their names? I imagine they're both in the Highland tribe...?
#78
Game Bugs & Suggestions / Re: Replay Editor: Explain wha...
Last post by WillLem - November 03, 2025, 07:59:50 PM
Quote from: Simon on November 02, 2025, 01:46:54 PMSpeculation: It means that the assignment entered the replay during insert mode.

This is correct. I agree, we could do more to make this clearer.

Quote from: Simon on November 02, 2025, 01:46:54 PMWrite static explanatory text in the tweaker.

This is my preferred solution of the ones you've suggested. A separate column negates the benefit of seeing all replay actions in frame order, which is the most useful way to present them. Ditching the blue isn't completely out of the question, but then we'd need some other way of denoting these actions (prepend "[R]" to the action? Hm, we'd still need explanation, and there's no reason we couldn't keep the blue text as well).

So, we can simply add some text at the top which says "Actions in blue added during Replay Insert mode" or something similar. We could even add a "?" button next to this text which would open a dialog explaining Replay Insert mode in more detail.

Thoughts?
#79
Game Bugs & Suggestions / Re: Insert Mode: Erase future ...
Last post by WillLem - November 03, 2025, 07:46:14 PM
Quote from: Simon on November 02, 2025, 02:59:32 PMArmani and I have already argued for this in Improve same-frame assignment behaviour in Replay Insert mode, which is now closed.

Not sure why the topic was closed as it hasn't yet been resolved and is still in the Bugs & Sugs board. Anyways, I've re-opened it.

Quote from: Simon on November 02, 2025, 02:59:32 PMFirst erase the future of A in the replay (erase all assignments to A at N+1, N+2, N+3, ...), then assign to A.

...

CE 1.0.1 blocks same-frame-same-lemming, which is the most annoying type of failed assignment because the intention is clear.

My instinct with this is (and always has been) that we shouldn't erase replay actions invisibly; if the player wishes to erase all future actions for this lemming, it should ideally be done via the replay editor where the player can see exactly what's happening.

Regarding the second point, IMO the benefit of {not accidentally overwriting a previous action unintentionally} outweighs the annoyance of having to either (a) move to another frame to make the desired assignment, or (b) manually delete the existing action (and future, if desired) via the replay editor.

The whole point of Replay Insert mode is that it preserves all existing actions. The OP is suggesting a third mode, which preserves all existing actions {except these}. Further complication of the replay system, more for new players to learn, potential for mess/bugs in the code.

Bottom line is that the engine is ultimately meant to be a game. The replay editing features are a nice bonus, and should of course be as sophisticated as we can possibly make them. But in-game actions such as skill assignments should have completely visible (or audible) results; nothing should be happening that the player doesn't know about (i.e. deleting future assignments).

Possible solution:

A hold-during-assignment hotkey which means "I want to delete" might be the best compromise here? We'd also change the cursor whilst it's held.
#80
In Development / Ah yes, PimoreLems!
Last post by Pieuw - November 03, 2025, 01:29:48 PM
Hey folks,

As I revisited PimoLems lately I thought it really needed a rework. My standards may have increased since I made it back in 2013 and a lot of the levels from this pack seemed dull to me. Especially from the first rank! So I started to remake a few of them. I'm not sure where I'm going with this but I'm having fun so far :D

I also keep making new levels here and there, which may be included into the pack if there's enough of them. 30-levels ranks would be great, right?

Progress

Calm 9/20
Windy 0/20
Stormy 0/20
Hurricane 0/20

Not taking special ranks into account for now.

Screenshots
Here are a few images to show what I want to improve in the levels and why. The original level is shown before the updated version.

Calm 02 - Training Day

td0.png
td.png
Some changes will only be about the overall look of the level. Here the solution remains exactly the same but I think the layout is more interesting while keeping the original feel of the level.

Calm 03 - We Are Lem-Bob-Omb!

walbo0.png
walbo.png
Other levels will be significantly edited. Calm 03 is all about bombers and the original level is a bit dull: you just have to bomb down and you're done. In the remade version I built a layout with various obstacles. There are ways to save more lemmings if you're being careful.

To summarize: I want to make better looking and less straightfoward levels for the Calm rating. I also added a talisman in each level I worked on so far - except for the very first level and if you played PimoLems I think you understand why :crylaugh:
This will get different for later levels as they're mostly puzzles and their layout is often part of the puzzle, so the edit will probably be lesser.

Here are also a few new levels just for the sake of showcasing a bit:

coto.png
Compendium of the Occult

ppp.png
Palace Plumbing Predicament


Updates will be made as I go, though my progress is notoriously inconsistent :crylaugh: