Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - WillLem

#1
I wonder whether the best best would be to have another button for "Reset Progress"

So, we would then have:

Reset Progress (resets level completion, talismans, and records)
Reset Talismans (resets talismans only - keeps level completion and records)*
Reset Records (resets records only - keeps level completion and talismans)*

*We already have these.

Meanwhile, there is probably never a situation where you'd want to reset level completion but not talismans and/or records, and it's not practical code-side anyway, so we don't need a button for that.

Thoughts?

If this post gets no replies within 2 weeks, I'll assume we want the proposed additional "Reset Progress" button and go ahead with it. This will be considered a resolution to the OP.
#2
From Discord:

Quote from: Discord ConversationIchoTolot — 4:49 PM
I would never use this function tbh. I like to keep my marks indefinitely.
The real completion status is the reply folder + replay checker :lem_winktounge:
Proxima — 4:51 PM
The main two reasons I can see for wanting it are the randomiser, and wanting to do a Let's Play from a fresh start. In either case, you would definitely want talismans reset as well. I can't imagine any possible use case for resetting level progress but not talismans.
IchoTolot — 4:53 PM
If you want it back you can simply do a replay check again with your replay folder anyway.
Flopsy — 6:07 PM
My completion data seems to clear whenever I updated NeoLemmix
kaywhyn — 7:17 PM
i'm the same. completist through and through here and i too love seeing all the pack completed green check marks on my laptop screen :lem_tongue:
IchoTolot — 8:42 PM
Yeah, having all green marks is a good sign that you got everything and yellow ones are especially helpful when a pack got an update. I don't wanna clear them though.
#3
Lemmini / Re: Playing OG Lemmings in RetroLemmini
January 04, 2026, 10:47:59 PM
Quote from: hrb264 on January 04, 2026, 01:53:15 PM:D

Congratulations! Well done on finishing the Oh No! levels, it's a remarkable achievement and I'm happy that you were able to finish the pack in RetroLemmini :)
#4
Lemmini / Re: [RELEASE][2.4 UPDATE] RetroLemmini
January 04, 2026, 10:43:39 PM
Version 2.5 hotfix update

A relatively small update, but an important one. This fixes a number of UI bugs and streamlines the workflow when playing through a level pack.

:lemming: Bugfixes

• The Players list now persists between sessions as expected.

• Autosave Replay is cancelled if the user is playing back an existing replay and the replay is still active when the level finishes. This is to prevent duplicate replays being saved.

• Level loading is now always forward-looking. It looks for the next unsolved level after the last-played level, and only loops back to the beginning once the end of the pack is reached.

• Similarly, already-completed levels are now skipped when moving from one level to the next, so the next level to load is always an unsolved level (unless all levels in the pack have already been solved, in which case the next available level is loaded).

:lemming: Level Pack Compiler

• The 'resources' folder now includes a Level Pack Compiler tool which can be used when compiling your own levels into packs for RetroLemmini (note: this tool can also be used for previous versions of Lemmini, but will need to be manually placed in the same folder as 'levels', 'mods', 'music', etc to work correctly).

A reminder of what's new as of 2.0.



Get the latest version here.

#5
Lemmini / Re: How to compose a levelpack.ini file ?
January 04, 2026, 06:07:47 AM
Here is a GUI-based tool for building a full levelpack.ini file. You can add music, levels and groups and auto-generate a codeseed for the pack.

For RetroLemmini: Make sure the .exe is placed in the 'resources' folder.

For any other version of Lemmini: Make sure the .exe is placed in the same folder as 'levels', 'mods', 'music', etc.

Enjoy!

#6
Lemmings Main / Re: Lemming Races
January 04, 2026, 06:00:58 AM
Quote from: The64Watcher on January 04, 2026, 02:45:17 AM1. they are NOT animations

I see. What are they, then?
#7
I've hit a roadblock with this.

Resetting level completion status (necessary for updating the ticks) also resets talisman completion status (it's practically impossible to separate the two) - do we want this?

Essentially, "Clear Records" would become a complete global reset of all user data for the selected level/group/pack. We need to be clear that's what we want before we go ahead.
#8
Lemmini / Re: Playing OG Lemmings in RetroLemmini
January 04, 2026, 02:06:45 AM
Quote from: hrb264 on January 03, 2026, 11:11:14 PMI meant the fact when you select or move your mouse on a lemming, it shows up as C, A, etc under its name or the order in which it came out, whereas on windows lemmings, apart from the directional keys, you kinda have to hope for the best :D

Ah yeah, C for Climber, F for Floater, A for Athlete, etc. Definitely a good bonus to have for sure!
#9
Lemmings Main / Re: Lemming Races
January 04, 2026, 01:52:42 AM
Are you making these animations yourself?
#10
Help & Guides / Re: Stuck on Taxing 26 (Win95 Version)
January 03, 2026, 09:22:26 PM
Quote from: hrb264 on January 03, 2026, 07:31:18 AMI downloaded Neolemmix yesterday but the lemmings seem to walk incredibly fast and my reflexes aren't great at the best of times, is there a setting i can change so they walk slower?

Which version of NeoLemmix have you downloaded? If you open it and take a look at the main menu screen, the version number is printed at the bottom just above the yellow scroller.

The lemmings shouldn't be walking too fast, this may be a bug. If you have screen recording software installed I'd be interested to see how fast the game is running on your system.

There is a hotkey for "slow motion"  which slows the entire game down considerably, but you shouldn't have to use this for normal play. To use the hotkey, press F3 from the main menu (or click the yellow title card with the cogs) to access settings. From there, choose "Configure Hotkeys". You'll then be able to assign any key you wish to slow motion. From a quick check, I'm about 80% sure that there isn't a default, so configuring your own will be necessary if you do want to use it. But again, it shouldn't be necessary for just playing the game normally. Further investigation is needed!
#11
Lemmini / Re: Playing OG Lemmings in RetroLemmini
January 03, 2026, 09:16:57 PM
Quote from: hrb264 on January 03, 2026, 09:43:01 AMThe lemmings walk a bit faster than what I'm used to but I'm really enjoying it and I like the highlight lemming features!

It's possible that you might be getting the engines mixed up here as RetroLemmini doesn't have a highlight lemming feature (whereas NeoLemmix does). It's understandable to get them confused as there are quite a few of them at the moment.

I'd recommend that you give RetroLemmini (i.e. the engine from this topic!) a try as well. It only offers the classic 8 skills, which is what you were looking for as far as I remember. NeoLemmix is the more widely-used engine on the Forums though, and has a lot more custom content available.
#12
I agree that the "Clear Records" button (in the Level Select menu) should also clear completion data (green ticks, orange ticks, attempted asterisk). Unless anyone objects, we can try this in CE 1.1.
#13
From Proxima, on Discord:

Quote from: ProximaThe "Clear Records" button in the level select menu doesn't remove completion ticks, at least in 12.12. Is this fixed in 12.14 or in CE?
#14
Quote from: hrb264 on January 01, 2026, 07:25:43 PMI'd like to play custom lemmings levels with new tile sets too if these are available although I only want the original 8 skills :)

For this, I'd recommend the Lemmings Plus Series, although note that most of these packs get very challenging.

There are also many other custom packs that use the classic 8 skillset alongside new styles. I'll let others chime in here as I've played far fewer packs than some of our resident solvers!
#15
NeoLemmix Community Edition 1.1-RC1

Here's the first release candidate for NeoLemmix CE 1.1!

Download NeoLemmix CE 1.1-RC1

For reference, here's a list of the features that have been updated in this RC:

1.1-RC1 Changelog
:tal-gold: Replay "R" is now clickable to cancel the replay (including during Replay Insert mode).

:tal-gold: Added Playback Mode - this can auto-play an entire folder of replays for a selected levelpack, with various playback options

:tal-gold: Updated Replay Renamer (now known as Replay Manager) to include additional replay renaming options (including the ability to append the pass/fail result of each replay) when performing a Mass Replay Check

:tal-gold: Added .nxrp Windows-File-Association; when associated, clicking a replay file will open NeoLemmix CE and load the level & replay, ready to be played back immediately!

:tal-gold: Skill Panel - Negative save count is now optional; the alternative is to count upwards from 0 with the number in yellow until it reaches the save requirement, at which point it becomes green (mouseover the exit icon to see the save requirement, shown in blue)

:tal-gold: Skill Panel - Add (optional) mouseover hints to all skill panel buttons

:tal-gold: Skill Panel - Lemming counts are capped at '999' ('-99' for negative numbers) across the panel to avoid visual bugs when the lem count exceeds this number

:tal-gold: Full cross-compatibility with NeoLemmix 12.14 directories is now assured; missing Sleeper sprites are handled gracefully, and NLCE recognises "replays" and "Replay" folders, as well as "sounds" and "sound" folders.

:tal-silver: A number of the orig_ and ohno_ styles have alternative trap animations (see this topic for details). These are currently under review, and will likely be revised/edited ready for the release of 1.1 proper.

Bugfixes
• The time up sound is now only played if time is up and gameplay has moved to the next frame (prevents it from cueing on exit to postview)
• Projection shadow rendering is halted if the simulated lem reaches the top/sides of the level
• Projection shadows now take skill assigners/removers into account
• If time is up and a lemming is mid-exit-animation, the frozen lemming is removed (note, this is NOT a physics change, it's purely cosmetic)
• Replay Editor - Fixed out-of-bounds error
• Replay Editor - Added explanatory text and popup dialog for the inserted events shown in blue
• Menu footer text is no longer obscured by the menu cards
• Opening the app in Fullscreen no longer displays missing pixels (see this topic)

Remember that this is not a final version, it's a release candidate (RC). You can make levels and content for it, but be aware that some features may be improved/updated/removed in the final release version. It's definitely worth giving feedback on the features, even if it's just to say that you think they're neat - support is even more valuable than constructive criticism, especially when it comes to deciding what to keep.

See also the roadmap topic.