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Messages - WillLem

#1
Quote from: kaywhyn on January 15, 2026, 08:09:31 PMAh, yea, the issue you're seeing is that for some very odd reason in SuperLemmini and its forks doing it one direction is impossible whereas in the other it is but still very precise.

I tracked this down to the mask images themselves. The left-facing Builder mask is offset by some number of pixels (I've yet to figure out exactly how many), and I'm pretty sure this was either done deliberately to match OG physics, or else it's a Win95 developer oversight.

Anyways, the next RetroLemmini update will have this fixed once and for all. Builders should provide the same pixel coverage no matter which direction they're facing, I think we can all agree on that.
#2
Lemmings Main / Re: Lemmings I - The Original Tribes
January 16, 2026, 11:07:10 PM
+1 for an additional Brick tribe. Either recolour the brick set, or add a Remix tribe which remixes any additional levels into other style sets.

Additional Brick levels - Dolly Dimple, Oh No! It's the 4th DIMENSION! and Five Alive.

Quote from: Ron_Stard on January 15, 2026, 10:12:41 PMWhat backroute are you referring to in "If at first you don't succeed"? Using one basher under the three pillars?

Yes. I also believe that there is an intended solution which can be somewhat enforced by adding a left-facing OWW to the middle pillar. That, plus steel blocks underneath the middle pillar, should fix it.
#3
Lemmings Main / Re: Lemmings I - The Original Tribes
January 15, 2026, 01:51:00 PM
I challenged myself to only pick 3 of each:

Crystal - POOR WEE CREATURES!, The Art Gallery and Don't Make The Wrong Choice!
Dirt - Watch Out There's Traps About, Steel Works and Rendezvous At The Mountain
Fire - Mary Poppins' Land, X Marks The Spot and Take A Running Jump (with backroute fix for the latter of these; it should be necessary to take the MAD DAM DMA route)
Marble - Compression Method 1, Tribute To M.C. Escher, No Added Colours or Lemmings
Pillar - If At First You Don't Succeed... (with backroute fix), The Great Lemming Caper and Save Me
Brick - LeMming ToMato KetchUp fAcilitY, There's Madness In The Method and AAAAAARRRRRRGGGGGGHHHHHH!!!!!!
Bubble - Down The Tube, It's The Price You Have To Pay and Flow Control
Rock - ROCKY VI, ROCKY ROAD and Where Lemmings Dare
Snow - The Stack, Chill Out! and The Race Against Cliches
Christmas - Merry Christmas Mr. Lemming, Get The Point? and Presents Of Mind II
#4
Quote from: hrb264 on January 15, 2026, 08:15:59 AMI am managing to select the walker, but I'm still having problems with getting the walker to be a blocker at exactly the right moment so that the builder turns around. Can anyone give me any tips?

Yeah that can be a vary difficult trick to execute. If you're struggling, head to Settings and make sure that "Disable Frame Stepping" is unchecked (note to self: I'll really have to change that to a positive bool at some point). Then, you can pause the game and use the left mouse button to advance the game 1 frame at a time. This makes pixel-precise skill assignments much easier.
#5
Lemmini has a "hints" feature which gives solution hints after a certain number of failed attempts (after checking this, it's 3 attempts. Further hints are then given with each subsequent attempt).

Maybe solutions could be revealed only after players have attempted to solve the levels themselves first, either once or a certain number of times.

And even then, it should always be the player's choice whether they want to see the solution or not.
#6
Lemmings Main / Re: The Original Original Soundtrack
January 14, 2026, 05:39:15 PM
Awesome! Best of luck putting this together, it'll be interesting to hear the fully restored soundtrack.
#7
Icho is correct, make sure Advanced Select is checked in Settings and press the Up arrow to select a Walker (you'll see the cursor display a little "W" as well).

The next RetroLemmini update will (hopefully) have customisable hotkeys, it's the next thing on the to-do list! :)
#8
I'm happy to volunteer to take the reins with site maintenance for The Lemmings Encyclopedia.

PM me the source and I'll take a look at it.
#9
+1 for Golems etc having its own board. That makes sense as people use it and it would help keep the Forums busy and active. It's also different from the other engines in that it's browser-based, so is likely to have a specific user-base that may benefit from being able to access a dedicated board. Good move, for sure.

-1 for any sort of overarching board that then relies on users having to search inside it for the content they're looking for. From what I understand, that's what the OP is trying to avoid. Each engine should have its own board and its own levels topic, which is pretty much what we have now anyway and it works well (at least from a moderation point of view, but also as a user if I wanted to play levels for NL, I would expect they would be found on the NL board). Maybe I've misunderstood exactly what namida was suggesting though.
#10
I've once again confirmed today that steel does not behave as intended in *Lemmini*.

Simple Autosteel = Steel is always steel, wherever it exists, even if behind terrain. This works fine
Autosteel = Steel is only steel where it's visible. This does NOT work; we get Simple Autosteel behaviour instead
Manual = Steel is only steel where a steel area has been manually added. This works fine

Meanwhile, Classic Steel works but is essentially just badly-behaved steel areas that don't align properly with pieces and which can sometimes be destroyed given the right setup. This will be removed from RetroLemmini at some point, although the currently-in-the-works Level Editor (yep, you heard that right!) will continue to support it behind the scenes for backwards compatibility.
#11
NeoLemmix Editor Version 1.44



Download the latest version of the NeoLemmix Editor

This continues the development of the NeoLemmix Editor, and includes many features and bugfixes implemented in the SuperLemmix Editor such as Piece Search, customisable hotkeys, improved layout, support for custom preset skillsets, and much more.

It is intended for use only with NeoLemmix 12.14 or NeoLemmix CE.

Here's the full list of 1.44 features:

NeoLemmix Editor 1.44 changelog
Version 1.44 Updates

:lemming: Piece Browser
 • Added 'Steel' tab
 • 3-way option 'Data/Descriptions/Pieces Only' switches between showing additional piece data, descriptions (previously 'Show piece names'), or just the pieces
 • Added option to show type rather than name for objects
 • Added option to either scroll piece browser infinitely, or stop at the lowest/highest pieces in each tab
 • Added resizing info to the tooltips
 • Info labels are now drawn with a filled background to ensure visability

:lemming: Piece Search
 • Search for specific pieces by name, style, object type, and various other properties

:lemming: Pieces Tab
 • Clicking (and selecting) a piece now opens the "Pieces" tab
 • Piece Metadata is now displayed, showing name, style, type and size
 • Added a "Load Style" button to load the style of the selected piece into the browser

:lemming: Skills Tab
 • Custom Skillsets - Added a button for "Save As Custom Skillset" which allows the user to save the currently-applied skillset as a custom preset. When saving, entering the name of an existing custom skillset will overwrite the existing one
 • Custom Skillsets - Added a dropdown menu for custom preset skillsets (using NLCustomSkillsets.ini)
 • Random Skillset - Added button for Random Skillset, which creates a skillset of up to 10 skills at random, using specified amounts per-skill
 • Set All Non-Zero Skills to [N] - Added a new button to change all non-zero skills to N, where N can be specified using a numeric control
 • Clear Skillset - Added button to clear the skillset, resetting all numerics to 0

:lemming: Hotkeys
 • Fully-customisable hotkeys - Choose your own hotkey layout for the Editor's features!
 • Duplicate Up/Down/Left/Right - Duplicate piece(s) to the immediate N/E/S/W of the selected piece(s)
 • Custom Move - Move selected pieces by a custom amount (specified in the F10 settings menu - the default is 64px)
 • Move by Grid Amount - Previous hotkeys to move pieces by 8px now move pieces by the specified grid size
 • Group/Ungroup Pieces - Added Group/Ungroup Pieces hotkeys
 • Horizontal-Only Move - Move selected pieces along the X-axis only
 • Vertical-Only Move - Move selected pieces along the Y-axis only
 • Set Screen Start to Mouse Cursor - Set the screen start to the mouse cursor position
 • Expand/Collapse All Tabs - Expanded or collapse the Globals/Pieces/Skills/Misc tabs
 • Select All - Select all pieces in the level area (Ctrl+A by default)

:lemming: Level Validation
 • Added a setting to toggle automatic level validation on/off when manually saving a level
 • Expanded validation checks and fixing options
 • Validation now has a minimum time limit of 1 second
 • Dialog now alerts the user that the lem count is higher than the pre-placed lem count (where relevant) rather than just showing "missing hatch"

:lemming: Talisman Creation
 • Dialog now shows only the skills that have already been added to the skillset
 • Renamed 'Add Requirement' button to 'Add This Requirement to List' for further clarity
 • A default title is added if the Title field is empty

:lemming: Style Manager
 • Easily create your own styles.ini layout with an in-built GUI-based tool. Pin styles to the top or bottom of the list, move them, rename them, etc.

:lemming: UI
 • Scroll wheel can be used to change items when mousing over a dropdown list (without clicking)
 • It's no longer possible to type into dropdown lists (to prevent accidental typing). However, it's now possible to use A-Z keys to quickly jump to a style/author when the list is active
 • All secondary windows can now be closed using the [Esc] key
 • Zoom factor is now 1 instead of 0 when opening the Editor
 • Increased maximum zoom level
 • Editor now opens Maximized by default
 • Auto-start checkbox is no longer checked by default, but its state is remembered per-level when closing and re-loading the Editor
 • Level Arranger Window - The Level Arranger can now be opened in its own pop-out window to accompany the Level Arranger. It's external-display compatible, and size & location are remembered between sessions
 • Piece Browser Window - The Piece Browser can now be opened in its own pop-out window to accompany the Level Arranger. It's external-display compatible, and size & location are remembered between sessions
 • Highlight Grouped Pieces - It's now possible to highlight all grouped pieces
 • Highlight Eraser Pieces - It's now possible to highlight all pieces designated as 'Erase'
 • Trigger area colours - It's now possible to choose between 5 different trigger area colours
 • Pre-placed Lemming - Added pink (X, Y) location pin to pre-placed lemming)
 • Helper Icons - Added helper icons to show pre-placed-lem/hatch/exit skills & properties
 • Preview/Postview Text Input - Widened and heightened the text input dialog, also added a "Preview" button to show how the text will appear on the screen in-game

:lemming: Layout
 • Larger scrollbars for easier access when fine-editing a level
 • Theme/style dropdowns widened for easier reading
 • Tabs widened for easier reading
 • Set minimum window size to 900 x 600)
 • "Clear Backgrounds" button moved to above the Piece Browser for better access
 • Improved Settings dialog layout
 • Revised toolbar menu layout
 • Updated all menu dropdrowns to display the hotkey to the right
 • All dialogs (Hotkeys, Options, About, Validate Level, etc) now appear center-screen

:lemming: Miscellaneous
 • Refresh Styles - It's now possible to refresh the styles without closing and re-opening the Editor. So, if a style is modified during a level editing session, it can be refreshed without interrupting workflow! This feature is accessed via a menu item and customizable hotkey (Ctrl+Shift+F8 by default)
 • Save As Image - Added Save As Image option (plus hotkey) to the File menu; this saves a .png image of the currently loaded level
 • Cleanse Levels - Added "Cleanse Levels" menu item - this automatically re-saves all levels in a specified pack to ensure compatibility with NL
 • Level Size - Maximum level width increased to 6400px, maximum height decreased to 1600px
 • Maximum Lemmings Count - 999 is now the maximum number of lemmings supported by the Editor; this is to match NL Player skill panel display

:lemming: Bugfixes
 • Bugfix - Missing Piece Handling - Levels with missing pieces no longer create multiple popups; instead, a status bar is used to inform the player that the level has missing pieces
 • Bugfixes - UI
 • Increased minimum selectable grid size to 2px
 • Settings form now stays on top when active
 • Improved mouseover handling for dropdown lists
 • Fixed bug affecting the position of the screen area in relation to the scrollbars when zoomed in
 • Character limits increased to NL Player UI limits: Title (62), Author (60), Talisman Title (54)
 • Cursor anchor is now correctly preserved when zooming in and out
 • Bugfix - Preview/Postview Text - Text is now displayed centred for better previewing
 • Bugfix - Flipped/Inverted/Rotated Pieces
 • Fixed trigger area repositionings for flipped/inverted/rotated objects
 • When flipping a hatch horizontally, the Flip Offset value is calculated and written to the level file so the Player (NLCE Only) can match its position as seen in the Editor)
#12
Quote from: kaywhyn on January 07, 2026, 08:32:58 PMI have solved all of the levels :) My replays are attached.

Thanks for the LP, replays and feedback! I watched the first half of the LP with pizza, I look forward to seeing your Taxing/Mayhem solutions later :)
#13
SuperLemmix / [SuperLemmix] About .sxlv level format
January 10, 2026, 10:09:03 PM
SuperLemmix now has its own dedicated level format (.sxlv) as of the next version (3.0).

This is internally identical to .nxlv, so levels can easily be converted between the two formats (in most cases by simply changing the file extension).

Meanwhile, .nxlv will continue to be supported by both SuperLemmix and the SuperLemmix Editor.

The reasons why I've decided to go ahead with this are these:

1) We can now much more easily determine what is a SuperLemmix level and what is a NeoLemmix level (with the latter always being compatible with both).

2) From now on, if a level made in the SuperLemmix Editor contains SuperLemmix-specific features (such as the Ballooner skill, Collectibles, Superlemming mode, etc), it cannot be saved to .nxlv. This is to help authors choose the correct format when saving a level (they may later decide to change the extension manually if they wish to do so for whatever reason).

3) For users with both SuperLemmix and NeoLemmix installed, it will now be possible to file-associate levels with either the SuperLemmix Editor or the NeoLemmix Editor (which will soon be released as its own update). This will be much more useful when editing levels for a specific engine.

Finally, the SuperLemmix Editor can cleanse a full pack of levels with either .sxlv, .nxlv, or the original extension as the output format, so authors of existing packs can quickly convert their levels in the event that they contain SuperLemmix-specific features. Note that levels containing SuperLemmix-specific features will always be saved to .sxlv during a cleanse.

I hope that explains everything. Any questions, please ask!
#14
Made some revisions to the crystal and bubble traps following Icho and Proxima's comments:


ohno_bubble zapper trap now glows more slowly


orig_crystal trap has a more subtle shine effect, and the glow is combined with the previous electric "spray" effect

The ohno_rock vine trap still needs a revision, I'll see if I can come up with anything.
#15
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.