Recent posts

#51
In Development / Re: Ah yes, PimoreLems!
Last post by JawaJuice - February 25, 2026, 12:26:25 AM
Hi Pieuw!

As a fan of PimoLems, I had to give this new one a crack! :thumbsup: Glad I did - some very enjoyable levels! As you said, whilst they're easy in themselves, the talismans are quite challenging. I don't usually bother with talismans (or at least don't spend a long time trying to get them) but made an exception here!

I was able to get all the talismans barring two levels: Minimal Design and Ancient Crash Site.

Spoiler
I'm surprised Minimal Design is only a bronze talisman - I found pretty much all of the silver and gold ones easier than this! Maybe I'm missing something obvious here, but I just can't see any way of doing this using only 3 floaters and 10 builders.

On the other hand, I can definitely see why the Ancient Crash Site talisman is gold  :lem-mindblown: It seems like you have to send a climber ahead of the crowd (otherwise they'll end up trapped between crystals), and the three-way bash below seems like it's on but after the second bash through to the right, the climber gets locked into a loop he can't escape from without using a digger, hence only 49 saved. Alternative attempt was to build all the way across to the far right side, and then just bash the bottom-most bit of terrain to the left. Almost worked but ends up being 1 builder short. Argghhh!! Much annoyance!

Replays attached :thumbsup:

#52
Lemmini / Re: [RELEASE] RetroLemmini Lev...
Last post by WillLem - February 25, 2026, 12:14:20 AM
Version 1.3 Update

More updates, new features and bugfixes.

:lemming: Templates
 • It's now possible to create, save and load level templates.
 • From the Template Loader, choose a template to use as default. This template will then be loaded when opening the Editor or creating a new level.
 • The Template Loader is shown on startup by default. This can be toggled on/off at any time.

:lemming: Crop Level Width/Height
 • Added a new Crop rectangle which makes it much quicker and easier to adjust level width and height to fit the layout.
 • This has full hotkey support ('X' to toggle the Crop rectangle (customisable), 'Enter' to apply, 'Esc' to cancel).
 • Note that some Editor features (such as dragging pieces) become unavailable when the Crop rectangle is active.

:lemming: UI - Level Arranger
 • Increased minimum zoom to -3.
 • Improved/fixed layout of corner text (in both docked and windowed Level Arranger).

:lemming: UI - Piece Browser - Auto-replace selected pieces
 • Pressing [Ctrl] or [Shift] whilst clicking-to-add a piece from the Piece Browser will directly replace any currently-selected piece in the Level Arranger. Note that this only works if a single piece is selected.
 • Pressing [Alt] whilst clicking-to-add a piece from the Piece Browser will add that piece to the same X/Y co-ordinates as any currently-selected piece in the Level Arranger. Again, this only works if a single piece is selected.

:lemming: Hotkeys
 • Removed support for Classic hotkeys (not relevant in this version of the Editor).

:lemming: Bugfixes/UI
 • The selection rectangle is now drawn around the full object for OWWs.
 • Piece selection is now preserved on Undo/Redo.
 • Dropdown lists now show more items when expanded.
 • Grid is now drawn to its own layer.



Download the latest version of the RetroLemmini Editor.

Also be sure to grab the latest version of RetroLemmini.

#53
Lemmini / Re: [RELEASE] RetroLemmini 2.7
Last post by WillLem - February 25, 2026, 12:09:20 AM
Version 2.8 update

New levels, new features, and a much better UX this time around.

:lemming: New DMA Levels - the following level collections have been added to the packs included with RetroLemmini:

Lemmings Extra - featuring 'Save The Lemmings' (The Covox Levels), 'Lemmings Companion' (The Prima Publishing Levels) and additional Bonus levels from Lemmings (1991) era
Genesis Lemmings - a presentation of the full Lemmings game for SEGA Genesis/MegaDrive
SEGA Lemmings - the SEGA-themed levels from the Master System port
PSP Lemmings - the custom levels from the PlayStation Portable port
NES Lemmings - the additional levels from the Nintendo Entertainment System port
ZX Spectrum Lemmings - the additional levels from the ZX Spectrum port
Lemmings 2 Classic Tribe - the 'Classic Tribe' levels from Lemmings 2: The Tribes

Many thanks to Ron Stard, minim, ericderkovits, PacGuy765 and anyone else who has helped with compiling these levels.

:lemming: Styles:

• The full set of RetroLemmini styles can now be downloaded via "Update Styles" in the Options dialog or the Help menu. This takes only a few seconds, and ensures that the styles are always up to date.
• The 'outdated styles' popup has been fixed to no longer display in the event of false negatives (such as if the styles are newer than the version recognised by the current RetroLemmini build), and if the popup ever does show, it offers the option to update the styles directly.
• Unnecessary terrain masks have been removed, greatly reducing the disk space taken up by the OG styles.
• Some new styles have been added, and others have been augmented, in order to support the newly-added levels.

:lemming: One-Way-Walls:

• Added support for Upwards and Downwards-facing One-Way-Walls. Upwards-facing prevents Diggers and Miners, whilst Downwards-facing can only be destroyed by Bombers.
• Added blue OWWs to Pillar style.
• OWWs are now always displayed facing the correct direction, regardless of whether they have been flipped or inverted (which is also no longer supported in the Editor).

:lemming: Fall Distance Ruler:

• Added fall distance ruler which can be toggled on/off via a dedicated hotkey ('I' by default).
• Please note that this should not be taken as an indication that further user helpers will be added to RetroLemmini, as the whole point is that the gameplay is more like the OG. However, since RetroLemmini allows per-level variable fall distance, it seems right to include this particular user helper.

:lemming: Hotkey Config Dialog:

• Added button to load Classic (Lemmini/SuperLemmini) hotkeys.
• Added button to Reload previously-saved hotkeys.
• Added button hints when mousing over a button.
• Added 'Hotkey Config' button to Options menu.

:lemming: Save Level As Image:

• It's now possible to optionally include the lemmings (or not) when saving the current level state as an image.

:lemming: Level Select menu:

• Custom logos can now be added on a per-pack basis, and are shown in the level select screen.
• Added "Get More Levels" button, which currently links to the dedicated RetroLemmini Level Packs topic on the Forums.

:lemming: Options menu:

• Added option for Pass/Fail Jingles on Postview screen.
• Reworded some options for clarity, and fixed some typos.

:lemming: Bugfixes:

• .rlv is now recognised as a level format when adding an external level.
• Improved exception messages if an error occurs when loading a level - it's now much easier to diagnose which level has caused the error and why.
• Increased size of red backback on Builder icon.

:lemming: RetroLemmini Editor 1.3

• This update ships with the latest version of the dedicated RetroLemmini Editor. For details on updates, see the "About" dialog in the Editor, or the Editor topic.

A reminder of what's new as of 2.6.



We're another few steps closer to RetroLemmini being completely unhandled-exception-free!

Get the latest version here.

#54
NeoLemmix Main / Re: [SUG] Add Exit to default ...
Last post by jkapp76 - February 24, 2026, 09:49:46 PM
I vote for option 2. Recolor the crystal Exit.
#55
General Discussion / Re: General Comings and Goings
Last post by Lana T. - February 24, 2026, 08:24:19 PM
Haha, good to see you again too Silken, and thank you for the warm welcome! :cute:

Quote[...] you set your Forum name to a hyphen while you were gone.
Huh? I don't remember that. When I logged on again, it was still my old username.

QuoteMay I ask why exactly?
Discord is a terrible platform, both in terms of data security and general moderation (it's especially dangerous for minors). I also read an article about how it's replacing forums, and that really worried me. As you said yourself: "the Discord server is basically as active if not more than the forums these days". I don't want forums to disappear, and I'll do everything I can to keep this one going. On the other hand, I'm fine with voice chat platforms and IRC.
#56
NeoLemmix Main / [SUG] Add Exit to default styl...
Last post by WillLem - February 24, 2026, 06:26:24 PM
In this topic, Guigui asked about an exit for the default style. It's the only main object not accounted for, and it seems worth adding one.

The questions, then, are - do we all agree that the default style should have an exit, and if so, which exit should we add? I'd suggest one of three options, in order of preference:

1) Crystal exit - it's the most generic-looking of all the OG-style exits, arguably the most recognisable, and tends to fit with most level designs.

2) Design our own - if we do this, I'd suggest using the Crystal exit as a base, and recolour it with as neutral a colour scheme as possible.

3) Pillar exit - since the other default objects (i.e. Entrance and Water) are from the Pillar style, it makes some sense to add the Exit from Pillar also. Counter-point would be that the colour of this exit is perhaps a bit too specifically identifying as Pillar, making it less suitable than Crystal.
#57
Editor Bugs & Suggestions / Re: [BUG?][ED] Styles sorting ...
Last post by WillLem - February 24, 2026, 03:04:31 PM
Quote from: Guigui on February 24, 2026, 10:16:52 AMFirst I need to give many thanks for the new Style Refresh feature, it is brilliant.

You're very welcome. Glad to know it's coming in useful :)

Quote from: Guigui on February 24, 2026, 10:16:52 AM1) Is it on purpose that the WL specific styles are also at the end ?

Yes, I set up my styles.ini so that the WL styles are at the end, and I just go ahead and ship my copy of styles.ini with NLCE/SuperLemmix for the simple reason that I regularly keep it up to date, so it usually contains every known style.

You can arrange the styles however you like by heading to Tools > Style Manager in the Editor. Here you will see a list of all the styles as arranged in styles.ini. You can add new styles, pin to top or bottom, sort, arrange, and rename them however you like. This will then get saved to your own personal copy of styles.ini (which is found in the styles folder itself).

Quote from: Guigui on February 24, 2026, 10:16:52 AM2) The lower-case styles are sorted after the upper-case ones. This makes it harder to find some styles if one does not remember how exactly they are written.

The lower-case styles at the end of the list are ones that are present in the styles folder but not in the styles.ini file. To fix this, again go to Style Manager and choose "Add Style". You will then see a list of all style folders that haven't yet been added to the styles.ini and you can add them, rename them, and sort them into your list.

Quote from: Guigui on February 24, 2026, 10:16:52 AM4) In this new style "Sonic" I created no object at all, so it uses the default ones. But the exit does not appear in those default objects. Though the flag appears twice. This is the case with most styles I tried that do not include their own exit object.

Yes, there is no default Exit object. Perhaps we should fix that. I'd suggest maybe using the Pillar exit as default, since the Entrance and Water objects in the default style are both from Pillar. Crystal could maybe work better though, as its arguably the most generic-looking of all the OG exits. Open to suggestions on this.

EDIT: I've made a topic about this here.

Quote from: Guigui on February 24, 2026, 10:16:52 AM5) Finally, the number of available styles is huge. Why not make the unfolding menu much higher to see much more of them at once

Sure, we can do that. I'll increase it by 10 or so for the next update.

Implemented in NLEditor commit f948950.

I've marked this topic as resolved but will keep it open for a few weeks for replies.
#58
Lemmings Main / Re: [POLL] Lemmings I - Pillar...
Last post by Ron_Stard - February 24, 2026, 12:33:00 PM
Here's the poll for voting the 12 levels from Pillar Tribe. My choices were:

-It's Lemmingentry Watson
-Cascade
-The Crankshaft
-If at first you don't succeed...
-The ascending pillar scenario
-Call in the bomb squad
-The Great Lemming Caper
-Save Me
-Fix the road, quick!
-Be sure to be a builder.
-Move on in two separate groups.
-Fall and no life (Part Two)
#59
Lemmings Main / Re: Lemmings I - The Original ...
Last post by Ron_Stard - February 24, 2026, 12:19:02 PM
Well, I've started a new poll to see if people are interested in voting. The next tribe to be examined is the Pillar Tribe. Here's the link to the poll!:

---> PILLAR TRIBE POLL HERE! <---
#60
Lemmings Main / [POLL] Lemmings I - Pillar Tri...
Last post by Ron_Stard - February 24, 2026, 12:15:16 PM
Pillar Tribe: A Review

Forget Doric and Corinthian capitals: the really cool ones are Ionic. Everyone knows it, and of course, every lemming knows it! Especially those of the Pillar Tribe, seasoned archaeologists and fervent enthusiasts of ancient architecture.

Their love for ancient buildings and relics leads them to travel by sea wherever they can explore and admire the works of the past: Rome, Greece, and Egypt are their favorite vacation destinations. Oh, how they adore ruins! They're even excited about modern structures under construction!

If you want to get in touch with them, send them a postcard, or better yet, go and meet them in person. Don't even think about calling them! For some reason, they've developed a tremendous phobia of telephones, especially old-fashioned ones. How ironic! The shoemaker's children go barefoot!