Recent posts

#51
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?
#52
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.
#53
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 7/20
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:
#54
NeoLemmix Levels / Re: Sweet 'N' Sour Lemmings: a...
Last post by The Tomato Watcher - November 02, 2025, 08:08:35 PM
Nice to hear from you, JawaJuice :) Really glad you enjoyed the pack. You sure had some fancy solutions :P A lot of your solutions weren't exactly intended, but they usually involved some precise timing that I'm not expecting most players to shoot for. If that expectation turns out to be foolish, then I'll actually try to fix it. Your only true backroutes were Sour 5 and Sour 6. I have absolutely no idea what I'm going to do with Sour 5, but I have ideas for Sour 6.

Guigui, I really appreciate your feedback on individual levels, so thank you so much for that.
My responses
Sweet 2: Yeah, this level is definitely the most gimmick-y level of the pack, essentially just making sure the player internalizes the fact that they can lose half their lemmings, since you almost never are forced to lose so many.

Sweet 3: Saving the Basher is perfectly acceptable; in fact it better prepares you for the intended solution to this level's repeat. ;)

Sweet 4: Indeed, the Builders are the only real skill crunch here, nicely done!

Sweet 6: The solution is intended, and the resemblance to the mobile Lemmings game is indeed intentional, nicely spotted! I play the game occasionally and thought this level would be a fun nod to it.

Sour 2: Not quite intended, the finicky timing is not at all necessary :( The easiest thing to do is compress the crowd after building across the first two gaps (taking advantage of being able to lose 10 lemmings) then find a way to separate one lemming from the bunch after getting past the traps. Not sure how or if I'm gonna enforce that though.

Sour 3: Glad you really liked this one! I think it's the level I'm most proud of. I think I did a good job recreating the feel of an actual ONML level with this one... aside from it having a slow RR and being taller than 160 px, both of which are required to make the level work at all. :P

Sour 4: Oops! I made the save requirement too lenient. You still got the core of the solution though. Shouldn't be too hard to fix.

Sour 5: I think I'm just gonna have to leave this level open-ended.

Sour 6: Indeed another backroute; I think my idea for JawaJuice's backroute will stop yours as well.
#55
Game Bugs & Suggestions / [?][SUG][PL] Insert Mode: Eras...
Last post by Simon - November 02, 2025, 02:59:32 PM
CE 1.0.1
NL 12.14

During Insert Mode between physics updates N and N+1, when you insert a skill assignment to lemming A that will affect physics update N+1: First erase the future of A in the replay (erase all assignments to A at N+1, N+2, N+3, ...), then assign to A.

This will fix two problems at once:

  • The garbage will be automatically deleted. In existing NL, the player must now either go to the replay editor to delete the garbage by hand, or, worse, let it clutter the replay and hope.
  • You naturally allow same-frame-same-lemming overwriting. CE 1.0.1 blocks same-frame-same-lemming, which is the most annoying type of failed assignment because the intention is clear.

If you're concerned about losing data, we can talk. The hunch is that you shouldn't worry, but I'm happy to be convinced otherwise.

Armani and I have already argued for this in Improve same-frame assignment behaviour in Replay Insert mode, which is now closed. That thread, anyway, became more about the sound for failed assignments and whether to advance physics on failed assignment.

-- Simon
#56
Game Bugs & Suggestions / [✓][BUG][PL] Replay Editor: Ex...
Last post by Simon - November 02, 2025, 01:46:54 PM
NL-CE 1.0.1

The replay editor (what I call tweaker in Lix) sometimes prints some lines in blue (rather than black). I didn't find explanation anywhere in the program about what that blue means.

Ideas:

  • Introduce a new column for this the information. You can still keep the blue if you want.
  • Write static explanatory text in the tweaker.
  • Ditch the information altogether?

It feels unsettling without at least one of these.



Speculation: It means that the assignment entered the replay during insert mode.

The support for this is the weak connection by color to the blue R in the panel. The meaning of the blue R is similarly mysterious, the program conveys information only by color without explanation. At least, the blue R had the connection to the hotkey that you mapped yourself by functionality name and then pressed.

If I'm right and a blue line really means that this assignment was added during insert mode: I draw moderate benefit from of it. Over half the replay ends up blue in complicated levels. After entering insert mode, I stay in insert mode all the time until I have to click air to cut. At least it gives some random structure to the list for finding assignments by eye.

If you stay in insert mode and fast-forward physics past the end of the replay, then assign more skills, these new assignments are still blue, even though you couldn't see the blue R in the panel.

-- Simon
#57
NeoLemmix Levels / Re: Sweet 'N' Sour Lemmings: a...
Last post by Guigui - November 02, 2025, 01:45:57 PM
Quote from: The Tomato Watcher on November 02, 2025, 01:26:28 AMDidn't expect Sweet 5 to be so tricky, whoops :forehead:

Here's a hint for you Guigui :)
Sweet 5 Hint
You can't get over the tall column right before the goal with the skills available, so you'll have to go through it ;) If you're still stumped let me know :)

Yes Sweet 5 cleared now, not sure why it scared me that much after all. Thanks for the tip !

I'm joining my replays and some comments on the levels and solution :

Spoiler
Sweet 1 Nice introduction level, open ended. I made it with a single pioneer.

Sweet 2 Lost an awful lot of Lemmings in the pit here, but it is allowed so why not ?

Sweet 3 I save one basher here, with a straightforward solution : see an obstacle, overcome it with a skill.

Sweet 4 Scary level at first sight ! Blocking the crowd and sending a pioneer do the job works well. I get just enough builders but save many destructive skills.

Sweet 5 No comment now, I misjudged the power of stoners !

Sweet 6 Timing the upmost basher is everything here. Probably the intended solution as I have no skill left at the end.
This level reminds me of the newer Lemmings game on Android/iOS : all levels have this vertical setting and screen ratio to fit a phone screen. Is that a coincidence ?

Sour 1 Sweet 1 remixed w/ different skills. I had to struggle a bit to get the half turning lem in time to free the crowd. Good level !

Sour 2 Compression ! I fidgeted a lot to get a first batch of 3 compressed lems to prepare terrain, then compressed the others very tight. Not sure this is intended solution ?

Sour 3 Really love this one Chasm Capers. Spent way too much time building on both sides simultaneously, until I saw a peculiar skill you gave that actually helps with pits...

Sour 4 Sweet 5 remixed. I was scared at first since I could not clear the original level. But then I saw the 4 builders and how to overcome the last pillar so it was a quick solve. Maybe not intended again since I save miner and bomber ?

Sour 5 Pretty sure I backrouted here since I save more lemmings than required, and save skills. The jumper at the beginning survives the fall by one pixel thanks to the miner applied first. I am not really sure how jumpers splat height is calculated...

Sour 6 Probably another backroute. Watch me try to use the shimmier to finally let it fall to its doom ! The crowd is save at the last second of course, I had to adjust some bashers tightly to achieve this.

#58
NeoLemmix Levels / Re: Sweet 'N' Sour Lemmings: a...
Last post by JawaJuice - November 02, 2025, 11:30:56 AM
Firstly, thank you for making this pack, The Tomato Watcher - thoroughly enjoyed playing through it! It's on the easier side, but still a nice challenge, especially on certain levels. My replays for sweet and sour ranks attached. I don't think I found any backroutes here, but I'm not the best at knowing when I've found one and when it was the author's intended solution!

Secondly, by way of introduction, I've been lurking on this forum for six years or so and thought it was time I stepped out of the shadows. I'm a long time fan of OG Lemmings, having bought it when it came out in '91 on the Atari ST (probably giving my age away a bit there!). Discovering Neolemmix and this forum was a godsend and I just want to thank all of the authors of packs on here, who've brought me many hours of entertainment (and frustration!). Keep up the good work!

#59
NeoLemmix Levels / Re: Sweet 'N' Sour Lemmings: a...
Last post by The Tomato Watcher - November 02, 2025, 01:26:28 AM
Didn't expect Sweet 5 to be so tricky, whoops :forehead:

Here's a hint for you Guigui :)
Sweet 5 Hint
You can't get over the tall column right before the goal with the skills available, so you'll have to go through it ;) If you're still stumped let me know :)

Really happy to hear you enjoyed the other levels! You are very welcome to post your replays here :) I already found a backroute in Sour 5 right after posting the pack (because of course I did) and will likely leave it as is, so I'm hoping you found the same backroute :crylaugh:
#60
NeoLemmix Levels / Re: Sweet 'N' Sour Lemmings: a...
Last post by Guigui - November 02, 2025, 12:12:01 AM
I could clear the whole pack now, except Sweet 5 Just Relax... Still stuck there because of the 5 gaps (sorry I wrote 4 gaps in my last message) and only 2 builders + 6 stoners to create terrain. Maybe I dont know how to use stoners properly ? Any hint would be appreciated.

The other levels were very pleasing to the eyes and the brain. I especially loved Sour 3 Chasms Capers (is there really an -s at "capers", I used only one caper  ;P )
I may have found some backroutes here and there because I end up with extra skills, mainly in Sour 5 and Sour 6.

Do you mind if I post my replays here ? Always fear it can break the fun for other players.