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#51
SuperLemmix / Re: [RELEASE] SuperLemmix Leve...
Last post by WillLem - February 02, 2026, 11:51:05 PM
SuperLemmix Editor 3.0 Update

This is a significant update to accompany the release of SuperLemmix 3.0.

The new version features the following features/bugfixes:

:lemming: New SuperLemmix-Specific Format (.sxlv)
 • It's now possible to file-associate SuperLemmix levels with the SuperLemmix Editor, and NeoLemmix Levels with the NeoLemmix Editor. The SuperLemmix Format (.sxlv) will always be preferred as the default format unless NeoLemmix Mode is active. You can still choose to save to .nxlv as long as the level does not contain any SuperLemmix-specific features

:lemming: Added support for new 'Steel Type' level property
 • It's now possible to set steel as 'only where visible (NeoLemmix-style)' or 'always steel' on a per-level basis (supported in SuperLemmix 3.0)

:lemming: 'Sketches' are now 'Rulers'
 • Rulers are drawn to their own layer and with their own selection rectangle colour for easier identification. The layer can be toggled on/off via hotkey/menu item. Full backwards compatibility with existing Sketches is preserved (NOTE: the 'sketches' folder is auto-renamed to 'rulers' if the Rulers folder is not found).

:lemming: Refresh Rulers
 • Refresh Styles now also refreshes rulers

:lemming: Batch Exporter
 • Use the batch exporter to convert levels to the following formats: SuperLemmix (.sxlv), NeoLemmix (.nxlv), RetroLemmini (.rlv) and Lemmini (.ini)

:lemming: INI Exporter
 • Export individual levels to RetroLemmini (.rlv) and Lemmini (.ini)
 • Create translation tables to link SuperLemmix style pieces to their (Retro)Lemmini counterparts

:lemming: Style Manager
 • Added a style manager to create/edit the style list

:lemming: NeoLemmix 12.14 Objects
 • Added support for NeoLemmix 12.14 objects (Portals, De-Neutralizer, Skill De-Assigner)

:lemming: Automatic Lem Count Button
 • Added a button to the Globals tab which automatically sets the lem/save counts to the most appropriate for the number and type of pre-placed lemmings

:lemming: Skills Tab
 • Re-added "Clear Skillset" button
 • Random can now go from 0 to 100
 • Removed "Apply Custom Skillset" button (the combo now applies the skillset when changed)

:lemming: Cleanse Levels
 • It's now possible to save to either .sxlv or .nxlv when cleansing
 • It's now possible to delete deprecated pieces
 • A more complete list of errors is now shown (Missing Pieces, Deprecated Pieces, No Lemmings/Exits) and a .txt report is generated in the target level folder

:lemming: Validate Levels
 • Bugfix - "Edit Level" button is not shown if validator opens when cleansing

:lemming: UI
 • Improved Entrance Hatch arrow rendering
 • Steel now has its own selection rectangle colour
 • Added zoom factor indicator to corner text
 • It's now possible to switch between Release Rate & Spawn Interval
 • Improved layout of piece data & 'Load Style' button in Pieces tab

:lemming: Bugfixes
 • Combos are now correctly refreshed when changing levels
 • Music list now searches recursively in subfolders of 'music'
 • NeoLemmix levels are marked as such when saving
 • Restored 'changing main style also changes piece style when no pieces are added' behaviour
 • Piece Search now finds all object types correctly
 • Piece-editing buttons now become unavailable after deleting a piece
 • Piece size label is emptied when no piece is selected
 • Scrollbars on Level Arranger window no longer eat hotkey presses
 • Cursor is correctly reset when clicking status bar buttons
 • The Editor now closes if the 'styles' folder cannot be found
 • Many other general improvements, typo fixes, tweaks, spit and polish



Get the latest version here.

#52
Editor Bugs & Suggestions / [✓][BUG][ED] Indentation of te...
Last post by The Tomato Watcher - February 02, 2026, 09:39:14 PM
Since NeoLemmix Editor 1.45, if a level with more than one terrain piece is saved, each subsequent $TERRAIN group in the NXLV will be indented two extra characters, which accumulates the more terrain pieces there are in the level.

For example, this:
#        Terrain pieces         
# -----------------------------
 $TERRAIN
   STYLE orig_crystal
   PIECE bar_04
   X 507
   Y 65
   ONE_WAY
 $END
 
 $TERRAIN
   STYLE orig_crystal
   PIECE clump_01
   X 38
   Y 109
   ONE_WAY
 $END
 
 $TERRAIN
   STYLE orig_crystal
   PIECE clump_02
   X -8
   Y 115
   ONE_WAY
 $END

...

...becomes this:
#        Terrain pieces         
# -----------------------------
 $TERRAIN
   STYLE orig_crystal
   PIECE bar_04
   X 507
   Y 65
   ONE_WAY
 $END
 
   $TERRAIN
     STYLE orig_crystal
     PIECE clump_01
     X 38
     Y 109
     ONE_WAY
   $END
   
     $TERRAIN
       STYLE orig_crystal
       PIECE clump_02
       X -8
       Y 115
       ONE_WAY
     $END
     
...

ONLY the Terrain pieces section has this issue. Objects and Rulers are formatted properly.

While this doesn't prevent the level from loading or playing normally in the NeoLemmix Player or in the Editor itself, it can make levels explode in file size. After opening the level these examples are from, making no changes, and immediately saving, the file size went from 26KB to 566KB! :lem-mindblown:
#53
Closed / Re: [-][SUG][ED] Rename NLEdit...
Last post by Guigui - February 02, 2026, 08:23:10 PM
Oh my bad, I understand now.
I thought this was the CE edition of the editor but it is just the regular editor improved.
I see no reason to have both indeed.
#54
Closed / Re: [-][SUG][ED] Rename NLEdit...
Last post by WillLem - February 02, 2026, 07:09:39 PM
Quote from: Guigui on February 01, 2026, 06:49:26 PMwhy not renaming the exe file NLEditorCE ?
The CE suffix would allow this editor to not overwrite the regular editor exe if they are run from the same folder as you're currently working on.

This is intended as an update to the NLEditor. It's not a different program, it's a continuation of the same program's development.

What are your reasons for wanting both? What does the old Editor have that the updated Editor doesn't have? Nothing has been removed, features have only been added or improved.
#55
NeoLemmix Levels / Re: LemFan's various packs
Last post by LemFan - February 02, 2026, 06:18:18 PM
Great to hear Flopsy! I've been watching your playthrough videos since 2018
#56
NeoLemmix Levels / Re: LemFan's various packs
Last post by Flopsy - February 02, 2026, 04:44:55 PM
I'm sure I'll be playing one of LemFan's packs soon.

All of the packs are in the pool for my NeoLemmix 30 series on my YouTube channel.

I have not encountered one yet and I pick a pack at random every time.
#57
Lix Main / Re: Newbie with very basic que...
Last post by Flopsy - February 02, 2026, 04:39:59 PM
Only just noticed this topic myself and want to weigh in a bit myself.

First of all, welcome to the Lemmings/Lix community. It's nice to see someone who clearly prefers Lix to NeoLemmix, I used to be very into NL and still am for the purpose of YouTube content but my creativity has shifted to Lix and I mainly make multiplayer levels for our occasional multiplayer sessions.

I really like the 2 level images you have uploaded to the topic and feel these could make great multiplayer levels, they are big enough to make some interesting level scenarios.
Of course multiplayer has a very different design aspect, you are actively encouraged to make levels where players will meet opposing player Lixes on path to the exit, that's usually why a lot more level space is required.

I'm pleased you find the Lix editor more user friendly than other in game editor in similar Lemmings clones. I agree, I can make a multiplayer level so fast in the Lix editor and I think Simon has intentionally worked hard on making the editor so easy to use, the fact that it is in game too is a big plus.

On regards of questions asked in the topic

The diagonal up miner you speak of does not exist in Lix, there is a fencer skill in NL (NeoLemmix) which is based off the skill from Lemmings 2 The Tribes.

The splat height thing has been answered by others, nothing to add there.

You raise an interesting point about not being able to let Lixes fall in opposing directions to each other, walk left then right and so on. I can't think of an efficient way to do that without using opposing entrances (as WillLem said).
You mention using a digger to have a clumped alternate direction release but I know you want to achieve this without interaction most likely.

Tilesets have been lacking in Lix because Simon has maintained that they should be of a higher quality than those being made for NeoLemmix. Like they should be more symmetrical pieces which are divisible by 8 pixels in terms of their size, this is done to keep the ease of use in the editor.

The tilesets have to be made to a higher resolution than NL too, so that makes things more difficult.

You might benefit from joining a Lix multiplayer session if you are interested in that aspect of it also. Simon is almost always present at those sessions and you could benefit from talking in voice chat to him at the very least even if you're not interested in playing the multiplayer.

I should arrange another session soon, there hasn't been one since September now 😞

#58
Game Bugs & Suggestions / Re: [BUG][PL] Full Screen Bug ...
Last post by Flopsy - February 02, 2026, 04:06:52 PM
Just to confirm this bug has been fixed on my end too. Thanks for fixing  :thumbsup:
#59
Lemmini / Re: [RetroLemmini] 'Lemming Re...
Last post by hrb264 - February 02, 2026, 01:36:18 PM
Never mind - I'd just posted this when I managed to figure out the solution. It's a great level but very hard :)
#60
Lemmini / [RetroLemmini] 'Lemming Recycl...
Last post by hrb264 - February 02, 2026, 01:07:59 PM
I think I've been stuck on this one for like a week now? I downloaded 2.7 which has improved matters a bit as the lemmings aren't getting caught by the trap as easily, but I think there's either something wrong with the level or I'm being extremely thick. (probably the latter lol) I've been watching the solutions to it online but I can't seem to replicate them - the climbers just climb up the bit where the trap is, land and then get killed, and there's no real way to get more than one lemming to turn around.

Sorry to ask, but it'd be great if someone could give me some help :D