Recent posts

#51
In Development / Re: Ah yes, PimoreLems!
Last post by Armani - March 06, 2026, 04:34:19 PM
Oh, I'm never passing up a chance to play Pieuw's levels! :laugh:  Here are some comments for the individual levels:

Spoiler
01_The_Bad_Beginning
It's an auto-level, just like the original first level of Pimolem. The path the lemmings take forming the letters 'L', 'E', 'M' is a nice little touch! :thumbsup:

04_Emerald_Cave
Something tells me the intended solution involves sending one climber over the exit area to build the bridge from the other side. That way, you can solve the level with 10 skills, which perfectly meets the talisman condition. And it's much more interesting than just building non-stop! 8-)

09_The_Strange_Relics_of_Lemnos
Simple skill set, yet the level has a very clever solution. :thumbsup:

11_Minimal_Design
Possibly the hardest talisman in the Calm rank ???

12_Ancient_Crash_Site
It's very clear where to use all three bashers, and having only one miner to deal with multiple gem obstacles narrows down the solution. It took me several attempts to perfectly execute the builder-miner combo.

14_Pagoda_St
A great level where you have to be creative with diggers and miners to compensate for the lack of bashers. I think I might have bypassed the second half of the level by building over the second pagoda structure though! ;P

15_Standard_Test_Chamber
This level reminds me of playing Portal for the first time. :laugh:  The companion cubes, the buttons, the guide lines showing which object is connected to which button. It's all there!(well except for the portals themselves ;P )

19_Iron_Industry
Probably my favorite level of this batch. I love the logic behind it, figuring out the sequence for collecting pick-up skills and how many lemmings to dispatch for them. Not to mention, the level layout looks fantastic. :laugh:

https://youtu.be/lhHfWl9ZTnI?si=4iDggUQzGkV9T7jR

The fact that this is just a demo of the first rank makes me really look forward to seeing how the rest of the pack turns out! :D
#52
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - March 06, 2026, 10:43:09 AM
For sure completed this pack will take your good amount times. Step 5 levels. Cannot even imagine. Those levels are just crazy hards. 6 last levels is ranked hardest lemmings levels in history. This make this pack just Extremes to Grand Master.
#53
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - March 06, 2026, 10:23:53 AM
Nice job. Okay Go Ahead is not easy level. Did i really make it Step 2 level. Its sure Step 3 level IMO and then its hard. This level is tough and compilcated. This solution here requires some lemmings skills. Though its very easy executed. No frame trick or ETC....
#54
Level Design / Re: How do you differentiate a...
Last post by Dullstar - March 06, 2026, 07:37:04 AM
Quote from: hrb264 on February 28, 2026, 10:49:49 AMAlso I usually like to be quite generous with the skill set because I often make mistakes  ;) especially if I make levels with 100+ lemmings, or where you have to assign a load of floaters etc, but I get the impression many people often like to have 1 or 2 of each skill and don't like this sort of level? (To be honest, 1 of everything levels aren't my favourite type :D )

I think the big thing with this is just make that you're doing something interesting with all those skills. Maybe they make the level open-ended, maybe you're limiting a few key skills and providing excess of everything else, maybe it's a level where only a few of the skills are actually useful and you need to figure out which ones... What you definitely don't want is "here is the hatch where we shall be assigning 50 floaters to 50 lemmings" or "here is our massive gap that we have to cross that requires 20 builders", because at that point you may as well just lower the drops, shorten the gaps, etc.

Quote from: WillLem on February 28, 2026, 04:19:03 AM2) Does the skillset provide more skills than are required to solve the level as intended? Yes = 0, No = 1

Of course, I'm sure these are intended to be guidelines and not hard rules, but I think this one has an interesting caveat: providing more skills than absolutely required will often allow more possible solutions (which makes the level easier), but if the excess skills don't actually open any new solutions, then it could potentially make things harder by obscuring which skills you're actually supposed to use.
#55
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by hrb264 - March 05, 2026, 03:31:26 PM
Quote from: WillLem on March 05, 2026, 11:07:02 AMRegarding the 1-pixel gaps, WYSIWYG in both Editor and Player. Try using the "Clear Physics" view option in the Editor, this will show up any accidental gaps much more easily.

Of course, if the gaps are intentional, that's perfectly valid level design and there's no need to "fix" it.
some of them were intentional and some not I'm afraid :D
#56
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by hrb264 - March 05, 2026, 12:51:51 PM
Quote from: WillLem on March 05, 2026, 11:07:02 AMTerrain can be set as "fake", which means it will be visible but non-solid. You may have accidentally set it as fake terrain.

In a future Editor update I'll make it so that setting anything to "fake" or "invisible" by accident is much harder to do.

Thanks very much :)
#57
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by WillLem - March 05, 2026, 11:07:02 AM
Quote from: hrb264 on March 04, 2026, 07:12:11 PMAlso re Tricky 7, something went wrong in the editor when I first made the level as the terrain wasn't acting as terrain that the lemmings could walk on

Terrain can be set as "fake", which means it will be visible but non-solid. You may have accidentally set it as fake terrain.

In a future Editor update I'll make it so that setting anything to "fake" or "invisible" by accident is much harder to do.

Regarding the 1-pixel gaps, WYSIWYG in both Editor and Player. Try using the "Clear Physics" view option in the Editor, this will show up any accidental gaps much more easily.

Of course, if the gaps are intentional, that's perfectly valid level design and there's no need to "fix" it.
#58
Lemmini / Re: Menu bar theme & icons
Last post by zanzindorf - March 05, 2026, 02:44:48 AM
The about icon was fun:

About32x32.png

About49x49.png

About64x64.png

About 3D.png

Let me know if you like the composition of this one. I can pose the question mark and the book differently if you have suggestions.
#59
NeoLemmix Levels / Re: Lemmings Plus Series
Last post by Swerdis - March 04, 2026, 10:09:35 PM
The Rough-rank has been fallen. To be honest, there was no real roadblock here, but a whole bunch of great levels. "Hardwired!" was probably my favourite from this rank. But the real challenge will start now. I expect the "Fierce"-rank to be the hardest rank I ever played by Namida. This will become a lengthy affair, I'm afraid. We'll see. 

Spoiler
Fierce

1 - Dead Is The New Black

Very very nice start into the rank. This one took me a while to solve as I couldn't find the final piece of the puzzle. The use of the bomber is just great. The digger can't finish alone as the final Lemmings would die in this case.

2 - Excavation Expedition IV

Final iteration of this level with only two of each skill. Stupid as I was I let everyone fall into the pit in my first attempts which made the level impossible to beat. Later, I used a blocker to prevent this - and from this point onwards the level wasn't too bad anymore. I even spared some skills.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#60
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by hrb264 - March 04, 2026, 07:12:11 PM
Also re Tricky 7, something went wrong in the editor when I first made the level as the terrain wasn't acting as terrain that the lemmings could walk on, and I thought I had managed to fix it but it seems I may have missed a couple of sections. I'll take another look. Thanks @kaywhyn