Recent posts

#51
In Development / Re: Ah yes, PimoreLems!
Last post by Pieuw - February 23, 2026, 01:49:34 PM
If people are up to do some testing, here's the first rank of the pack, entirely revamped.

Almost all levels changed a lot and you may have trouble recognizing some of them from the original levels but I always tried to keep something from them. I changed some titles either because I thought they were bad or to fit the new layouts better. The levels order remains the same for the time being but will need some adjustments for sure.

The overall difficulty is still very easy. That being said, if you're up for a challenge, each level also has a talisman solution. Some are open-ended but most of them make for real puzzles and this clearly was the fun part of remaking this rank! :laugh:

(I kept the Calm rank graphics from NeoLemmix PimoLems, thanks to Ichotolot for this :thumbsup:)
#52
Editor Bugs & Suggestions / Re: [+][SUG][ED] Bring back th...
Last post by WillLem - February 23, 2026, 07:55:47 AM
Given the new Editor's UI layout/structure (specifically, the Piece Browser is now always visible and clickable), a "Replace" hotkey or button wouldn't really make sense.

However, we can modify a Piece Browser click so that if a single piece is selected, the clicked piece replaces the selected piece.

So, the following has been implemented:

Piece Browser click + no modifier = clicked piece is added at the centre of the level, as usual.
Piece Browser click + Ctrl or Shift = clicked piece replaces the selected piece.
Piece Browser click + Alt = clicked piece is added at the same X/Y co-ordinates as the selected piece (but does not replace).

Note that this only works when a single piece is selected. If more than one piece is selected, click logic passes as normal regardless of modifiers.

Note also that any mouse button can be used here. I did try it with "Right Click replaces, Middle Click adds at selected pos", and it worked nicely but would be too prone to accidental misclicks. Whenever a piece could possibly be deleted, let's require a modifier key.

Implemented in NLEditor commit e3220a3.
#53
General Discussion / Re: General Comings and Goings
Last post by Silken Healer - February 23, 2026, 12:02:25 AM
Quote from: Lana T. on February 14, 2026, 09:49:09 PMLong time no see! It's true that I haven't given any sign of life for a few years, and I apologise for that, as well as for this sudden reappearance. My interest in Lemmings never faded, I simply focused more on my personal life. A lot has happened and changed since then, and I'm sure that's true for some of you too. After all, it's been quite a while, I didn't even recognise the site at first!
OMG Lana!!!!! Welcome back. Haven't seen you in ages. I think I remember once some people wondering about you actually, as you set your Forum name to a hyphen while you were gone.

Quote from: Lana T. on February 14, 2026, 09:49:09 PMThat being said, I will never use Discord again
May I ask why exactly? You don't have to tell me if it's a private reason, ultimately it's up to you if you use Discord or not, but your basically locking yourself out of 50% of the community as the Discord server is basically as active if not more active then the forums these days, so I personally would feel a bit lonely from the Lemmings community if I did this.

Quote from: Lana T. on February 14, 2026, 09:49:09 PMLix Mumble
The Lix Mumble server isn't really a general service, it's only really used for the multi-player games or when Simon (whom also doesn't use Discord) wanted to voice-chat with WillLem

Quote from: Lana T. on February 14, 2026, 09:49:09 PMor on another service if one has been set up during my absence
None have been set up. Although there is the Lix IRC too, but only me, Flopsy and Simon really use that nowadays and even then it's rare (I haven't been on there for like 8 months)
#54
Editor Bugs & Suggestions / Re: [+][SUG][ED] Start up Pref...
Last post by WillLem - February 22, 2026, 09:45:08 PM
We now have level templates :)



Choose "Set As Default" to have the template load when opening the Editor or creating a new level.

Implemented in NLEditor commit d20e1ec. Also present in SLX/RLEditor.
#55
Editor Bugs & Suggestions / Re: [+][SUG][ED] Saving Terrai...
Last post by WillLem - February 22, 2026, 08:54:06 PM
A very simple way that this could be done would be to have a "Groups" tab in the Piece Browser which, like "Rulers" (previously "Sketches"), would be style-independent.

The groups can then simply be saved/loaded to/from a single text file.

We can also allocate groups to styles on a per-user basis by adding a "[name_of_style]" header to the saved group. When saving a group, the user can choose whether to save it as a generic group, or add it to a particular style (or styles). If the group is steel, it would be added to the "Steel" tab rather than the "Terrain" tab for the selected style(s).

When used in a level, the group would be saved to the level file as normal, preserving cross-user compatibility.

As for (2), my honest thoughts are that if a style creator recognises that a particular piece grouping is useful and should be available to all users, they should simply go ahead and add that piece as a regular terrain/steel piece, rather than the Editor having to messily support in-style groups for basically the same end result. It seems more natural that custom groupings be supported on a per-user (rather than per-style-creator) basis.
#56
Site Discussion / Re: Lemojis!
Last post by WillLem - February 22, 2026, 07:26:05 PM
Quote from: Lana T. on February 22, 2026, 03:38:42 PMwould you be interested in seeing the Lemoticons I remade?

Absolutely. Go ahead and post them, and welcome back to the Forums! :)
#57
Site Discussion / Re: Lemojis!
Last post by Lana T. - February 22, 2026, 03:38:42 PM
Hi, I know it might be rude to bump into this discussion like that, especially since it seems that a debate is going on, but I've been meaning to ask, would you be interested in seeing the Lemoticons I remade?

For context, I drew them for a reinterpretation of the forum I did during a web design class. I just found out that the old versions were backed-up on an external hard drive. Sadly, the rest of my assignment stayed on my dead computer (I'm still gutted about it, so much was lost, those logos took a lot of time to make). I can clean them up and post them here, if you want. Just to show you that Lemmings was still on my mind during my studies.
#58
Lemmings Main / Re: The Making of Lemmings (19...
Last post by JawaJuice - February 22, 2026, 02:06:02 PM
That was great! Thanks for posting :thumbsup: I see the same guy has made a documentary on Monkey Island as well, so hopefully another nice trip down memory lane there. :)
#59
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by Plodderuk - February 22, 2026, 01:09:36 PM
Thanks, Master-88, for your comments on my "Tame Tourist Trip" solutions.
With the "Crazy Crusade" rank, I've done 18 levels so far.
I've run into a timing problem with the training level 1 'Day walk in pipe polis.'
Spoiler
Simple use of Builders would leave the top of the bridge 3 pixels too low. So I would like to use a Shimmier with each of the first 3 Builders, and one at the end to stop it reversing. But there are not enough Shimmiers to allow this. So the final Builder reverses and has to be turned around, which costs me 9 seconds; and I miss the time limit by 4 seconds. Ideally the final Builder would be left with enough horizontal room to finish without then reversing; but if I do that the bridge does not gain enough vertical height. Still trying to figure this out.
The other level causing me problems is Level 16 'Go Ahead.'

Spoiler - Go Ahead
Here I have no idea how to tackle this. With a locked rapid release rate, I don't see any way to stop several of the early lemmings from falling into the water. Perhaps there is some clever trick with Stoners that I do not know.

Will post my solutions and comments on the other levels once I've made more progress.
#60
Closed / Re: [+][SUG][ED] Improve visib...
Last post by WillLem - February 21, 2026, 10:34:03 PM
Quote from: WillLem on July 19, 2025, 03:23:47 PMHowever, one issue still remains. In the Level Arranger, it takes an extra input for the UI to completely update when the scrollbars become visible. So, for instance, when zooming in, the X/Y coordinates will be hidden behind the scrollbars when they first appear. Moving the scrollbars, zooming in or even just clicking the window itself fixes this immediately, but I haven't yet found a way to get the UI to update as and when the scrollbars become visible.

Found a way! It was simply a case of calling for the screen update the moment the scrollbars become visible.

This is now fully fixed (commit 8763505 in NLEditor | commit b9f1a7c in SLX Editor).