Recent posts

#51
Contests / Re: Level Design Contest #33 -...
Last post by JawaJuice - December 14, 2025, 03:42:20 PM
Man, you've really stumped me with this update ???

Spoiler
I've noticed that you can shimmy into the portal on the left side, which seems like it should be part of the solution. Assuming my last attempt had the wrong idea of digging through the splat zone to enable the top lemming to fall safely through (because then both lemmings end up on the bottom, and after your last fix, that's game over), then it must be about using the builders to build a splatform for the top lemming. My idea was to have a lemming building to the left underneath the drop point where the button is, while the other lemming digs down to the bottom, underneath the bridge. The builder would then go back to the portal (using another shimmier to get on top of the platform to the portal then a second shimmier to enter the portal. He then lasers his way through to the button and the bridge he's built safely catches him and he walks to the right, over the hole made by the digger. Meanwhile, the lemming on the bottom uses a shimmier to cross the gap, lasers up to the left, so the top lemming walk down the lasered path and use the final shimmier to reach the last button and that exit. However, all this is scuppered by the fact that the builder dies in the splat zone when he's finished building up three bridges and I just can't see a way around this! It HAS to be 3 bridges high otherwise it won't prevent the splat. Argggh! This is definitely harder than your other two levels in this contest. I feel like I must be close to the solution here but I can't see a way to build the splatform and have the builder survive!
#52
Contests / Re: Level Design Contest #33 -...
Last post by Armani - December 14, 2025, 12:34:06 PM
@JawaJuice

I didn't notice that you had posted your solution for my r2, sorry! :forehead:

Spoiler
Unfortunately your solution is a backroute. You're right that I'm trying to force the player to use both exits though. It's required by the rule!  ;)
#53
Contests / Re: Level Design Contest #33 -...
Last post by Armani - December 14, 2025, 12:32:33 PM
r2 v2->v3
added a steel block
#54
Contests / Re: Level Design Contest #33 -...
Last post by JawaJuice - December 14, 2025, 10:04:45 AM
@Armani

My solution to your updated R2. :thumbsup:

Spoiler
I guess you're trying to force the player to use both exits, rather than just one?

#55
Contests / Re: Level Design Contest #33 -...
Last post by JawaJuice - December 14, 2025, 08:48:54 AM
Yo, Armani! Your update breaks my previous replay ;-) You must have missed it, but I guess that means I backrouted it after all. :P I'll take another look at it!
#56
Editor Bugs & Suggestions / Re: [✓][SUG][ED] NXLV to INI e...
Last post by WillLem - December 14, 2025, 06:25:52 AM
So, to be very clear, the feature as it currently stands supports levels that meet the following criteria:

:tal-gold: Fully supported

• Lemmini-compatible styles
• Classic 8 skillset
• Classic objects (traps, water, fire, one-way arrows, entrances & exits)
• All piece drawing types (eraser, no overwrite, etc)
• Superlemming speed
• Autosteel

:tal-silver: Partly supported

• Grouped pieces (must be ungrouped before exporting, so will work if ungrouping doesn't affect the layout)

:tal-bronze: Unsupported

• New skills (Jumper, Glider, Swimmer, etc)
• New objects (Buttons, Teleporters, etc)
• Resized pieces

Please note that the Editor will always try to export the level, but the output may need to be manually edited if it contains any partly supported or unsupported elements.
#57
Editor Bugs & Suggestions / Re: [✓][SUG][ED] NXLV to INI e...
Last post by WillLem - December 14, 2025, 05:31:43 AM
OK, added very basic support for grouped pieces. It works if all pieces in the group are drawn solid, and it works for some groups involving erasers and/or no-overwrite pieces; the more complex, the less likely it is to translate correctly in the output, particularly if the grouped piece is adjacent to other pieces.

There isn't really a sensible way to preserve groups exactly as they are in the original .nxlv - for now, we should always try to do so, but accept occasional failures. We'll warn the user that their level might not export correctly if it contains grouped pieces.

Implemented in commit 514716b.

EDIT: Also added a warning that resized objects/terrain will appear at their orginal size. After looking into it quickly, it just isn't sensible to try and auto-build a resized piece using default-sized pieces; it will nearly always require the author to manually edit the output anyway.

Added in commit 979d5f8.
#58
Contests / Re: Level Design Contest #33 -...
Last post by Armani - December 14, 2025, 02:26:09 AM
@IchoTolot
Your solutions to R1 & R3 are intended  :santa:  :thumbsup:
R2 could use an update though..
#59
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by Guigui - December 14, 2025, 02:21:17 AM
Just a little word to let players know that the Save One update is currently being worked on. I'll upload it when time comes, before 2026 hopefully.

I will also state here that I will (try to) not do that many updates in the future. It is quite hard for me to accept that some players do not go my own route, but I now understand that it is not necessary to change the levels each and every time this happens.

Thanks again to the players, and to the playtesters.
#60
Contests / Re: Level Design Contest #33 -...
Last post by kaywhyn - December 13, 2025, 09:41:13 PM
@Icho

All solutions to my levels are intended! Well done! :thumbsup: