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#51
NeoLemmix Levels / Sweet 'N' Sour Lemmings: a bit...
Last post by The Tomato Watcher - October 30, 2025, 10:41:09 PM
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After a few months of intermittent work, my first ever fully original level pack is complete.

It's very small, consisting of only 12 levels (with only 8 unique layouts) split across 2 ranks. It also features a barebones "special" level (with an accompanying special style containing the necessary objects), music from various Lemmings versions, and an additional music track composed by me.

It should be a relatively quick and easy completion for most players, but hopefully it's enjoyable nonetheless. :)

longroadtonowhere.png
Sweet 3 "Long road to nowhere" / Sour 2

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Sweet 5 / Sour 4 "The Ball Pit"

Below are multiple downloads of the level pack. ALL of them contain the levels themselves and the special style, so if you want the music, you only need to download ONE of these ZIP files. Regardless of which one you choose, it must be unzipped into the main NeoLemmix folder.

This download contains no custom music.
SweetNSour_CoreOnly.zip (123 KiB)

This download contains the two music tracks that are NOT alternate versions of default music.
SweetNSour_SpecialMusicOnly.zip (9.45 MiB)

This download contains all the music tracks.
SweetNSour_FullMusic.zip (21.4 MiB)

Have fun! :)
#52
In Development / Re: Armani's new level pack De...
Last post by Pieuw - October 30, 2025, 06:05:43 AM
Your original tilesets levels look really good! Love your style :thumbsup:
#53
Lemmings Main / Re: Are Jimmy McLemming and Le...
Last post by mrezra887 - October 29, 2025, 09:57:36 PM
 :thumbsup:
#54
Lemmings Main / Are Jimmy McLemming and Lemmin...
Last post by mrezra887 - October 29, 2025, 09:54:33 PM
So Lemmings: The tribes has 2 characters called Jimmy Mclemming and Lemming McLemming and i always thought they were related because they have the same last name. For me i always thought that Lemming mclemming was some sort of dad to Jimmy. just wanna put this out here.
#55
In Development / Re: Armani's new level pack De...
Last post by Armani - October 29, 2025, 09:02:19 PM
October 30th, 2025 Update
reach the 120 level mark  :laugh:

This pack will likely features 15+@ tribes, and each tribe will have its own unique theme. Though unlike Lemmings 2: The Tribes, this pack won't strictly restrict which skills each tribe can use, instead, I've tried to give every tribe a different flavor and personality through their themes. ;)


Here are some examples with screenshots :laugh: :



Dirt Tribe – "Back to Basics"
This one's all about classic Lemmings vibes! All levels use only the original 8 skills, and many of the solutions are inspired by the old-school levels from the original game. Overall difficulty is: pretty easy.

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Dirt - The Safest Bridge in Lemmingland
what did you say? the safest bridge?


Basset Tribe – "Swimmer Puzzles"
These levels are all about experimenting with the Swimmer skill. You'll find lots of water pools and will need to come up with creative routes using Swimmers. Maybe even tackle a level that's almost completely underwater. ;)
Overall difficulty is: on the easier side.

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Basset - A Theatrical Songbird
built different, taking a different route!


Cloud Tribe – "Movement Skills"
Here you'll make good use of various movement-based skills to hang around hard-to-reach-normally places. Combining these skills in clever ways is the key. Expect some dynamic and action-packed levels!
Overall difficulty is: Most levels are fairly easy, though the last few might give you a headache. :evil:

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Cloud - Platform Nine and Three-Quarters
run through a brick wall! 8-)


Space Tribe – "Teleporters & Receivers"
These levels feature one or more pairs of teleporters and receivers. You'll need to travel back and forth through them to open up new routes across the map. 8-)
Overall difficulty is: very challenging

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Space - Galactic Civilization
something... only advanced civilization can do!


Metal Tribe – "Weirdness"
This tribe is... well, weird. Expect eccentric, unexpected solutions where your usual Lemmings logic might not work. You'll need some out-of-the-box thinking here. ;)
Overall difficulty is: unpredictable, it really depends on the level!
(If you've played my previous pack Lemmings Halloween 2023, think of the level "Insulator", that one would fit in this tribe. :D )

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Metal - Insufficient Data for a Meaningful Answer
self-explanatory...


Renaissance Tribe – "Extreme Difficulty"
This tribe gathers levels that were just too hard for my other packs, or made just seeking self-satisfaction, or ones I decided not to submit to contests because they were a bit too overtuned. These are the most complex and challenging puzzles I've made so far.
Overall difficulty is: never seen before :devil:

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Renaissance - Romanticide
put their spirits to rest.. but not me!




There are many more tribes with various themes, hopefully I can showcase more of them next time.. maybe when the next wave of motivation hits. :laugh:
#56
Game Bugs & Suggestions / Re: [+][BUG][PL] Alarm sounds ...
Last post by Simon - October 27, 2025, 09:13:01 PM
It's natural to ask the gamestate a second time whether it wants to exit to postview. IIRC we have refactored that into its own side-effect-free question. All the hard work is already done, and it's clear what happens if you ask twice.

It can also be natural to move the decision later. Stuff will start to depend on ordering. If the logic is flat (not nested, even if it's long) or if it is short, you can depend on such ordering without maintenance hassle. Only in a long and nested series of decisions, ordering effects attract bugs. It's your call.

I wouldn't cue the effect one physics frame later, unless that's what you always want; i.e., even if we continued play, you'd want the effect exactly one frame later.

-- Simon
#57
Reviews / Re: Level Review--Lemmings Rev...
Last post by whoever - October 27, 2025, 03:53:06 PM
Quote from: LemSteven on July 11, 2020, 02:37:26 AM10-5: Scale that wall....
...
Bad: With good timing, you can reach the top of the wall without activating the speed-up pad.  Meanwhile, with poor timing, it is possible to fail even if you do activate the speed-up pad.  Without many extra skills to stall with, getting the timing right is a matter of trial and error.

There's only one anti-gravity pad in this level. I don't like how the flipped ones are treated like disposable items. There also seems to be a bug with the flipped ones. If you watch ColorfulArty's (final) video of this level, for example, you can see a flipped one just disappear.
#58
Game Bugs & Suggestions / Re: [+][BUG][PL] Alarm sounds ...
Last post by WillLem - October 26, 2025, 06:18:01 PM
Had a look at this one today. The problem is that the behaviour is technically not a bug. The lemming is saved and time runs out on the same frame, so the lemming counts as saved (thus completing the level) and/but the "time up" sound is also cued (correctly).

It's possible to ask the game to wait another frame before cueing the sound, which seems to "fix" the reported bug, but is essentially cueing the sound 1 frame too late, which itself is a bug.

Not entirely sure what to do about this one.



EDIT:

It may be possible to ask at the current frame "do we need to play the sound?" and check for certain conditions, but I'm not entirely sure what those conditions should be. Ideally, they'd be anything that would cause the game to exit to postview. However, we're then making a check for "exit to postview" twice per frame purely for the purposes of cueing the "time up" sound: this is clunky.

Another idea might be to move the "time up" sound cue to later in the same frame. The hope, then, is that the game will have finished and exited before the cue is reached. I'll check for this later.
#59
Challenges / Re: Maximum Lemmings Saved Rec...
Last post by whoever - October 26, 2025, 12:47:16 PM
Quote from: LemSteven on June 26, 2011, 07:19:28 AMLemmings Revolution

3-3: 18/20


I've been puzzling over how LemSteven managed to save 18 out of 20 lemmings in level 3.3 ("Block and Bomb"). He doesn't seem to have offered any explanation for this, at least I couldn't find one. Today I discovered a very simple way to achieve this result. You simply let the lemmings fall directly into the balloon. Apparently, they survive every fall this way. Attached is a picture of the result.
#60
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by WillLem - October 25, 2025, 10:01:13 PM
OK, finally got around to having a look at the code for this today.

Editor:

This is very easy. The Editor simply draws a semitransparent magenta pink rectangle. By swapping which of the ARGB channels are drawn at 255, we can have semitransparent cyan, yellow or mint green.

I'm sure that by messing about with this value, other colours could possibly be achieved. We choose one that works, implement the option. Not a problem.

Game:

This is much more convoluted. The trigger area is drawn pixel-by-pixel in a chequered grid pattern, and so is actually composed of at least 2 colours. The first colour is the #FF00FF pink, and the second is dynamically calculated from this (but is hue-dependent). Then, triggers can overlap terrain, steel, and other triggers. In each of these cases, the colour is either re-blended or simply drawn as a new colour.

So, it wouldn't be a simple case of just changing the #FF00FF value as I'd hoped, and would in fact require a more detailed recalibration of all the various overlapping and intersecting pixel colours. Granted, there are only a few to consider, but it would have to be done for each individual base colour.

For that reason, I'd be happy to consider implementing a single alternative colour option (as opposed to several alternatives) for the game engine, but I'd ideally want that colour to be chosen and specified by the OP (GigaLem) so that I can simply go about working it into the various required sub-colours to make sure it works as a viable option.

Multiple colours are unfortunately out of the question. Even if I could find some way to automate every possible configuration from a single base colour, that goes way beyond the desired scope of this feature, which is (as I understand it) simply to provide a less harsh-looking alternative to the pink. This can simply be agreed upon beforehand, worked in to the existing code, and presented to the end user as an A/B option.

Meanwhile, drawing unfilled rectangles would require significant re-writing of the code that draws the trigger areas, which is not something I'd be happy to take on at this point. I'd prefer to rule that out altogether and go ahead with a comparatively simpler trigger recolouring.

So, Giga, we need to know what would work for you as an alternative colour. Ideally, please present it either as a .png image or a hex code (e.g. FF00FF) and I can take it from there.



(Note to self: Editor - BmpModify.cs line 188)
(Note to self: Game - LemRendering.pas line 2834)