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#71
Contests / Re: Level Design Contest #33 -...
Last post by Crane - November 19, 2025, 07:36:37 PM
Just got Rusty Ruin Zone too - that was a tough one, but I put it down to my inexperience with splatpads.
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When I finally realised I could use a Shimmier to jump into the portal, rather than trying to use Builders or assuming it was a red herring, then everything fell into place.  Whenever I thought I had found a backroute or a solution, the splatpads always stopped me!  Now I understand your clue about the lemmings building a bridge together and one going back upstairs, so the overhanging Digger has somewhere safe to build to.

That just leaves Benzene.
#72
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by JawaJuice - November 19, 2025, 04:54:56 PM
Quote from: Guigui on November 09, 2025, 12:19:27 AMQuest From Kieran I left aside for the moment, kind of discouraging to me in the last rank.
I also started Lock and Key by Dexter, but it is hard too, cannot get past level 3...
I think I have better time with simpler packs for now.

For what it's worth, I've tried Quest From Kieran a few times myself and given up every time when I hit the final rank. It's a very hard pack at this point. I found his Abandoned Zone more accessible - did manage to complete that one. I struggle with pretty much everything Dexter has released - Lock and Key was too hard for me as well. The only pack of his (and ∫tan x dx) that I have managed to finish is Lemmings Faithful.
#73
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by JawaJuice - November 19, 2025, 04:41:34 PM
OK, your Eon updates didn't pose too much problem actually ;) Replays for this rank attached. I do like your concept with this pack, Guigui; it definitely forces you to approach problems differently, knowing you only have to save one. For my money, Level 4 (Head Bang...) of Eon is by far the trickiest - not just in seeing a solution, but the execution is pretty difficult as well.

Spoiler
I'm not sure if I did Level 2 'properly', I really can't work out what the blocker is supposed to be for there - to stop the progress of the basher after the climber has got past maybe? It seemed easier to just rely on timing and not use the blocker to me, but maybe I'm being obtuse!
#74
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by JawaJuice - November 19, 2025, 03:53:29 PM
I gotta say, @Guigui, there's no way this pack is Medium difficulty, imo. I've completed all Medium packs released to date, including DoveLems (which I also thought was a hard 'Medium') and this has given me considerably more trouble than any of them! On my last attempt, I cleared the first rank but couldn't complete any levels from the second rank. Thought I'd give it another crack just now, but I see your update means two of my replays from before no longer work! I will persevere with it though :-P
#75
Contests / Re: Level Design Contest #33 -...
Last post by Crane - November 19, 2025, 02:22:15 PM
Completed Armani's R1 level - let me just say that was absolutely beautiful... definitely my favourite level so far.  You were right about the last few skills being the puzzling ones - I worked out where everything else went, but with the remaining skills...
...it begged the question:
How do you release the crowd?!

R2 and R3 still giving me trouble unfortunately, despite your clues.
#76
Contests / Re: Level Design Contest #33 -...
Last post by kaywhyn - November 19, 2025, 12:26:06 PM
I've decided to release a V2 for my R3 not because of backroutes (no one has backrouted it yet) but to fix it up a little more to make it look better. In particular, I've replaced some steel pieces with its corresponding green piece and vice versa. Yea, I think I'm at that point where even small stuff like that in my levels bugs me :P
#77
Community Edition / Re: +][BUG][PL] Gracefully han...
Last post by WillLem - November 19, 2025, 04:36:00 AM
OK, so after a failed attempt to embed the resources (which would only solve the default style anyway), I tried exploding lems to replace the missing Sleeper. This is fun, we get the fireworks, but it takes longer for the animation to play out, requires extra code for having the explosion not leave a crater, and fills the screen with particles which may obscure important level detail that the player may need to see.

So, let's try the Vaporizer (Burner) animation instead, effectively turning the exit into a fire trap when time runs out. This is shorter even than the Sleeper animation, less code, and less impact on the visuals (which, again, may be important).

That handles the missing sprite. We also need to handle missing animation data from scheme.nxmi. After a bit of unsuccessful tinkering with various bypassing methods, I've opted to simply add the missing data to the scheme.nxmi file at runtime. This is relatively low impact, and in fact helps any sprite set designers because they won't then have to manually add the data themselves should they wish for their style to support the Sleeper sprite.

This seems to be the best solution overall. It's highly unlikely that any other sprites will ever be added to CE, so the special handling in this case is acceptable. And, it only applies to users who opt to run CE from their original NeoLemmix directory. If doing things the other way around, the Sleeper sprite will be there anyway.

Implemented in commits 2651404 and 7c9de20.
#78
In Development / Re: Armani's new level pack De...
Last post by Guigui - November 19, 2025, 01:06:44 AM
I also went for pillar. Crystal is the easy pick for sure, but definitely overused and so 2022. You're Armani or not ?
#79
Community Edition / Re: +][BUG][PL] Gracefully han...
Last post by WillLem - November 19, 2025, 12:55:14 AM
Quote from: jkapp76 on November 16, 2025, 02:56:39 AMCould you add some code so if the sleeper sprite is not present something else happens? (explode comes to mind)

This is actually a great idea: have the lems explode rather than exit.

I'll have a go at embedding the Sleeper sprite (and default\lemmings\scheme.nxmi) into the .exe first, and fallback to default sprites if a custom set doesn't include the Sleeper (I think this happens anyway) just so that we have this as a potential option. Even so, explode might be the best way to handle this: it removes the lemming, updates the "available" count correctly, and it's more fun/novel than some awkward fallback behaviour.
#80
NeoLemmix Main / Re: [NL open again] All my gre...
Last post by WillLem - November 19, 2025, 12:36:41 AM
Are you using CE or NL 12.14? Please note that no further updates will be made to NL 12.14 - However, since this involves user data loss, namida may wish to make an exception in this case (although this can't be guaranteed).

In the event that this issue isn't resolved in NL 12.14, I'd recommend giving CE (Community Edition) a try. There is now a Show/Hide button in the Level Select menu which shows/hides the Advanced Options tab (so, no need to change the settings). This will at least make it a bit quicker to get to the Mass Replay Check (now called "Replay Manager").

Also, CE's Replay Manager allows you to append the result of each check to the replay's filename, making it much quicker to find replays that haven't passed validation for whatever reason. This should at least help to streamline the process a bit.

Regarding the checkmarks being lost: next time it happens (in either version, NL or CE), please check the following immediately:

1) Is the settings\userdata.nxsv file present?
2) Is the settings\userdata.nxsv file populated with your level progress data?
3) At the top of the settings\settings.ini file, what are the values for "LastVersion=" and "UserName="?

This should help to narrow down exactly what the issue is. Best guess is that the userdata.nxsv file isn't being read from in certain circumstances, but if the data itself is being wiped that's a pretty big problem that we could do with fixing.