Recent posts

#11
SuperLemmix / Re: [SLX] Lemminas Origins - 1...
Last post by WillLem - February 08, 2026, 01:34:30 AM
Version 3.1 Update

Identical to 3.0 but cleansed in the 3.0.1 Editor to remove the unnecessary terrain piece indents in the level files. This reduces the size of the pack by about 1MB.

The full 3.1 pack can be found here.

Get the latest version of SuperLemmix here.
#12
NeoLemmix Levels / Re: [NeoLemmix] God Save The Q...
Last post by WillLem - February 08, 2026, 01:18:41 AM
Quote from: kaywhyn on February 07, 2026, 03:33:24 PMFixed ... the link at the top in the OP is functional again and can be used to download the pack too ;)

Thanks kaywhyn, much appreciated :thumbsup:
#13
Community Edition / Re: [SUG][PL] Use "saved/requi...
Last post by WillLem - February 08, 2026, 01:09:21 AM
Quote from: Guigui on February 07, 2026, 02:21:17 PMAs a third alternative to show the number of lemmings already saved compared to the required number, why not use a "saved/required" syntax in the skill panel ?

Simply: space is at a premium on the skill panel.

It has been suggested before, and I've explored the possibilities significantly.

Levels can have hundreds of lemmings, and even in levels with 99 or fewer lemmings, "nn/nn" takes up 5 characters on the panel. At present, the skill panel allows a total of 38 characters, and they are currently assigned as follows:

Chars 01 - 12: Lemming action. We need to be able to fit (at least) "PLATFORMER n" here, which is all 12 characters.
Chars 13 - 14: Replay icon, space.
Chars 15 - 20: Hatch icon, space, 3 chars for number of lems in hatch, space.
Chars 21 - 26: LemsOut icon, space, 3 chars for number of lemmings active in the level, space.
Chars 27 - 32: Exit icon, space, 3 chars for number of lemmings saved, space.
Chars 33 - 38: Time icon, space, 4 chars for time limit (n-nn).

Our options are these:

1) Truncate the skill actions to some amount of characters, and take what we need from the 'Lemming action' area. The athlete info only needs 7 characters, and it could be acceptable to display "PLATF n" instead of "PLATFORMER n", for instance. That would buy us 5 characters.

2) Remove the space between each icon and its corresponding values. That buys us 4 characters, and just about covers the cost of "nnn/nnn" (which would need to be supported even if we set the position of the digits dynamically).

3) Don't display 'lemmings active', or incorporate 'lemmings active' into 'lemmings in hatch', displaying "iii/nnn" where i is the number of lems in the hatch, and n is the number of lems active in the level. This could work, but there is also potential for confusion, especially since n can update without i updating (for example, if the RR is slow and a lem is lost). Nonetheless, removal of 'lemmings active' as a separate display buys us an extra 6 characters, which is significant.

4) Extend the width of the skill panel. This was done in SuperLemmix, bringing the total available skills up to 14 and adding a Rewind button (whilst also removing the half-buttons for framestepping, direction select, etc). It could buy us a significant number of characters, and we could add some more buttons (or increase the number of available skills). This would increase the minimum window width for NeoLemmix CE though, and would require a decent amount of community support to go ahead.

5) Make the skill panel hi-res only. This effectively doubles the number of available characters to a whopping 76, albeit in smaller font (see the display in RetroLemmini for how this might look). Plenty to display whatever we wish, but very difficult to get people to agree to.

I'm not totally against any of the above options, but nor do I think any of them are better than what we have now (i.e. a well-spaced panel that makes the best of what's available and does ultimately display all the most significant information).

If someone can come up with a better suggestion, or voice support for any the ideas presented here, displaying "saved/needed" is by no means off the table.
#14
Closed / Re: [✓][BUG][PL] Default music...
Last post by WillLem - February 08, 2026, 12:30:35 AM
Thanks for reporting @Flopsy.

I'll close this topic as resolved, since the .zip has now been fixed and we have correctly identified the cause of the issue and the way to fix it.
#15
NeoLemmix Levels / Re: [NeoLemmix] God Save The Q...
Last post by Guigui - February 07, 2026, 04:56:18 PM
Great, thank you for the explanation and fixing the issue.
#16
NeoLemmix Levels / Re: [NeoLemmix] God Save The Q...
Last post by kaywhyn - February 07, 2026, 03:33:24 PM
Quote from: Guigui on February 07, 2026, 03:14:50 PMAs of now, the link in the OP return a 404 file not found. Link is (EDIT: link removed)

@Guigui

Fixed. The attach ID is now 24448, so the number at the end just needs to be changed to 24448. Also, the zip file is at the bottom of the OP, so you could had used that to download the pack as well in the meantime :P In any case, the link at the top in the OP is functional again and can be used to download the pack too ;)
#17
NeoLemmix Levels / Re: [NeoLemmix] God Save The Q...
Last post by Guigui - February 07, 2026, 03:14:50 PM
As of now, the link in the OP return a 404 file not found. Link is (EDIT: link removed)
#18
Community Edition / [?][SUG][PL] Use "saved/requir...
Last post by Guigui - February 07, 2026, 02:21:17 PM
Sorry if this has already been suggested, I could not fin it.

As a third alternative to show the number of lemmings already saved compared to the required number, why not use a "saved/required" syntax in the skill panel ?

So for instance in Just Dig if you have already saved 3 lemmings, the panel would show "3/10".

The negative saved count in vanilla NL is nice, but still kind of weird to use a negative number. And the alternative offered in CE forces players to mouse over the saved count to see the required count. With "saved/required" you see all infos at once.
#19
Closed / Re: [✓][BUG][PL] Default music...
Last post by Flopsy - February 07, 2026, 11:30:22 AM
Thanks for sorting it out, I should point out that this also affects NeoLemmix and not just the community edition.
#20
Closed / Re: [BUG][PL] Default music ro...
Last post by WillLem - February 07, 2026, 10:59:46 AM
The folder structure for the GSTQ .zip needed significantly re-arranging as it contained 2 "levels.nxmi" files (one for the pack itself and one for the actual levels), and all the custom .pngs were also placed in the "levels" folder rather than the pack's subfolder.

This has now been fixed in the GSTQ topic, so the easiest way to fix the issue is to download the .zip and re-install it, then delete anything in the "levels" folder that shouldn't be there (.nxmi files and custom .pngs)

Or, follow these steps:

1) First, go to the "God Save The Queen" folder containing the levels and levels.nxmi. Make a new folder called "God Save The Queen within this folder and then move the levels and levels.nxmi into that folder.

2) Head back up to the "levels" directory and move music.nxmi, info.nxmi, levels.nxmi, postview.nxmi and title.nxmi into the original "God Save The Queen" folder.

3) Move all custom .png files into the original "God Save The Queen" folder, except "rank_graphic.png" which should be moved into "God Save The Queen\God Save The Queen\" (the new folder from step 1).

That should do it. Many apologies for the inconvenience, but tbh I blame the somewhat convoluted nature of the NeoLemmix directory structure, even though I do understand why it is the way it is, it's still problematic now and again.