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#11
Contests / Level of the Year: 2025!
Last post by IchoTolot - February 08, 2026, 04:20:27 PM
For a list of nominated levels so far, please see the nominated levels topic.

And it's this time of the year again!

This is a bit different from the usual contests. You don't create a new level for this one; instead, levels released during 2025 get nominated and a winner picked from them. To be precise, the eligible dates are from 1st Janurary 2025 to 31th December 2025.

The following conditions must be met in order for a level to be eligible:
1. The level must have either been part of a large pack released during the eligible timeframe (1st Jan 2025 to 31th Dec 2025), or in some other way had its first public release during the timeframe. Private releases (such as sending to prerelease testers) do not affect eligibility either way. *
2. The level must be available for an engine that is usually eligible for the contests. Or in other words: NeoLemmix (new format version), or single-player Lix.
3. The level must be designed by a single author; collaboration levels are not eligible. (Cases of "I recreated an old level" or "I finished old scraps of terrain" are eligible!)
4. The creator of the level must not have specifically requested it be excluded.
5. The level must not have been nominated for LOTY2015/2016/2017/2018/2019/2020/2021/2022/2023/2024.

* To clarify here: If it was released publicly prior to 1st Janurary 2024 as part of a demo or preview, but the full pack was released during the eligible period, the level is fine (as long as it wasn't nominated for LOTY2015/2016/2017/2018/2019/2020/2021/2022/2023/2024).

Being a derivative of an ineligible level (as long as it's from the same author, the new author has a permission from the original one, or an official level) does not disqualify a level; as long as the level in question is clearly intended to stand as a seperate-but-related level rather than a newer version of the same level. Basically just don't send in carbon copies of ineligible levels.


To nominate a level, please PM me with your list of nominations. If you wish to modify your nominations at a later date, please resend the whole list of levels you wish to nominate, not just the changes.

Each user may nominate up to six levels from authors other than themself, up to a maximum of three levels per author. Anyone who nominates at least four levels by other authors may also nominate one of their own levels. (These self-nominations do not count towards the six nomination limit.)

So the maximum nomination value is: 6 levels from other users and 1 level of your own.

Note that levels that won a level design contest during the eligible timeframe get an automatic nomination, unless their author requests otherwise.

Nominations will be open until the end of May 8th 2026 (UTC). No additions / changes to nominations will be permitted after this date, with one exception: If a level someone has nominated is found to be ineligible for any reason and this is not discovered until after the deadline, they will be offered a chance to nominate a different level in its place.

Similar to last year, the voteoff will occur in stages:

Stage 1
The levels will be put into random brackets, and the top ~50% from each bracket will qualify for Stage 2.

Stage 2-3
This will also be done in regular voteoff style. The aim here will be to get down to around a couple of remaining levels, so exact details will depend on how many levels are entered.

Final Stage
This will be done in an elimination format to first determine the top 3 and then to determine a winner.


The prize on offer will be US $10.00 for first place.

Also note that, in the interest of being reasonable, the "don't discuss levels involved in contests anywhere on the site during the voting period" rule does not fully apply to this contest; instead, it will be "do not discuss them at all within the LOTY2024 topics during voting, and don't discuss them in relation to the contest anywhere on the site".

So, that's about it! Any questions, ask here; and feel free to start nominating levels!
#12
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Guigui - February 08, 2026, 01:58:45 PM
Thanks for the explanations, and sorry for making you write them all over again !

Now that I played a little more and think about it, the "already saved" number is not that important while playing. The "remaining to be saved" is much more important. This is certainly why the negative saved count had been used in the first place.

In this sense, having the "already saved" displayed on screen may be nice, but not to the point of having to rework the whole skill panel. This is also why I was kinda disappointed by the new display offered where you only see this "already saved" and have to mouse over to see the "remaining to be saved" which is the true needed info.

Out of the possibilities you listed, I can only see 2) viable, but now I'm not even sure this would be worth implementing. Finally the negative count was not that bad, except that this negative number is still weird. Why not just putting the required number as a positive number next to the flag, and decrease it as player saves some.

Also a thing that disturbs my brain is that the "in hatch" number is displayed before the "total" number. The other way around would make more sense to me. So all in all, my little opinion would be to display like this :

Lem_icon (space) total number -- hatch_icon (space) remaining in hatch number -- flag_icon (space) positive remaining to be saved

This is almost the same as in vanilla NL, except total and in hatch are switched, and the required saved does not have the minus sign.


#13
SuperLemmix / Re: [RELEASE] SuperLemmix 3.0....
Last post by WillLem - February 08, 2026, 03:12:52 AM
3.0.2 Hotfix Update :lemming:

Custom sprites (e.g. lemminas) weren't being loaded correctly. This is now fixed in 3.0.2.

Changelog

:lemming: Bugfix - Custom sprites are once again loaded correctly.



To get this update, please download SuperLemmix as normal from here.

Alternatively, if you already have 3.0 or later and don't want to download everything again, you can just download the attached .exe from this post, and the Editor from the Editor topic. Please note: If you were on 3.0 and didn't get the 3.0.1 update, go ahead and download the levels .zip as well.

A reminder of what's new in SuperLemmix 3.0

#14
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.
#15
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:
#16
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.
#17
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.
#18
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.
#19
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 ;)
#20
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)