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#11
Lix Levels / Re: Lix Proof Collection (solu...
Last post by Simon - October 11, 2026, 09:02:07 PM
Yes, this is an excellent undertaking. The original point of the collection was automated proof of solvability, and we submitted whatever passed the level, but it's equally important to collect the intended solutions.

I have these bugs left open from 2016:
#109 Rename replay directly in the replay browser
#102 Replay <-> level: run against arbitrary level

Do you still need support for rename-replay from the replay browser? Or do you use the show-replays-for-this-level dialog ("Rep4Lev") of the singleplayer browser instead? Improving rep4lev is harder than improving the replay browser, but I don't mind looking at what helps you with your archiving project.

-- Simon
#12
Level Design / Re: Amiga Lemmings Level Editi...
Last post by Bippym - October 11, 2026, 08:44:14 PM
#13
Lix Levels / Re: Lix Proof Collection (solu...
Last post by Proxima - October 11, 2026, 08:22:38 PM
I've decided to look through all replays for levels that I've solved in the past, to make sure we have replays for the intended solutions or (if there is doubt) what I think most likely to be intended. This will take a while, so I'm doing it in little chunks.

Lovely is done. I've attached my comments, as well as replays for L4 Diamond Dash (intended solution) and L21 Lix Potion Number Nine (save all). I've noted a couple of levels where we don't have a replay for an interesting alternative solution, so I might record these later.

In the comments, I've noted all replays that fail, as well as replays that are identical or very similar, in case we feel it's a good idea to trim these down to one replay per solution.
#14
Lix Main / Re: Lix 0.10.36 released
Last post by Simon - October 11, 2026, 05:28:45 PM
Lix 0.10.36 released.

:lix-cool: Download for Windows 64-bit -- recommended
:lix: Download for Windows 32-bit -- fallback for ancient machines
:lix: Download for Linux 64-bit
:lix-evil: Source code
:8(): Changelog
:8:()[: Issue tracker

How to update
Quick and dirty: Extract over your old installation. Level moves will then result in duplicate levels that remain in your level tree.

Clean method: Extract to new directory, then copy these directories from old Lix into new Lix:
user/
replays/
...and any levels that you've built yourself or added manually.

  • NepsterLix: House of the Mad Trickster (Black Hole 20): Cover therectangular hole's entire ceiling with buzzsaws. Climbers will now die in this hole. That makes it more honest, the deadly-looking nook is indeed deadly now.
  • NepsterLix: Write the unenforced time limit in ticks, not seconds, into the level titles of the 3 Outtake levels that had time limits: It's Hero Time Again, Just a Quickie, Time Out. Reason: Lix counts in ticks only and doesn't convert 15 ticks to 1 second anywhere.
  • Fix #502 and #304: Detect hotkey duplication across tabs in the options menu between functions that can be available simultaneously. E.g., if you assign the same key to hold-to-scroll (on the general controls tab) and to a game feature (on the game hotkeys tab), the duplication gets highlit in red. You can still duplicate keys as much as you like; it's merely shown.
  • Fix #501: When you drag a selection frame in the editor, the info bar at the bottom will tell you the size of the dragged frame.
  • Fix #500: The dialog that loads replays for the current level now tells you where it looks for replays, typically in ./replays/, and what it lists, filenames starting with the level basename without extension. Before, the dialog showed only a list of files, possibly empty, without explantion.



-- Simon
#15
Other Projects / Re: Walkers: a Lix-based mobil...
Last post by Proxima - October 11, 2026, 04:54:48 PM
Tweak to L16 Solar Eclipse so it works with only the classic skills. Since removing the jumper and platformer hatches would leave an ugly gap, I've added a floater hatch to use up the space.

In this topic I suggested switching (what was then) L11 Beneath the Lab and Solar Eclipse. Simon rejected moving Solar Eclipse earlier, feeling "it's not trivial to see every assignment". The level has become easier now that you don't have to worry about how to allocate the climber, jumper, builder and platformer, and I think it's fine for this level to be L11 now (which would be its position, with other levels being discarded or moved later).
#16
Other Projects / Re: Walkers: a Lix-based mobil...
Last post by Proxima - October 11, 2026, 01:50:22 PM
One thing that occurs to me is that lower-ranked levels, especially Fun-style ones, are more likely to be salvageable with classic skills only, so if we go by a strict criterion of salvaging all levels that can be salvaged, we'll end up with an unbalanced pack with more in the lower than higher ranks. Still, we can see how things look and decide later on cutting more levels (or moving them to an outtakes pack).

To start with, I've attached my thoughts on a first look through the Lovely rank. In summary:

* Of 40 levels, 10 (indicated with parentheses) should remain dropped.
* Two ("Snow Really" and "The Lion, Lix and the Wardrobe") should move to Quirky.
* Two (indicated with question marks) are filler-ish and could either stay or go.

That leaves us with a rank of 26 to 28 levels, and we could easily cut that down to 25 if we decide to aim for a pack of six equal ranks (150 being a nice round number). Alternatively, if it turns out we can't salvage 150 levels in total, we could shift the rank boundary by moving more Lovely levels to Quirky and aim for six ranks of 20 levels each.
#17
Other Projects / Re: Walkers: a Lix-based mobil...
Last post by Simon - October 11, 2026, 12:23:18 PM
Hmm, in that case, your next prompt should be: Please run over all the singleplayer levels from the upstream Lix download, look for levels that match the pattern n-each-of-m-different-skills for n > 0, m > 7, remove from those files all skills that Walkers doesn't support, and print me the list of these so-modified levels so I can manually test them.

From that point, you'll have to play some of it yourself, but I'm sure you can do it. :-) We're happy to help with concrete suggestions if you get stuck. Examples:

  • Any Way You Want will certainly pass, and it's the iconic opener that would be nice to preserve.
  • Solar Eclipse will certainly fail even though it's easy with the full Lix skillset.
  • Put Your Lix on Ice is solvable with 5 climbers, 5 miners, but it will become harder than Lovely (more timing, no jumpers to help) and should rank higher or stay out.
  • Adventure Playground should pass.
  • The Hopeless n-of-everything will likely all fail after cutting skills. Labyrinth of Despair may be open-ended, but it's hard, it needs the many skills and it needs the flexibility.

Ah, and a curiosity from looking more into your linked list of levels: Was it really a prune according to skills only, or did you prune for other criteria, too? I'm wondering because Little Miner Puzzle (lemforum/Lovely) made it and Advent Calendar (simon/xmas20218) didn't, and both levels' skillset is exactly 5 miners and nothing else. Ah, traps aren't supported in Walkers, that explains it.

-- Simon
#18
Other Projects / Re: Walkers: a Lix-based mobil...
Last post by Walkers - October 11, 2026, 11:56:34 AM
Quote from: Proxima on October 10, 2026, 04:22:52 PMI appreciate that this may be a lot of work, but could you give us a list of included levels? As the maintainer of the lemforum pack, I'd like to be able to take a look over it and offer suggestions.

In particular, it sounds like you've discarded all levels that offer skills other than the classic eight. But some of the discarded levels are 20-of-everything levels that would (most likely) work just as well with the classic skills only; even some of the puzzle levels may be adaptable. And discarding levels carelessly is likely to leave gaps in the intended progression and difficulty curve.

Hi Proxima,

Thanks for offering to look through the selection. I've uploaded the lists to the Walkers website:

- [All 210 included levels](https://walkers-pixel-puzzle.netlify.app/included-levels-2026-10-11.txt)
- [The 79 included lemforum levels](https://walkers-pixel-puzzle.netlify.app/lemforum-included-levels-2026-10-11.txt)

They're grouped by their original packs, with titles, filenames, authors, and positions in the original order. The 210 levels include eight tutorials.

You're right about the limitation of the selection process. The importer automatically excludes levels offering unsupported skills; it doesn't check whether those skills are actually needed to solve the level. It also excludes wrapping, traps, and legacy no-overwrite terrain. Walker assignment is supported alongside the classic eight.

The selection was based on those compatibility checks, rather than a review of the intended progression and difficulty curve. The included levels retain their original order, but I can see how the omissions could leave gaps.

I'd welcome your suggestions, especially for levels that could work with the supported skills or be adapted with small changes. Those would be useful candidates to test, both for solvability and for how they fit into the progression.

Thanks for taking the time to help!

Jacob
#19
NeoLemmix Levels / Re: Lemmings in Weirdyland (20...
Last post by MASTER-88 - October 11, 2026, 11:35:56 AM
Here we go. Step 1, 2 & 3 completed. And Work Step 4. Youtube playlists Guff, Drivel & Blather alls.
https://www.youtube.com/playlist?list=PLQ1Zrk-tMcTM

Step 4 Vexing. Some really good levels here.  :thumbsup:  Especially level 10 Evacuation Procedure. Sure my favorite level at this point. 8-)


Level 10 Evacuation Procedure
This level is perfect example very good EXTREME difficult level, still one builder remain, heck yeah this level was tough as hell, but still not "rage" level like death or glory. Evacuation Procedure is one most interesting level i ever played myself, not sure is it backroute, that very hard figured out and very hard executed, i´ll goes everybody rightside goal.

Few others was easier one. Did i´ll played this Nostalgia for misspent Crane pack before? Its migth different tool sets. Have to check out it.
EDIT: Check out this Crane remake level (fun 14) contains different tool sets..


EDIT 2
Here is few one. I think this level 9 Cotigo Ergo Lem is cheap backroute, or oterwise that was really easy level.

Fiddlecode
Another great and cunning level, its might intention solution

Cotigo Ergo Lem
Okay that was really easy level, but i think its might backroute





#20
Lemmini / Re: [✓][BUG] Disallow flipping...
Last post by Simon - October 11, 2026, 09:15:05 AM
Makes me wonder how you're going to load from file a previously-rotated forcefield.

Load it rotated (as it was saved), and you can then rotate the tile to default rotation via UI, but then not re-rotate via UI? That would bring small extra concerns like how an undo stack must support undoing the rotate-to-normal, which is a re-rotation, even if manual re-rotation is forbidden.

Load it unrotated (enforce the default rotation of the tile-from-tileset on the tile-in-map)? Then load-then-save will gain a new side effect, it will now normalize according to a new rule. But level maintainers rely on load-then-save for some other normalization anyway.

Load it rotated (as it was saved) and then forbid all rotation: That would be contrary to what the bugfix intends.

NL 12.14's format is going to support these rotations whether we like it or not. Ah, this is RetroLemmini, not NL, and you have the luxury of purging it from the future format, too. Then it's mainly an issue for how you'll load old levels.

-- Simon