Recent posts

#11
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by WillLem - March 10, 2026, 08:45:31 PM
Glad to know it's all sorted. In all fairness, there have been a lot of updates between 2.5 and 2.8, especially to the styles, so it really could have been anything. Eventually, RL will be more "stable" once the current dev cycle is done with (which I currently anticipate will be sometime in April/May this year).
#12
NeoLemmix Levels / Re: Oh Wow! More New Worlds
Last post by Mobiethian - March 10, 2026, 07:39:08 PM
Thank you all for enjoying the level pack! :thumbsup: Armani and I am always happy when feedback and suggestions are received. Forgive me, I've been super busy with a lot of things in life and a new cat. Responding to everyone is a big task right now - considering how busy I am, but I do send my thanks! I am hoping that you'll all continue to enjoy our level packs, collabs or solo, we both appreciate it. I'll be checking replays in the near future. Also many thanks to kaywhyn for his support while I was away for a while! 8-)
#13
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by kaywhyn - March 10, 2026, 06:02:28 PM
Quote from: hrb264 on March 10, 2026, 03:03:03 PMI couldn't reproduce it either (although to be honest when I first made the level I had this issue on some bits as mentioned, but I fixed these). If you want I can take another look?

No need. If you and WillLem were seeing the same thing with there being no issue on your guys' end, then that means the problem is likely on my end. I managed to sort it out, and I simply deleted the styles folder from my RetroLemmini directory and re-extracted the styles folder from the RetroLemmini 2.8 download. I even compared the .ini files and didn't see anything different other than the addition of up and down OWAs once I updated the styles. So, whatever was causing the issue on Tricky 7 in the first place, I honestly have no idea ???

Completely unrelated, but I did the same thing with re-extracting the level editor from the RetroLemmini 2.8 download recently as well because eventually it got stuck with the zoom and didn't work properly. Once again another issue which I have no idea how it came about and so I don't know how to reliably reproduce it other than maybe playing around the editor long enough and constantly zooming in and out in it. Maybe with different levels loaded too.   
#14
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by hrb264 - March 10, 2026, 03:03:03 PM
I couldn't reproduce it either (although to be honest when I first made the level I had this issue on some bits as mentioned, but I fixed these). If you want I can take another look?
#15
Lemmini / Re: Menu bar theme & icons
Last post by WillLem - March 10, 2026, 01:02:33 PM
Quote from: zanzindorf on March 10, 2026, 12:00:36 AMHere's Settings and Styles

This is beautiful work @Zanzindorf, thank you so much for doing these. Keep 'em coming :lemcat:

Also, if you want to revisit the codes icon (or any of the others) and make it 48 x 32 like the hotkeys icon, that seems to be a decent size in general.
#16
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by kaywhyn - March 10, 2026, 12:56:37 PM
Yes to both 1) and 2), RetroLemmini 2.8 and Version 32 of the level, respectively. I've tried updating the styles via Help => Update styles as you outlined in 1) and I still get Lemmings falling/clipping through the terrain on Tricky 7 of hbr264's pack ???
#17
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by WillLem - March 10, 2026, 12:29:37 PM
I can't seem to get it to happen.



Steps to reproduce?

Things to check in the meantime:

1) Are you using RL 2.8? If so, go to Help > Update Styles, let it update the styles (this takes < 10 seconds), then try the level again
2) Are you playing level version 32? If not, does the level have any terrain pieces marked as "fake" in that area?
#18
Lemmini / Re: [RetroLemmini] MobiLems
Last post by WillLem - March 10, 2026, 12:12:00 PM
Quote from: kaywhyn on March 10, 2026, 07:55:00 AMI've went ahead and reattached the MobiLems pack with a small update to Friendly 4. I simply moved the right exit down 1 pixel instead of 8 pixels like hbr264 did

Much appreciated, thanks :thumbsup:
#19
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by kaywhyn - March 10, 2026, 11:05:10 AM
While playing Tricky 7 - The Passover level of your pack, I found what seems to be a bug where for some strange reason Lemmings fall/clip through solid terrain. Screenshot attached.

Screenshot 2026-03-07 17.21.51.png

Per WillLem's advice, I've captured the X, Y coordinates of the problematic spot in the level while in debug mode. I posted the picture on Discord a few days ago, but I'm posting it here as well so WillLem can take a look. I currently don't have any clue why it happens on this particular level.
#20
Lemmini / Re: [RetroLemmini] MobiLems
Last post by hrb264 - March 10, 2026, 10:15:22 AM
Quote from: kaywhyn on March 10, 2026, 07:55:00 AMThanks for reporting! :thumbsup: I checked the original level in the editor and the problem here is that the right exit is just 1 pixel too high for the Lemmings. It's due to the fact that the trigger for the right exit lies completely on and above the terrain, as indicated when you turn CPM and triggers on in the level editor.
...
The general rule for triggers for SuperLemmini and the Lemmini forks is that traps/exits work as long as you bury at least one row of pixels of the trigger (the pink box when you turn on triggers in the editor) into the terrain.

Thanks very much :)