Recent posts

#11
Lemmini / Re: [✓][BUG] Menu icons & text...
Last post by manic23 - July 26, 2026, 06:47:42 AM
Flipping ek, that was fast! thank you so much WillLem for fixing this so quickly, it is very much appreciated. I love this port, it is my fav one.
#12
Lemmini / Re: [RELEASE] RetroLemmini 3.2...
Last post by WillLem - July 26, 2026, 05:11:38 AM
Version 3.2.1 hotfix

Fixed a few UI bugs and made some QOL tweaks. Here's what's changed:

:lemming: Java Version

• RetroLemmini is now updated to Java SE 26

:lemming: Batch Replay Checker

• Bugfix - UI rendering is completely paused on the game thread (prevents index exceptions due to multiple threads accessing the same resource list)
• Replays browser now always opens at 'replays' directory
• Results list is now colour-coded for easier navigation. Green for PASS, Red for FAIL, Blue for UNDETERMINED
• 'Checking...' text is now displayed center-screen
• Added walking Lemming animation to show progress (this is just for fun!) :lemming: :lemming: :lemming:...

:lemming: Menu Bar

• Bugfix - Corrected position of icons and text following the latest Java update
• Optimized menu item building and loading

A reminder of what's new as of 3.0.


Get the latest version here.

#13
Lemmini / Re: [?][BUG] Menu icons & text...
Last post by WillLem - July 26, 2026, 04:49:37 AM
OK, so... it turns out that this one is an issue with the latest Java version(s). I updated mine and immediately started seeing the effects reported in the OP.

Since issues with Java are very much out of our control, the best option here is simply to build our own custom menu items for which we can specify the exact layout ourselves. It wouldn't be the first time the Lemmini codebase has resorted to this!

A relatively easy and enjoyable fix, in the end. Here's how the menu looks now, built with the latest Java version:



Fixed in RLPlayer commits 0294a79 and eaa6350.
Updated to Java 26 in RLPlayer commit 1135d54.
#14
Game Bugs & Suggestions / Re: [+][SUG][PL/ED] Keep playt...
Last post by WillLem - July 26, 2026, 04:27:26 AM
I can see the merits of both ideas tbh.

A single replay keeps the feature neat, and focuses it on the level currently being worked on.

Multiple replays (one per level) does mean that a 'solution replay' is essentially being generated and stored per-level. This can be used to track later backroute fixes, and will no doubt come in handy if the author has forgotten the solution to their own level (I have done this a number of times!)

It could be confusing for a player to playtest a level and see that a replay has been loaded, though.

Feedback welcome.
#15
Game Bugs & Suggestions / Re: [✓][SUG][PL] Insert Mode: ...
Last post by WillLem - July 26, 2026, 04:20:39 AM
Quote from: Simon on July 24, 2026, 05:50:24 AMDo you think you want the option (to preserve garbage) for yourself still after you make airclick replay cutting optional?

Most likely: no.

The more I think about it, and get feedback from other users, the more I realise that the most likely thing people will want/expect is for their clicks to cancel future actions, at least to the same lemming. I think I also expect the same, and begin to agree that future assignments to the same lemming are most likely unwanted garbage.

More sleep, time and feedback needed on this one.
#16
Game Bugs & Suggestions / Re: [+][SUG][PL/ED] Keep playt...
Last post by Guigui - July 25, 2026, 10:46:08 PM
I think namida's suggestion would mean there is a replay file saved somewhere for each level created with the editor.

Actually I do not think this is necessary. The main idea was to have the replay loaded when one quits playtesting a level, makes some changes in the editor, and then comes back playtesting the level again.

This is just to spare the time of playing the level again and again when spending a long time creating it. But I see no need to have a replay autoloaded when I edit a level I worked on some days/months/years ago.

So yes, I think a single .nxrp file which vanishes whenever I close the editor or load another level is enough for my needs ; that is unless another level designer thinks otherwise.
#17
Lemmini / Re: [RetroLemmini] small menu ...
Last post by WillLem - July 25, 2026, 08:55:38 PM
No worries, thanks for reporting. I can't replicate this on my system, even if I change the screen res and/or scale, the menu icons and text appear like this:



Just in case it could be the issue, please try changing your screen res and/or scale (Windows / Settings / System > Display > Scale & layout). Does this fix the problem?

Are you on Windows 10 or 11?

Is anybody else seeing the issue described in the OP on their system?
#18
Challenges / Re: [Lemmings 2] What skills c...
Last post by LemSteven - July 25, 2026, 08:06:06 PM
And now the builder is eliminated for Classic 10, making the result for that level none.

Screenshots are attached, although they don't begin to describe how difficult this was to pull off.  An insane amount of luck was involved to get the timing to work out right in order to pull off two rapid-fire pixel-precise skill assignments.  The screenshots should explain the general idea of the solution; the spoiler contains the details how the key precision moves are executed.

Spoiler
A lemming needs to block on the "step" at the end of a basher's tunnel right after he starts his next stroke (Screenshot 1).  If done properly, the blocker will turn the basher mid-stroke, making him leave a stairway the crowd can ascend.  Then there's the issue of removing the blocker, which requires a perfectly-placed lemming to bash such that he (1) releases the blocker and (2) does not mess up the stairway created earlier (Screenshot 2).  The end result is shown in Screenshot 3.

Ignore the fact that two blockers were used in the screenshots; only one is needed.  My first attempt to stop the basher failed, and the blocker was released by the basher's next stroke.
#19
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - July 25, 2026, 07:13:37 PM
BTW I was really want Patch some backroutes few those Step 5 Levels. But i simply cannot make it. How ever those levels seems just super hard even backroutes used. So i´ll have to allow those backroutes my 1.01 version. That most reason, because my intention solution contains some super special advance tricks, which are really hard figured out and very rare used any packs.

I´ll list few levels. Which allow you use alternate route, because i cannot patch those ones.

Some Secret Reveal
Step 5 Level 9 Fiery Cells. My solution is very unique and contains very rare trick, but i have to allow IchoTolot alternate solution, which is also very genius, but still clearly backroute.

Step 5 Level 15 Scorching Terminal. My solution contains few super advance tricks, but i cannot patch those ones, so you can beat this level in future just at least two very different ways, used my route or IchoTolot route, both is very genius ones.

Step 5 Level 18 Stairways to heaven, very rare trick i used my intention solution is impossible to forced used. Plodderuk did very nice alternate solution and i´ll keep it, its less complicated than my own one, but much intention elements is still here and there.

Good Luck to 1.01 Version my pack. Its improvement a lot :thumbsup:  Have to say Oh Yeah More Lemmings is sure my best pack i ever maded. Its very complicated and very retro style. Expect theme levels. There is no buttons, pick up things. Its just pure retro lemmings skills. Backroutes will be allowed if i cannot fix those used normal ways.
#20
Lemmini / [✓][BUG] Menu icons & text app...
Last post by manic23 - July 25, 2026, 04:11:34 PM
Only a very minor thing, but worth mentioning I think. The menu items have the function keys cut off slightly, too close to the rightr hand edge. Yes I know I have OCD!

may just be me, I'm on 3.2 with latest java run time installed.

screen shot.png