Recent posts

#11
Lix Main / Lix for kaywhyn
Last post by Simon - August 25, 2026, 10:44:43 PM


Hi kaywhyn,

New and exciting panel button.


I'll write more details after your first feedback.

-- Simon
#12
NeoLemmix Styles / Re: New 'Common' Style
Last post by Kingshadow3 - August 25, 2026, 10:25:59 PM
I love the nod to Lemmings Paintball with those balloon teleporters. Great work!  :thumbsup:
#13
Non-Lemmings Gaming / Re: What video game(s) are you...
Last post by Guigui - August 25, 2026, 10:07:15 AM
I have Neon White on my radar for a long time now, and since I love speed based game I'll certainly give it a go when time comes.
Thanks for your post Strato !
#14
Non-Lemmings Gaming / Re: What video game(s) are you...
Last post by Strato Incendus - August 25, 2026, 09:53:06 AM
I just completed Neon White (well, not 100% yet, just the main story once - still have to get the collectibles for the alternative ending).
A while ago, I asked whether somepeople here played Mirror's Edge, as it does have an occasional puzzle aspect to it, even though the focus is on movement speed.

Neon White is that same idea on steroids. The game pretty much only slows down when you have to hold on to your skill cards to reach the collectibles - aside from that, you're just blasting through the levels as quickly as possible. Much like Mirror's Edge, the levels actively want you to backroute them to find the most efficient solution - usually, there will be a much faster route than the "intended" solution.

Of course, if you don't like execution difficulty, neither Mirror's Edge nor Neon White are the right games for you. ;) For me, they're more of a nice change of pace after spending countless hours in a certain turn-based RPG, which by design has a much slower pace, and only allows for much slower progress. Neon White, in contrast, even has a mode where you have to beat all the levels in the entire main story in one piece - because most of them only take a couple of seconds, and 1-2 minutes at max.

Ah yeah, the premise is "a sinner becomes a demon hunter in heaven to earn his right to stay there". The dialogue is just as whacky as that idea, but as it slows down the speed of the gameplay, I mostly just fast-forward it. I still got the gist of the story despite of that.
#15
Lemmings Main / Re: PICO-8 Lemmings - Full Gam...
Last post by Buzzard - August 25, 2026, 09:29:14 AM
Glad to hear it! :)  Hope you enjoy working your way through them.
The level design leans heavily on the NES version, so if that's one of the Lemmings ports you're less familiar with, there should definitely be quite a few surprises in there.
Let me know how you get on!  :thumbsup:
#16
Game Bugs & Suggestions / [✓][BUG][PL] Zombie levels can...
Last post by Armani - August 25, 2026, 06:17:16 AM
This bug, although I don't intentionally try to reproduce it, pops up regularly by accident. I went ahead and fixed it myself for my copy, but I thought I'd better report it since it happens quite often in levels featuring zombies.

Setup:
Activate the nuke while the next lemming still queued to spawn is a pre-assigned zombie.

Expected outcome:
Once all lemmings die, the level ends and transitions to the postview screen.

What actually happens:
You get soft-locked even after all lemmings have died.

Reason:
StateIsUnplayable(basically the level-end check) treats a nuked level as still playable if UserSetNuking and CheckIfZombiesRemain are true, which is fine. However, CheckIfZombiesRemain(which only ever gets evaluated when UserSetNuking is already true) also checks the next lemming still queued to spawn and whether it was a pre-assigned zombie. It then keeps checking whether that permanently frozen queue slot(due to the nuke) happens to be a zombie, and reports that "a zombie remains" for a lemming that can no longer exist, causing StateIsUnplayable to remain permanently false.

Fix:
Just remove the spawn-queue-peek block so that it only considers zombies that are actually alive in the level at that moment. Its sole consumer is StateIsUnplayable, which in turn only determines whether the level should end, so there should be no physics side effects.
#17
Lix Levels / Re: NepsterLix
Last post by kaywhyn - August 25, 2026, 03:44:31 AM
August 24, 2026 stream is over, and I show the solution to Moon 7, solved the remaining 13 levels of the Moon rank, and the first two levels of the Planet rank! :thumbsup: Replays attached.

The new levels to me were Moon 8 - You Need Blockers This Time, Moon 12 - The Prisoners, Moon 14 - White Wonder, Moon 18 - Direct Misdirection, and both Planet levels, Planet 1 - Fourtissimo and Planet 2 - Slow Down, Walkers!. The Prisoners and Fourtissimo were my favorites! :thumbsup: Though I'm not sure if my solution for the latter is intended. Also, I heard in Icho's and Simon's NepsterLix stream that it was one of the levels that Simon didn't solve, but I only watched the first minute or so of it. I will check it out! At the same time, it's from 2016 or so, but even then, should be a nice, entertaining watch! Not sure if Planet 2 is intended as well, though only one part of my solution feels a bit hackish.

Both Moon 14 - White Wonder and Moon 18 - Direction Misdirection seem to be backroutes.

Moon 19 - Miner Preservation Society Recently got backroute fixed, and IIRC this solution I found is the exact same one I use in NepsterLems.

Moon 15 - Construction Zone Here I remember abusing the digger on the NepsterLems version to cheese the level :laugh: Seems completely solid here for NepsterLix. Great level! :thumbsup: 

Moon 11 - Horror Ping-Pong and Moon 16 - Don't Feed The Frogs! are both in NepsterLems as well, albeit slightly different, since for the former has a runner skill in addition to the same skills in NepsterLems, while the latter has the platformers all replaced with builders. From memory, I use a timing based solution for the latter in NepsterLems thanks to how you can fiddle with the RR during gameplay and also with the differing platformer vs builder mechanics between the Lix and NL engines.

Moon 13 - 50% is not enough is Planet 13 in NepsterLems and I remember using an extremely heavy timing based solution in the NL version of the pack. Doesn't seem to work here in NepsterLix as you cannot mess with the RR/VSI during gameplay. It was also my very first major roadblock of Nepsterlems, as well as the level that caused me to quit the NepsterLems pack for a while before coming back to it much later in the future back in 2020. In fairness, I started playing NL content in 2019, for which NepsterLems was one of the very first level packs I played, along with Lemmings United, so I wasn't as experienced back then and hence roadblocks came up very often for me! :P

Can't wait to stream more of NepsterLix in the future. Looks like I'm just finding my stride and I haven't lost too much of my touch with Nepster's levels despite it being 3 years since I last played and solved all of NepsterLems! :laugh: :thumbsup:     
#18
Live Event Scheduling / Re: kaywhyn streams NepsterLix...
Last post by kaywhyn - August 25, 2026, 12:05:46 AM
Stream is over and was on August 24, 2026:

https://youtube.com/live/6ic1KuGpoA8?feature=share
#19
Live Event Scheduling / Re: kaywhyn streams NepsterLix...
Last post by kaywhyn - August 24, 2026, 11:10:06 PM
Planning to stream more NepsterLix in an hour, Monday, August 24, 2026 at 5PM PST (00:00 UTC). Sorry again for such a short notice. I generally can only stream in the late afternoon, which unfortunately is a pretty bad time for European residents, as it would be midnight or past.

See you if you're able to make it. I show the solution to Moon 7 and then we see how many more levels of the pack I can solve from there! ;) 
#20
Fan Corner / Re: Another miner from old MS ...
Last post by Anatol - August 24, 2026, 10:01:39 PM
I really like this. The hair is so nice and messy.  ;)