Recent posts

#11
Lemmings Main / Re: Lemmings Forever Research
Last post by Erickk64 - June 22, 2026, 09:30:33 PM
Honestly it's shame this game never got released, it looked pretty cool and kinda reminded me of 3d lemmings in a way.
Maybe you could post lemmings forever stuff in places like lost media forums?
#12
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by UGO - June 22, 2026, 03:15:21 PM
@Proxima : these solutions are not satisfactory for my level.
Actually I don't understand the second option.

My idea/request could add new possibilities.  :)
#13
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by WillLem - June 22, 2026, 11:29:49 AM
Use X of [Skill] could be an interesting talisman in and of itself, without necessarily being a way to enforce traversal to a particular part of the level.

I've always thought that a "Use All Skills" talisman could also be interesting, but there may have to be a limit on the amount of skills available in the level for such a talisman to be applicable.

This one might be something to try out first in SuperLemmix.
#14
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by Proxima - June 22, 2026, 01:25:22 AM
It's already possible to require lemmings to go to specific places, in several ways:

* Buttons that unlock an exit. (If you want the buttons to be optional, for a talisman rather than for passing the level, you can have an open exit in the main part of the level, and a closed-off part with a locked exit, then have a talisman for saving all the lemmings in the closed-off part.)

* Pick-up skills that aren't required for the normal solution, but are required for a talisman. The most obvious way to do this is with cloner pick-up skills and a talisman for saving extra lemmings, but that is prone to introducing backroutes (unintended solutions). You could also have a trapped group of lemmings, and pick-up skills that would let you save them (which could be climbers, builders, or any destructive skill).
#15
Editor Bugs & Suggestions / [SUG][ED] Talisman requirement...
Last post by UGO - June 21, 2026, 11:37:12 PM
Hello. :)
I'm UGO a videogames french fan. I have discovered Lemmings at the beginning on the Macintosh many long years ago. Recently I have discovered at new with the NeoLemmix thanks to Guigui.

I'm writing here because I have an idea/request for the NLEditor. It's about the Talismans. It would be very great if we could add a requirement for gain it : The player must assign specific skill in the game !
I hope this is possible to add this feature.
My idea : to use this new requirement and pickups skill items in order to oblige the Lemmings to go to specific places in my level !
#16
Contests / Re: Level of the Year 2025: Pl...
Last post by Simon - June 21, 2026, 10:44:28 PM
Replays from the June 10 and June 21 livestreams.

Solved Levels
Blues Walk With Me
Cursed Treasure
Cursed Treasure
Down The Upside
Epilogue
It's Crazy Sports Day
kaywhyn's Organic National Park
Lawful Neutral
No Looking Back
Oh Yes! A Hardcore Molten Problem
Palace of Ice
Quick Lab Rush
Rusty Ruin Zone
So Many Spikes

kaywhy's Oh Yes! A Hardcore Molten Problem: We conjecture that our solution is a backroute.

-- Simon
#17
Game Bugs & Suggestions / Re: [✓][SUG][PL] Insert Mode: ...
Last post by Simon - June 21, 2026, 10:26:38 PM
Still no hunch about keeping or cutting the nuke. From one viewpoint, it's part of the future of every lix lemming. From another viewpoint: NL has nuke levels. On some nuke levels, you'll nuke first, then insert skills around the nuke. Hard to say how many nuke levels need the nuke preserved. I'll let you know when I have further insight.

In my stream today, again I wanted to be in insert mode by default. I imagine the following development progress.

  • I implement always-insert in Lix.
  • I playtest that on livestream with Nepsterlix, Clamlix, or Rubix's pack.
  • I'll summarize results. Maybe I'll have confused myself with always-insert.
  • I'll make a new topic about NL-CE.

Of course, other forumers are free to make a case for always-insert in CE before I finish my investigation in Lix. If you think that I'm on the right track, spearhead the discussion, I'll be happy. And if you think that I'm insane, make your case against it.

-- Simon
#18
SuperLemmix / Re: (SLX) Heart66 Pack (İn Dev...
Last post by jkapp76 - June 21, 2026, 09:03:00 PM
Great start on your SLX pack! I can't wait to see it finished.
#19
Game Bugs & Suggestions / Difficulty indicator for each ...
Last post by heart66 - June 21, 2026, 08:26:34 PM
İs it possible to add difficulty indicator for each level instead of naming the pack ?... Easy , hard ...etc.
İt could be a one digit field (1-9) or (1-4). A scale from easy to most difficult.
This can be assigned by the level creator in the editor and shown later in the player.
This can be taken further later by averages or other statistical means by online input from players.
İt will be interesting to know how difficulty curvers can be changed with more samples (players).
Thanks.
#20
SuperLemmix / Re: (SLX) Heart66 Pack (İn Dev...
Last post by heart66 - June 21, 2026, 08:07:14 PM
Thank you willLem for this comprehensive reply.
I joined the forum just to post some easy and fun levels. Anyway. I did my best.
Attached are two packs in one (1) zip file-17 each. One is made uniquely to SLX, the other one is just some levels I selected from my basic pack for NL(converted to SLX).Both are drafts and can be improved. You are free to alter,use or combine any level if you find interesting.
Thanks. Good luck.