Recent posts

#11
Reviews / Re: Level Review--Lemmings Rev...
Last post by whoever - October 27, 2025, 03:53:06 PM
Quote from: LemSteven on July 11, 2020, 02:37:26 AM10-5: Scale that wall....
...
Bad: With good timing, you can reach the top of the wall without activating the speed-up pad.  Meanwhile, with poor timing, it is possible to fail even if you do activate the speed-up pad.  Without many extra skills to stall with, getting the timing right is a matter of trial and error.

There's only one anti-gravity pad in this level. I don't like how the flipped ones are treated like disposable items. There also seems to be a bug with the flipped ones. If you watch ColorfulArty's (final) video of this level, for example, you can see a flipped one just disappear.
#12
Game Bugs & Suggestions / Re: [+][BUG][PL] Alarm sounds ...
Last post by WillLem - October 26, 2025, 06:18:01 PM
Had a look at this one today. The problem is that the behaviour is technically not a bug. The lemming is saved and time runs out on the same frame, so the lemming counts as saved (thus completing the level) and/but the "time up" sound is also cued (correctly).

It's possible to ask the game to wait another frame before cueing the sound, which seems to "fix" the reported bug, but is essentially cueing the sound 1 frame too late, which itself is a bug.

Not entirely sure what to do about this one.



EDIT:

It may be possible to ask at the current frame "do we need to play the sound?" and check for certain conditions, but I'm not entirely sure what those conditions should be. Ideally, they'd be anything that would cause the game to exit to postview. However, we're then making a check for "exit to postview" twice per frame purely for the purposes of cueing the "time up" sound: this is clunky.

Another idea might be to move the "time up" sound cue to later in the same frame. The hope, then, is that the game will have finished and exited before the cue is reached. I'll check for this later.
#13
Challenges / Re: Maximum Lemmings Saved Rec...
Last post by whoever - October 26, 2025, 12:47:16 PM
Quote from: LemSteven on June 26, 2011, 07:19:28 AMLemmings Revolution

3-3: 18/20


I've been puzzling over how LemSteven managed to save 18 out of 20 lemmings in level 3.3 ("Block and Bomb"). He doesn't seem to have offered any explanation for this, at least I couldn't find one. Today I discovered a very simple way to achieve this result. You simply let the lemmings fall directly into the balloon. Apparently, they survive every fall this way. Attached is a picture of the result.
#14
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by WillLem - October 25, 2025, 10:01:13 PM
OK, finally got around to having a look at the code for this today.

Editor:

This is very easy. The Editor simply draws a semitransparent magenta pink rectangle. By swapping which of the ARGB channels are drawn at 255, we can have semitransparent cyan, yellow or mint green.

I'm sure that by messing about with this value, other colours could possibly be achieved. We choose one that works, implement the option. Not a problem.

Game:

This is much more convoluted. The trigger area is drawn pixel-by-pixel in a chequered grid pattern, and so is actually composed of at least 2 colours. The first colour is the #FF00FF pink, and the second is dynamically calculated from this (but is hue-dependent). Then, triggers can overlap terrain, steel, and other triggers. In each of these cases, the colour is either re-blended or simply drawn as a new colour.

So, it wouldn't be a simple case of just changing the #FF00FF value as I'd hoped, and would in fact require a more detailed recalibration of all the various overlapping and intersecting pixel colours. Granted, there are only a few to consider, but it would have to be done for each individual base colour.

For that reason, I'd be happy to consider implementing a single alternative colour option (as opposed to several alternatives) for the game engine, but I'd ideally want that colour to be chosen and specified by the OP (GigaLem) so that I can simply go about working it into the various required sub-colours to make sure it works as a viable option.

Multiple colours are unfortunately out of the question. Even if I could find some way to automate every possible configuration from a single base colour, that goes way beyond the desired scope of this feature, which is (as I understand it) simply to provide a less harsh-looking alternative to the pink. This can simply be agreed upon beforehand, worked in to the existing code, and presented to the end user as an A/B option.

Meanwhile, drawing unfilled rectangles would require significant re-writing of the code that draws the trigger areas, which is not something I'd be happy to take on at this point. I'd prefer to rule that out altogether and go ahead with a comparatively simpler trigger recolouring.

So, Giga, we need to know what would work for you as an alternative colour. Ideally, please present it either as a .png image or a hex code (e.g. FF00FF) and I can take it from there.



(Note to self: Editor - BmpModify.cs line 188)
(Note to self: Game - LemRendering.pas line 2834)
#15
NeoLemmix Main / Re: Other Lemmings port music
Last post by WillLem - October 25, 2025, 08:45:26 PM
Only the original Amiga/DOS tunes will be bundled with NeoLemmix / NeoLemmix CE. I'd be happy to include better versions of those tunes (i.e. "better" in terms of audio quality and/or file size), but any other music will always be an optional extra.

For that reason, I've moved this topic to the NeoLemmix Main board (from Bugs & Suggestions). The OP is welcome to upload the listed files for anyone to use in NeoLemmix / NeoLemmix CE, but they will not be bundled along with the program itself. Again, this goes for all music files other than the original Amiga/DOS tunes; the simple reason being that music files tend to bloat the size of the download.

EDIT: The second post is merged from another similar topic.
#16
NeoLemmix Levels / Re: New Level Pack - Lemmings ...
Last post by 92Dexter11 - October 25, 2025, 03:40:18 PM
Quote from: Swerdis on October 19, 2025, 11:42:40 AMHaving completed Fiat Lem!, I decided to play Lemmings Faithful next. Kaywhyn recommended this pack to me, especially because of the great-looking new tilesets. He also told me, this pack would be relatively easy - unless I'd go for the talismans. I usually avoid this, but will make an exception in this case. Which is not a dogma: If i can't find a talisman-solution, I will consider the normal solution valid. We will see...

Some very nice solutions here, it's always a pleasure to see someone do a YouTube playthrough! Looking forward to seeing the rest. :thumbsup:
Good luck!
#17
NeoLemmix Levels / Re: New Level Pack - Lemmings ...
Last post by Swerdis - October 25, 2025, 10:45:38 AM
The first rank is already done. To my surprise, I managed to get all the talismans. These were good challenges with Simple 8 being the hardest (and best) by far. Let's see what the next rank brings.

Spoiler
Safe

1 - Let's Get Down to business

This talisman was not easy to achieve. It's a real time-cruncher and a true example of collaborative work.

2 - Bed of Roses

I thought I had the talisman-solution when I had found a way to do this level as demanded without floaters and laserers. Did not unlock since I had overlooked that all Lemmings had to be saved. This restricted the available skills to bashers and platformers only and made the level a real challenge. In the end, I used up all of them.

3 - Diamond in the Rough

Very easy level and talisman, as long as the cloner-pickup is collected in the end, when all Lemmings except for the pioneer have already reached the exit at the bottom. In this case, the zombie doesn't play any significant role here and neither do the neutrals except for the blocker just in front of the upper exit.

4 - Brass Tacks

There are two distinct features in this level: The playing area is surrounded by water and four skills can be used indefinitely. It's an easy level, also the talisman. The climber collecting the pick-up must later be made the pioneer as only one swimmer is allowed - that's the only thing which has to be paid attention to.

5 - Enchanted

Fantastic talisman here. I asked myself how this is supposed to be possible since the wall is too thick to get penetrated with a laser and there are no down-digging skills, only bashers. Took me a while to see that two pioneers are needed.

6 - Doors and Gates

Hardest talisman for me so far, even harder than Simple 8. It's about creating a safe place all the Lemmings can gather, but bridges run out pretty fast. It's a type of level, I'm not particularly good at - so it took me a lot of attempts.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#18
Challenges / Re: Maximum Lemmings Saved Rec...
Last post by whoever - October 25, 2025, 08:43:47 AM
Quote from: LemSteven on September 23, 2012, 11:14:36 PMLevel 11-8 (Speedy Gonzalez): 100% (Previous record was 52/53).

I followed the strategy suggested by LemSteven. The only issue I found with it was that the two individual lemmings, one of which becomes the trailblazer, walk much closer together than under the usual strategy. This is because "Speedy Gonzalez" only builds one staircase instead of two, and the switch is also flipped by another lemming. I recorded a video of it, and if anyone is interested, I could upload it to YouTube.
#19
Forum Games / Re: Corrupt-a-Wish
Last post by Baldem1990 - October 25, 2025, 12:58:35 AM
 :-\ I wish there were conversions of other Lemmings port musics to MIDI .mids!
#20
Tech & Research / Re: Lemmings 3D Midi Convertor
Last post by Baldem1990 - October 25, 2025, 12:50:03 AM
JINGLE1.mid (Wins)
JINGLE2.mid (Loses, sad trombone-like notes)
They look unused.