Recent posts

#11
NeoLemmix Levels / Re: Oh Wow! More New Worlds
Last post by JawaJuice - March 03, 2026, 12:51:51 PM
Firstly, congratulations on your release, @Mobiethian - it's a very nice pack! :thumbsup: Thanks for allowing me to playtest :) I won't attach all of my replays as you've seen most of them already, but I did find that you'd updated a couple of levels in the Nuisance rank to the point where my previous replays no longer worked; namely When the Whistles Blow and The Aquatic Ruins. I'll attach replays for my new solutions to these levels. On the latter, gotta say great job to you and @kaywhyn - this is an excellent level, one of my favourites of the pack, actually! Cutting down on the number of builders has made it really quite tricky. To my mind, the hardest level of the pack though is @Armani's The Chosen One, another favourite of mine as it showcases a couple of neat mechanisms/tricks that I hadn't seen before. Overall, a very nice-looking pack (great use of some lovely tilesets), with a ton of enjoyable challenges. Look forward to your next one! :thumbsup:

#12
NeoLemmix Styles / Re: Style updates topic
Last post by WillLem - March 03, 2026, 11:33:48 AM
Update to willlem_lemminas: added specified pickup size following this CE update.
#13
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by Simon - March 03, 2026, 11:17:22 AM
All right, I've noted Saturday, March 7th, 15:00 CET (14:00 UTC). See you!

-- Simon
#14
NeoLemmix Levels / Re: Kids Lemmings : awkward le...
Last post by kaywhyn - March 03, 2026, 07:45:18 AM
Hello @Guigui.

I found some time and played your sons' levels. My replays are attached! :thumbsup: No LP though. I just don't have the energy these days to LP everything I play. Sorry!

edit: On closer inspection, there's more music missing that's not in the pack download, such as how some of the Genesis tracks have different names and a track called hebereke on Max 3. You might want to include them in the pack download too! Other than Max 2 and Val 3, all I heard was the Dos PC redbook CD music tracks on the levels ;)

Two problems I have noticed regarding the music, and that is the special track on Max 2 is super quiet, and I would suggest including the Clammings music track with the pack download in the next update. For the former, I wasn't able to enjoy listening to the music while playing Max 2 :( Yes, I do recognize the music track. My baby sister first showed me it many years ago back when she was in either middle or high school. Where I'm from, here in America, we know it better as the Numa Numa song. The most common version heard is the original song in Romanian, Dragostea din tei, instead of the English translation, but videos of the latter are available to listen to on YouTube.

There is a level in Strato's Lemmings World Tour level pack that references the Numa Numa song in the level title, so if you're interested you can seek it out in his level pack ;) Doesn't play the special music track on the level though! :P I can't remember if I suggested to Strato to use the Dragostea din tei music for the level, but nah, there's a good reason why he doesn't use it: The level would be one that doesn't use his custom recordings of the official L1/ONML music tracks.

For the latter, it wasn't an issue since I've played the level pack several years ago, but not everyone has downloaded the Clammings level pack and if that's the case then when they play this level pack they'll just hear the standard music rotation on Val 3. So, to help with this, I've attached the music track so that anyone who plays the pack can download it and also so you can put it in the pack download for the next update ;) I've also attached the Clammings music track in the OP so that everything is in one place for convenience :) Simply extract to the music folder in your NeoLemmix directory.

The levels overall are indeed kind of "awkward" as you say, some more than others, but I'm still impressed by what your sons have managed to make! :thumbsup: Heck, I would even say they're better on level visuals than me, but then again I'm always thinking my level designs visually aren't that good due to always thinking I'm not an artist. Never was, and still am not :-[ However, this community apparently has always appreciated my levels puzzle/solution-wise while also telling me that I have greatly improved in my designs in the last several years. You can still see visages of my less than exemplary level visuals in my very early levels from 5 years ago back at the start of 2021, when I first got into level designing for Lemmings, in Armani's LDC Compilation Pack, for example. Nowadays, I can't really look at my first levels without cringing badly at least once, as I'm thinking to myself, oh my gosh, what atrocities I made back in the days. I intend to update some of those early levels of mine that can definitely use a visual face lift, and believe me, there's a few that can use it :P

Regarding difficulty, believe it or not IMO your sons' levels are anything but easy! So, I'm in agreement with Ron Stard here that I also thought the levels are harder than I expected. If anything, I would say the difficulty classification of the pack is Easy - Medium. Of course, that's mostly because I challenged myself to go for a save all on a lot of these levels, but of course if you don't bother with that then the levels are easier. Save all's is just my playstyle when it comes to Lemmings :P As I've mentioned at times, because I internalize save all's, levels where you're allowed or even required to lose 1 or more Lemmings often get me into trouble, but that's usually because I don't pay attention to the save requirement :-[

I managed to get all the talismans on my first pass on the levels that have one :laugh: :thumbsup: Of course, it's easy to see why for Max 3, because of what I said with my playstyle going for save all's as much as possible ;) 

Wow, I like how Val put the France country flag four times on Val 4! :thumbsup: :thumbsup: :thumbsup:

I really like the design Max did for both Max 2 and Max 4! :thumbsup: 

Needless to say, already your young sons kind of already have the makings of difficult custom Lemmings levels! :thumbsup: Perhaps one day your third child that's on the way will be designing levels in the far future and will make similar difficult levels as your first two kids? :laugh:

Once again, great job to your kids for their first attempts at making custom Lemmings levels! :thumbsup:

Finally, I would like to close off on a question that I was wondering about by something my cousin from France told me about last week regarding grade levels of schools in France. She told me that there's no third grade, that it goes from second grade to fourth grade. I've already asked Pieuw about this a few days ago and that it's more that the numbering/labeling system is different in France than, say, here in America. In fairness, my cousin told me she didn't know how to explain it, considering she's originally from Vietnam who has been living in France for the last several years with her family. Her husband, who is also originally from Vietnam, didn't say otherwise.

In essence, this Wikipedia article pretty much sums it up nicely: https://en.wikipedia.org/wiki/Education_in_France#Primary_school         
#15
Game Bugs & Suggestions / Re: [+][SUG][PL] Pickups skill...
Last post by WillLem - March 03, 2026, 07:41:00 AM
Hovering the cursor over a pickup (even after it's been collected) now displays "N [SKILL(S)]" in the skill panel info display:



Implemented in  NLCEPlayer commit d6e6418.

So, to reduce UI clutter, we can also remove the pickup skill number (on the pickup itself) after it's been collected:



Implemented in NLCEPlayer commit 361be93.



NOTE: Due to the way that pickup images are composited, there's no sensible way to get the actual size of the output pickup image (turns out it's hardcoded, and is *not* the same size as the actual pickup image itself). So, for the purposes of the mouseover feature, the pickup's hitbox size has been set to the default of 12 x 12, and for any other sizes (such as the proposed larger blue pickup) we can use the existing DEFAULT_WIDTH and DEFAULT_HEIGHT properties in the object's .nxmo in order to specify the actual size of the pickup. This is by far the simplest way around this issue.



@namida - Would you be happy to add the larger blue pickup to the default (or special) style?



It's attached to this post. I've renamed it so that it can be placed into either style cleanly.

#16
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by WillLem - March 03, 2026, 06:11:52 AM
Quote from: Simon on March 02, 2026, 06:31:08 PMI can offer you: Saturday, March 7, or Sunday, March 8

Both are fine for me, let's go for 3pm CET (2pm UTC) on Saturday. We should only need a couple of hours. See you then :)
#17
Lemmini / Re: Menu bar theme & icons
Last post by WillLem - March 03, 2026, 06:06:29 AM
That's wierd, I wonder why it's only happening for the glasses and not the other two. Or maybe it is and I just can't tell.

I'll certainly investigate the other icon sizes and/or find out if there's anything going on in rendering which might be causing the scaling.
#18
Lemmini / Re: Menu bar theme & icons
Last post by zanzindorf - March 03, 2026, 01:01:10 AM
Quote from: WillLem on March 02, 2026, 03:49:16 AMI really like the blue:
I think that's my favorite too! The lighter dark grey is also very nice.

Looking at how the icons are rendering on the menus, I wonder if the size is being stretched a little:
PixelSizeComparison.png

Your clapper icon looks like it's rendering pixel perfect, which is good.
Under that, I pasted in my icon as it would look pixel perfect.
And under that is how my icon currently render in menu. It's much wider, roughly 49x49 instead of 32x32.
You sure the icon size is 32x32? You could try a different resolution if you want to see if it looks more consistent.
Attached is a zip with 64x64 and 49x49 sized icons, if you want to test them out.
#19
In Development / Re: Ah yes, PimoreLems!
Last post by kaywhyn - March 02, 2026, 08:43:53 PM
Quote from: Pieuw on March 02, 2026, 08:14:43 PM
@kaywhyn
Correct solutions
:lemming: The Bad Beginning :lemcat:
:lemming: Training Day - Your solution is what I intended
:lemming: We Are Lem-Bob-Omb!
:lemming: Lemming Falls - Spot on! You used the basher to delay the other worker the same way I do.
:lemming: Lemstones - Nice use of the blocker to save a builder, making the bottom part easier.
:lemming: Cloud-Covered Stalactites - Very similar to my own replay, only you used an extra basher :)
:lemming: The Strange Relics of Lemnos - As for Icho: well done! This is the intended way. :thumbsup:
:lemming: It's a Kind Lembourhood
:lemming: Minimal Design - Seems like unnecessary sacrifices, but your overall solution is good!
:lemming: The Italian Job - No need for the miner canceling trick, but it's ok to use it.
:lemming: Pagoda St.
:lemming: Voltaic Mocaics - I tried to make the setting of the builders and miner easier but it may be too hidden to notice: you can use the horizontal notches on the pipe as landmarks. From the second bottom noch, set a bomber and build to the right. From the fourth top notch, set a bomber and mine.
:lemming: What Happened in Sovogda? - This level is mostly open-ended, the falling bomber at the beginning is what I intended so it's nice to see it here!
:lemming: Iron Industry :thumbsup:
:lemming: Spring Break
:lemming: Ancient Crash Site - As for Icho's: perfect solution! Well done :thumbsup: 

Backroutes
:lemming: Emerald Cave - Same as Icho's solution! I will fix this.
:lemming: Better Run for Shelter - You used the backroute I found a few days ago, and I don't really know how to prevent this. Will think about it!
:lemming: Standard Test Chamber - You solved it exactly as JawaJuice and similarly to Guigui. Demands more precision than the intended solution but takes a shorter route, too.
:lemming: Clumps - Walkers, walkers, walkers :forehead:

Overall not many backroutes, which is great! Thanks to you both and well done solving these levels. Now I will try to fix backroutes and clean a few things (talismans colors for instance) then update the topic :D

Sorry if I didn't respond to other comments, it already took me a while to process replays and write all this. Will definitely get back later!

@Pieuw

Thanks for the feedback! :thumbsup: Wow, interesting to know some of the levels were backrouted by all those who have posted solutions :laugh: Quite honestly, I didn't think any of mine were, but hey, what do I know if someone else deems my solution one? :P

Quote from: IchoTolot on March 02, 2026, 03:22:38 PMAnyway, no need to derail the topic.

You're right, of course. I simply saw that part of your post and it made me wonder because I thought I remember the opposite being true in NL and indeed it is. You know how I am with being detailed and making sure I get all the details right! :P I've checked that same edge case in CustLemmix just now and indeed it doesn't work, so it's consistent with the basher/blocker not working there too ;)

Anyway, that's the last time I'll bring this up and we'll just leave it at that with my findings as a result of the discussion that resulted from them being brought up in the first place ;)
 
Quote from: IchoTolot on March 02, 2026, 03:22:38 PMGlad to hear that we have the same favorites in the calm rank.  :thumbsup:

We tend to have very similar assessments on difficulty and similar struggles on the same levels when it comes to other people's level packs ;)  Great minds think alike! It's also reassuring to me since it tells me ok, at least I'm not a dummy if a level stumps me and it's stumping others too. Not that I want people to be stumped, of course :P I want and like people to be able to solve entire level packs! 8-)


Anyway, pardon about me going off on a tangent again, monsieur Pieuw. Thanks again for the feedback/remarks on my solutions! :thumbsup:     
#20
In Development / Re: Ah yes, PimoreLems!
Last post by Pieuw - March 02, 2026, 08:14:43 PM
@IchoTolot
Correct solutions
:lemming: The Bad Beginning :lemcat:
:lemming: We Are Lem-Bob-Omb!
:lemming: Lemming Falls - You used the digger correctly, the rest is open-ended.
:lemming: Lemstones - Well done, using the right side requires more precision.
:lemming: Cloud-Covered Stalactites - It was like watching my own replay! :thumbsup: This is the solution I'd like to enforce.
:lemming: The Strange Relics of Lemnos - Finally, the intended way to solve this talisman! :D Well done!
:lemming: It's a Kind Lembourhood
:lemming: Minimal Design - Identical to my solution in every way.
:lemming: The Italian Job
:lemming: Pagoda St.
:lemming: Standard Test Chamber - Digging the middle block to make a path for the climbers is what I intended! Glad to see a replay solving it this way :)
:lemming: Voltaic Mocaics - Nice sneaky miner on the right side in your 100% solution ;P You used so many builders!
:lemming: What Happened in Sovogda?
:lemming: Iron Industry - Great solution, virtually saving one extra lemming!
:lemming: Spring Break - Coll 100% solution! May become the new standard for this level :laugh:
:lemming: Ancient Crash Site - Perfect solution! Yay :thumbsup:

Backroutes
:lemming: Emerald Cave - This is a bit embarrassing :forehead: I mean it's not far from the intended solution but I didn't see it was possible to solve it in this more simple way.
:lemming: Better Run for Shelter - Similar to JawaJuice's backroute, the same fix should prevent both.
:lemming: Clumps - Nice builders wall! But yes, putting walkers was obviously a bad idea.

Alternative solutions
:lemming: Training Day - Your solution it similar to Guigui's. Not what I intended but it feels legit.

@kaywhyn
Correct solutions
:lemming: The Bad Beginning :lemcat:
:lemming: Training Day - Your solution is what I intended
:lemming: We Are Lem-Bob-Omb!
:lemming: Lemming Falls - Spot on! You used the basher to delay the other worker the same way I do.
:lemming: Lemstones - Nice use of the blocker to save a builder, making the bottom part easier.
:lemming: Cloud-Covered Stalactites - Very similar to my own replay, only you used an extra basher :)
:lemming: The Strange Relics of Lemnos - As for Icho: well done! This is the intended way. :thumbsup:
:lemming: It's a Kind Lembourhood
:lemming: Minimal Design - Seems like unnecessary sacrifices, but your overall solution is good!
:lemming: The Italian Job - No need for the miner canceling trick, but it's ok to use it.
:lemming: Pagoda St.
:lemming: Voltaic Mocaics - I tried to make the setting of the builders and miner easier but it may be too hidden to notice: you can use the horizontal notches on the pipe as landmarks. From the second bottom noch, set a bomber and build to the right. From the fourth top notch, set a bomber and mine.
:lemming: What Happened in Sovogda? - This level is mostly open-ended, the falling bomber at the beginning is what I intended so it's nice to see it here!
:lemming: Iron Industry :thumbsup:
:lemming: Spring Break
:lemming: Ancient Crash Site - As for Icho's: perfect solution! Well done :thumbsup: 

Backroutes
:lemming: Emerald Cave - Same as Icho's solution! I will fix this.
:lemming: Better Run for Shelter - You used the backroute I found a few days ago, and I don't really know how to prevent this. Will think about it!
:lemming: Standard Test Chamber - You solved it exactly as JawaJuice and similarly to Guigui. Demands more precision than the intended solution but takes a shorter route, too.
:lemming: Clumps - Walkers, walkers, walkers :forehead:

Overall not many backroutes, which is great! Thanks to you both and well done solving these levels. Now I will try to fix backroutes and clean a few things (talismans colors for instance) then update the topic :D

Sorry if I didn't respond to other comments, it already took me a while to process replays and write all this. Will definitely get back later!