Recent posts

#11
Game Bugs & Suggestions / Re: [+][BUG][PL] Level Select ...
Last post by Armani - August 29, 2026, 08:14:48 AM
Suppressing further clicks until a level finishes loading likely won't do much. Afaik, there is no code path anywhere in SetInfo that calls ProcessMessages so with the current structure, there shouldn't really be any chance of the click handlers actually running on top of each other. Though, adding a re-entrancy guard as an extra safeguard against overlapping clicks at little to no cost, is not necessarily a bad idea.

Keeping the click handlers as lightweight as possible is definitely a good approach. That should prevent the UI from becoming non responding. It would be even better if we kept a "load pending" flag. If a load is already pending, don't post another message. Then when the message handler actually runs, re-read whichever node is actually selected at that moment and load based on thatrather than using a stale node captured when the click originally happened.


For some reason in NL, every single click would re-scan the entire tree to populate the level titles and info, parsing level files on the spot for any visible nodes that hadn't been labeled yet. This was very very inefficient. (Has this been fixed in CE?)
1) Populate the labels once for whatever is initially visible then incrementally populate them only for a group's direct children nodes when that group is expanded.
2) Skip the full level reload for the preview panel when the selected level's path hasn't actually changed. No full reload(no parsing, no terrain rendering) for the info panel when nothing has actually changed in practice.
This would make the game feel more like playing NL in the Lix engine.
#12
Game Bugs & Suggestions / Re: [+][BUG][PL] Level Select ...
Last post by WillLem - August 29, 2026, 03:30:13 AM
OK... the click handlers are now super light. They grab the active node and post a message, that's it.

Once Windows has finished handling the click, the message pushes the loading through. This makes the tree snappier than ever, and should prevent the UI from going unresponsive.

Pending testing, this should hopefully be the answer.

Implemented in NLCEPlayer commit a2ee836.
#13
Live Event Scheduling / Re: kaywhyn streamed NepsterLi...
Last post by kaywhyn - August 29, 2026, 02:55:26 AM
Third stream is over and was on Friday, August 28, 2026 at 5PM PST:

https://youtube.com/live/F0jAwVGFDLY?feature=share

Edit: Oops, I forgot to post the link before I went live :forehead: Must remember to do this! Not used to this apparently :P
#14
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by WillLem - August 29, 2026, 02:50:19 AM
Removed 'Allow Same-Lemming-Overwrite in Insert Mode' option; we show 'CUT X TASKS' and assume that the user wants to do this (NLCEPlayer commit 787bae5).

Added 'Click Air to Cut Replay in Insert Mode' option; users can choose to let air clicks cut the replay in Insert mode (air clicks always cut the replay in Standard mode) (NLCEPlayer commit 3ab5ade).
#15
General Discussion / Re: General Comings and Goings
Last post by IchoTolot - August 28, 2026, 07:48:14 PM
I will be at my hometown for my birthday until tuesday, so I probably won't be on during that time.  :)
#16
Lemmini / Re: [RetroLemmini] SEB Lems Cl...
Last post by Flopsy - August 28, 2026, 05:21:32 PM
Thanks for solving the 2nd rank. Glad to see you enjoyed these also

Spoiler
Sweet Memories - This was the exact solution found by Simon in SEBLix on the same level. I've never seen the blocker used like that and you and Simon submit this solution less than a week apart.
Vertigo - Pretty standard solution, never see any variation here. This was originally a Highland tileset level in SEB Lems
One in a Billion - standard solution, only difference is you waited to save the right hand crowd before route building
The Acrobrats - this level is pretty open ended so any solve is acceptable here, 100% as well!
Tricks of the Trade - like the mininalist skill used approach here  :thumbsup:
Until The Stars Collide - like the use of the star to actually turn the Lemmings! Taking the level name seriously here. Nice 96% save too.
Don't Play With Fire - intended solution :)
The Legend of Ray Beeston - intended solution :)
Today The Sun's On Us - intended solution :)
The Big Bang - intended solution :)
#17
Other Projects / Fizzles – Level 8 released: Co...
Last post by HPWsoft - August 28, 2026, 02:26:42 PM
Fizzles – Level 8 released: Community test now available for iOS, Android and Windows
Level 8 of Fizzles is finished and is now part of the current community test version.
This level introduces the Basher, allowing Fizzles to dig horizontal tunnels through designated terrain. It also introduces portals as a new gameplay element.
A major milestone for the project is that the community test is now available on iOS for the first time.
Fizzles can now be tested on all three currently supported platforms:
iOS – TestFlight
https://testflight.apple.com/join/c1cn5N2P
Android – Google Play
https://play.google.com/store/apps/details?id=com.hpwsoft.fizzles
Windows – Microsoft Store
https://www.microsoft.com/store/apps/9MTHJHBK5NPK
All three store versions are still community test versions.
For me, one of the most interesting parts of testing Fizzles is not only finding bugs, but also discovering whether players find solutions I did not originally anticipate.
Some alternative solutions are perfectly fine and can make a level more interesting. Others may reveal that a mechanic can be bypassed too easily or that a level can be broken in an unintended way.
So if you find an unusual solution, please let me know. :)
Test keyboard shortcuts
The following shortcuts are available for testing:
  • 1 – Load Level 1 directly
  • 2 – Load Level 2 directly
  • 3 – Load Level 3 directly
  • 4 – Load Level 4 directly
  • 5 – Load Level 5 directly
  • 6 – Load Level 6 directly
  • 7 – Load Level 7 directly
  • 8 – Load Level 8 directly
  • R – Restart the current level
  • Esc – Quit the game
On phones and tablets, these shortcuts can also be used with an external USB or Bluetooth keyboard.
The browser version will remain available separately as the stable demo containing Levels 1–5.
Development is already continuing as well. Level 9 is well underway.
Any feedback on level design, balancing, alternative solutions or general usability is very welcome.
#18
General Discussion / Re: German meetup in Kassel, F...
Last post by Simon - August 28, 2026, 12:01:24 PM
PM sent!

It's not decided yet who will sleep at my place, who will go to a hotel, or who will be here in the first place. Looking forward to you all.

-- Simon
#19
General Discussion / Re: Lemmings Forums UK Meetup ...
Last post by WillLem - August 28, 2026, 05:26:45 AM
I'm definitely up for Bristol, and would also be happy to travel to anywhere on the coast. Seaside in Winter can be very beautiful.

Happy to help Northern friends with transport if needed.
#20
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by WillLem - August 28, 2026, 05:24:30 AM
Quote from: Simon on August 27, 2026, 04:28:13 AMIf we disable airclick, should clicking the R in the panel cancel replay?

Definitely.

The panel hints let the user know that they can cancel. But, panel hints are also optional. Discoverability is an issue for sure; maybe we can show a message the first time we enter replay mode (we're back to that again).