Recent posts

#11
Lix Main / Re: Lix 0.10.34 released
Last post by Simon - August 22, 2026, 11:56:31 PM
Lix 0.10.34 released.

:lix-cool: Download for Windows 64-bit -- recommended
:lix: Download for Windows 32-bit -- fallback for ancient machines
:lix: Download for Linux 64-bit
:lix-evil: Source code
:8(): Changelog
:8:()[: Issue tracker

How to update
Quick and dirty: Extract over your old installation. Level moves will then result in duplicate levels that remain in your level tree.

Clean method: Extract to new directory, then copy these directories from old Lix into new Lix:
user/
replays/
...and any levels that you've built yourself or added manually.

  • Edge scroll speed is now proportional to the screen/window size. The same setting will scroll by more pixels on a bigger screen/window.
  • Remove the tooltip that told you how to use the hold-to-sroll feature. Before, every time you edge-scrolled, Lix would tell you how to scroll with the hold-to-scroll feature, e.g., with the right mouse button.
  • In insert mode, when you're about to replace the future of a single lix, the top of the screen tells you how many future skills you replace.
  • When you load a replay from disk or re-watch a completed level, you don't see "Replaying. Click to play from here." at the top of the screen. Instead, the mouse curser's sidekick icon has a little letter R. Once you click, the R turns into the regular scissors cursor, the top text appears, and the next click will cut the replay.
  • When you tweak skill assignments, the sound for a replayed assignment will now always play, and the assignment arrow will always appear. Before, they would only appear when you tweaked an assignment to a target time to which it hadn't been tweaked before. When you tweaked an assignment back and forth, sound and arrow would be missing on the second time.
  • Re-introduce the two options whether air clicks cut the replay. One option applies when the tweaker is open, the other when it isn't open. The default is: Air clicks always cut, both with or without the tweaker.
  • Code: The internal replay data structure now carries the lix's tribe color with every assignment in addition to the assignment's player number. This denormalizes the internal replay data structure, but it makes several parts of the program more straightforward. The networking protocol still sends plies only with player numbers to stay compatible with all Lix versions 0.10.x. The replay file format still saves the assignments only with player numbers to stay identical to the existing format.



<SimonN> Now the most important problem. What animal will go in the thread.
<Mindless> It's gotta be a dinosaur this time.
<SimonN> Dinosaur because Lix has turned 20.
<Flopsy> Oh dear, the Jackbox joke will have to change now. It used to be "Lix, 10 years in development and no end in sight" usually accompanied by a skeleton lying in ruins as a picture.
<SimonN> I pin the first lines of L++ to April 1, 2006. Yeah, over 20 years and no end in sight. I've been doing this for half my life now.


-- Simon
#12
NeoLemmix Levels / Re: Lemmings in Weirdyland (20...
Last post by IchoTolot - August 22, 2026, 07:21:59 PM
Finally got around playing through this pack! I attached my solutions.  :)

Some really nice puzzles here!  :thumbsup:

Two things though:

Here and there unnecessary timers plop up and I still would suggest culling them where they are not needed!  :8():
They mostly just trip you up without adding anything to the puzzle itself.


The most critical thing for me was this:
In one level (The knights of Ni one) hidden terrain behind the exit really bothered me! I had a solution, executed everything, the lems just needed to walk to the exit and I was suddenly 1 skill short due to the exit's frame hiding terrain! Cull a skill and remove the frame or make it properly visible! :devil:
I would highly suggest going against nostalgia here and to adjust the level.

My crusade against hidden stuff goes on and this just reminded me of my very first forum post here about a level just to find out it was hiding terrain behind hatches! This time it was the exit though.  :devil:

Sorry for the little rant.  ;)
#13
NeoLemmix Main / Down OWA from orig_fire contai...
Last post by 92Dexter11 - August 22, 2026, 04:24:09 PM
Thread continued from discord at the suggestion of IchoTolot:

In neolemmix, the 'owa_down' object from 'orig_fire' contains an animation error:

gif animation

The current animation is on the left, the fixed version is on the right.

This inconsistency is not present on the left/right one-way-arrows.
Only the graphics contains an error, the .nxmo file seems to already work as intended.

Attached is a graphical fix which updates the down-facing arrows to be more like the left/right arrows, as seen in the above gif.
#14
NeoLemmix Styles / Re: Style updates topic
Last post by 92Dexter11 - August 22, 2026, 03:33:44 PM
Updates to all existing 'lemmings faithful' styles, as well as a new style, 'dex_common'.

Let me know if there are any issues!  :thumbsup:

#15
NeoLemmix Styles / New 'Common' Style
Last post by 92Dexter11 - August 22, 2026, 03:29:21 PM
Hey everyone!

I'm pleased to announce a new ongoing project, dex_common.

This style was made alongside a new set of 'Lemmings Faithful' styles. Those styles are nearing completion, but I thought I'd release this one earlier, as it's a little different from all other projects that I've done so far.

It is intended to be an ongoing style of mine, which I will occasionally update with new objects, hence why I felt it necessary to make a separate forum thread.

This style isn't really a 'true' style, as it is intended to be a supplement to be used alongside another style, since it mainly contains generic objects and a few useful terrain pieces.
To clarify, each of the 'original' and 'ohno' themes from the original lemmings games use 8 unique colours for their terrain. However, for objects, they also use 6 'common' colours that are found across all styles:



The 6 'common' colours - red, yellow, green, blue, grey and white.


Included in dex_common are a bunch of objects that only use these 'common' colours.
These new objects are therefore compatible palette-wise with all the 'orig' and 'ohno' styles, as well as all existing 'lemmings faithful' styles, and are intended to be used alongside them!

Here's a little preview of some of the objects


Also included are a few generic backgrounds. I didn't feel like adding these backgrounds to any of my existing styles, since I don't think backgrounds fit with the 'faithful' theming. However, I have received requests to make backgrounds, so I felt including them here would be a good compromise. Each background uses a separate palette from all existing styles, but are limited to only 8 colours each to try and make them as 'retro' as possible. I tried to make them either as dark or as low-contrast as possible to be unobtrusive.

(Hint: use the 'background_bgdrop' object of dex_common alongside existing objects, as some objects use transparency to act as negative space.)
orig_fire's exit is a good example of an object using transparency as 'negative space'



Here's a link to the style:

https://www.dropbox.com/scl/fi/92xtqstyhm0tiureenjt4/dex_commonV1.zip?rlkey=t54ufspkhb2zkj9vvdr2gkq84&st=l7ssyzvh&dl=1

Let me know what you think, or if there are any errors!  :thumbsup:
#16
NeoLemmix Styles / Re: New Styles - "Let's Go - M...
Last post by 92Dexter11 - August 22, 2026, 03:03:48 PM
This is just an update to let everyone know about a minor change (see OP for details). Be sure to also check out the new button and background animation for dex_lush! (Happy belated pride, everyone! :thumbsup:)
#17
Live Event Scheduling / Re: Simon streams Flopsy's Lix...
Last post by Simon - August 22, 2026, 01:59:11 PM
Stream is over! Recording will remain for 14 days at:
https://www.twitch.tv/simonnaar

-- Simon
#18
Live Event Scheduling / Re: Simon streams Flopsy's Lix...
Last post by Simon - August 22, 2026, 12:02:02 PM
Stream starts in 2 hours.

I have a few minor Lix fixes ready for release. The stream will be a live test. Lix 0.10.34 will release this Saturday/Sunday.

-- Simon
#19
Lemmini / Re: [DISC] Rewind button?
Last post by Simon - August 22, 2026, 11:37:03 AM
Lix savestating/rewinding internals from today.
Golems savestating/rewinding by Mindless from 2024.

These backbones/algorithms are interesting regardless of how much power you'll eventually expose to the user.



RetroLemmini supports assignments during pause that keep it paused. You can also advance by 1 physics update and keep it paused, even without assigning a skill. This is already full control that removes all execution difficulty. Given full control, if you withhold precise rewinding even though you could offer it, you'll introduce artificial annoyance. That won't feel well.

The game design sets the entire stage. Execution difficulty yes or no during forward-only play? Timed bombers suggest yes, the existing control features say no.

The appropriate rewinding power follows from that and shouldn't be a standalone design decision.

-- Simon
#20
Game Bugs & Suggestions / Re: [+][PL] Preview Screen tex...
Last post by Simon - August 22, 2026, 11:07:52 AM
I like it too!

Coherence is good: Things that go together are together, unrelated things are more apart. Important lines are green, secondary lines are blue.

Blue buttons, why not, looks reasonable and good.

Minor leftovers:

  • How consistent are blue buttons with other screens? Does it even matter?
  • What is good spacing between the preview picture and the title below it? Looks a little tight on Crystal Playtest in Will's most recent reply #21.

-- Simon