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#11
Lemmini / Re: [RELEASE] RetroLemmini Lev...
Last post by WillLem - March 31, 2026, 02:12:41 AM
Version 1.5 hotfix

A small update this time.

:lemming: Bugfix/UI

• When typing a level title, if the limit of 32 is exceeded, the title is shown in red as a warning (but still allowed).



Download the latest version of the RetroLemmini Editor.

#12
SuperLemmix Bugs & Suggestions / Re: BUG: Turkish locale causes...
Last post by WillLem - March 31, 2026, 02:08:08 AM
Thanks for reporting this. I've prepared a test version with the suggested fix (see attached), although it uses "ToUpperInvariant()" and "ToLowerInvariant()" instead, as this is shorthand for the same thing.

Can you confirm that this indeed fixes the issue?



EDIT: Attachment removed.

#13
Lemmini / Re: [RetroLemmini] ROTL III: L...
Last post by WillLem - March 31, 2026, 12:45:32 AM
Quote from: Proxima on March 30, 2026, 11:04:52 PM* Avoiding miles-out-of-place howlers like "Crossing Paths" being in the first rank
* Keeping the focus either on NeoLemmix, or on NL and RL equally
* Working together on level selection so we can come up with a final version we're all satisfied with, and we won't have to have the same discussion and yet another version five years down the line  :P

Agreed on all points. I think it probably makes sense to keep the focus on NL (since that's the most popular engine), and then cross-port the resulting pack to RL.

As for porting to RL, the process will be generally this:

1) Is the level playable in RL without changing anything? If yes, add it. If no, move to (2)
2) Is the level playable in RL by making a small change to the level layout or release rate? If yes, make the change and add it. If no, move to (3)
3) Is the level playable in RL by making a small change to the skillset, lem count, or time limit? If yes, make the change and add it. If no, move to (4)
4) Is the level playable in RL by making a large change to anything? If yes, make the change and add it. If no, move to (5)
5) Find a suitable replacement level in the reserve pool and add it

It should be understood that replacement levels would be added at the same listing slot as the level being replaced, in order to preserve the ordering.
#14
Lemmini / Re: [RetroLemmini] ROTL III: L...
Last post by Proxima - March 30, 2026, 11:04:52 PM
Quote from: WillLem on March 30, 2026, 10:33:45 PMThe thing I feel strongest about is the amount of levels, the pack titles, the music (there's currently way too much), and the overall presentation.

Good to know, and fortunately I agree with the proposed pack titles, number of levels, and about the music.

As for me, the things I feel most strongly about are:
* Avoiding miles-out-of-place howlers like "Crossing Paths" being in the first rank
* Keeping the focus either on NeoLemmix, or on NL and RL equally
* Working together on level selection so we can come up with a final version we're all satisfied with, and we won't have to have the same discussion and yet another version five years down the line  :P
#15
Lemmini / Re: [RetroLemmini] ROTL III: L...
Last post by WillLem - March 30, 2026, 10:33:45 PM
Quote from: Proxima on March 30, 2026, 05:26:24 PMtaking over the RotL project and moving it back to RL
...
The only way that I can see this working is if those who are interested ... work together to agree on the level selection (and then ordering, backroute fixes etc), with the aim of producing final RL and NL versions with the same levels

Agreed, absolutely. Both versions should be as identical as possible. We all need to co-ordinate.

If it helps, I'm actually not too fussed about level selection/ordering, or backroute fixing. I'm happy for others to take that on.

The thing I feel strongest about is the amount of levels, the pack titles, the music (there's currently way too much), and the overall presentation.

Here's what I'd suggest:

Revenge of the Lemmings (120 levels)
Picnic / Hootenanny / Carnage / Armageddon

Return of the Lemmings (120 levels)
Kind / Cunning / Devious / Menacing

Lemmings Assemble (120 levels)
Breezy / Clever / Perplexing / Ridiculous
#16
Lemmini / Re: [RetroLemmini] ROTL III: L...
Last post by mobius - March 30, 2026, 05:51:02 PM
Just to quickly add; in case I didn't mention this before; every time I produced an update; my biggest concern was taking in everyone's feedback. "a level=incompatible with NL (or visa versa) wasn't the only reason levels got removed or altered. Obviously every single piece of feedback isn't available in the threads, but some of it should be. At one point Akseli and Pieuw made entire google docs with feedback on every single level. And there's opinions by those who LP'd the games like kaywhyn. Again, its not my call anymore, but imho these opinions should be taken into account. Atm, i don't know where to find those docs, I'll try looking if anyone wants.
I bring this up because the Lemmini version is older and therefore contains levels removed from later versions, like 'Oh no, not again', for example because only 1 person I remember liked it; everyone else that voiced an opinion pretty much hated that level.

Another important thing is backroute fixes and polishes and that sort of thing. I haven't looked at these recent updates of the Lemmini version (and frankly don't intend to) but I wonder if older problems and mistakes in those were brought back here.

Anyways; no intents to be a downer or anything; I fully support whatever you guys do with this. If we start a new pack (sequel or whatever) I'd recommend making a new topic for that, inviting people to post levels and go through a playtesting period, like we did with the lix community set. That was tons of fun honestly, I hope we can do that again, even if my involvement is minimal.
#17
Lemmini / Re: [RetroLemmini] ROTL III: L...
Last post by Proxima - March 30, 2026, 05:26:24 PM
I think it's really great that we're starting to move on this -- a final revamp of RotL is something that has needed to happen for a long time, and hopefully we can agree on enough to work together. That said, right now I am concerned about this project getting off on the wrong foot.

Quote from: WillLem on March 28, 2026, 12:41:48 AMMainly because RetroLemmini is an experience closer to playing the original game than any of the other engines, and it seems like a more appropriate platform for OG-style levels. But also, because it would simply be good to have more custom content for RetroLemmini. I've worked hard on updating the engine, making it more user-friendly, and adapting the NL Editor for use with it, so a collab pack with community involvement would be the icing on the cake at this point.

This is my biggest concern. Don't get me wrong, I agree with all the points you just made, but none of those are a sufficient reason for taking over the RotL project and moving it back to RL. We already have the problem of too many versions floating around, and I'm worried that this will now get even worse.

The only way that I can see this working is if those who are interested (you, me, kaywhyn, anyone else who wants to join us) work together to agree on the level selection (and then ordering, backroute fixes etc), with the aim of producing final RL and NL versions with the same levels (maybe with the odd replacement if some levels really don't work in one engine or the other, but let's hope that doesn't happen).
#18
Environment:
Windows 10, Turkish locale (tr-TR)
Affects both SLXEditor 3.0.2 and NLEditor 1.42

Description:
On a system with Turkish locale, the editor corrupts .nxlv files in two ways when saving:

Skill name corruption: Skill keywords such as SWIMMER are saved as SWİMMER (with a dotted capital İ). This is caused by String.ToUpper() following Turkish locale rules, where i uppercases to İ instead of I. The NeoLemmix Player does not recognize SWİMMER as a valid keyword, so the skill is ignored entirely.
Skillset data loss: The entire $SKILLSET block is saved empty. Opening an existing level with skills defined (e.g. SWIMMER 4, DISARMER 2) and doing Save As produces a file with a blank $SKILLSET block, stripping all skill assignments. This appears to be a consequence of the same issue — the editor fails to match or write skill names when the locale-aware string comparison/conversion produces unexpected characters.

Root cause:
This is a well-known .NET pitfall sometimes called the "Turkish I problem". In most languages, i.ToUpper() produces I. However, Turkish (and a small number of other locales including Azerbaijani) have a dotted/dotless I distinction: they have four separate letters — i, İ, ı, I — and their casing rules reflect this. So on any tr-TR or az-AZ system, .NET's locale-aware string methods will silently produce different results than on any other system.
This is not a UTF-8 issue — the files are encoded correctly. It is purely a string operation behavior issue. The same bug would affect any user whose Windows system locale is set to Turkish or Azerbaijani, regardless of their keyboard layout or display language.
All calls to String.ToUpper(), String.ToLower(), and String.Compare() that deal with keywords or identifiers should explicitly pass CultureInfo.InvariantCulture to guarantee consistent behavior across all locales:

csharp
// Problematic:
keyword.ToUpper()
// Fix:
keyword.ToUpper(System.Globalization.CultureInfo.InvariantCulture)

Impact:
Any level saved through the editor loses its entire skillset. The editor is completely unusable for level creation on Turkish systems.
Affected locales are not limited to Turkish. The same dotted/dotless I distinction applies in Azerbaijani (az-AZ) and Crimean Tatar (CRT) and Kazakh (KAZ) as well.
#19
NeoLemmix Levels / Re: TomatoLems [Difficulty: Ea...
Last post by The Tomato Watcher - March 29, 2026, 10:48:23 PM
Never got around to replying, oops!

All your replays look good, including Tense 8. Surprising that it was much harder than the repeat! Though considering the repeat had backroutes in testing, perhaps it never got the best evaluation of difficulty. But it could also just be a matter of different people finding different things difficult; we'll see!

Glad you enjoyed the levels! :thumbsup:
#20
Lemmini / Re: [RetroLemmini] ROTL III: L...
Last post by WillLem - March 29, 2026, 08:42:15 PM
I've made some progress with this already. We have all the music in .mod format (much smaller file size than .ogg or .mp3), and the levels are all converted to .rlv.

I'm working my way through them quickly just to check for things like screen start positions, empty space, and to make sure the standard solutions work (big thanks to ericderkovits and IchoTolot for posting solutions on YouTube for when I get stuck!)

As for ordering, level selection, backroute fixing and stuff like that, that can happen later. Once I have everything good to go I'll post a suggested "track listing" for the first 2 packs along with the pre-prepared levels and we can go from there.