Recent posts

#11
NeoLemmix Levels / Re: TomatoLems [Difficulty: Ea...
Last post by kaywhyn - March 08, 2026, 08:06:26 AM
Hello @The Tomato Watcher,

Congratulations on the release of your second level pack, after a wonderful first pack in Sweet & Sour :thumbsup: Also, thank you for allowing me to pre-test some of this pack for you :) I've played all the new levels that I didn't get to pre-test due to only being sent 3 levels after the initial batch and hence I'm attaching all of my replays, including pre-testing ones so that people can check them if they want. At least the ones that still work from two months ago ;)

General Feedback

As already mentioned, TomatoLems is The Tomato Watcher's second level pack, after Sweet & Sour. The former is a fair bit larger than the latter and also a fair bit harder, but not a whole lot in the difficulty. Unlike for their first pack, I had the pleasure of pre-testing a 14-level demo of TomatoLems for the author, as well as 2 additional levels and an updated level from the demo that were sent to me weeks later. I enjoyed what I saw in the demo and looked forward to the rest of the pack :thumbsup: Indeed, this pack is just as impressive as their first pack but still a fair bit better! ;)

It goes without saying that if you enjoyed Sweet & Sour, you'll enjoy TomatoLems as well! :thumbsup: So, give it a try and play the pack now! ;)

Calm Rank Feedback

For the ranks, I'm just going to give feedback on the new levels that I didn't pre-test. There's only about 3-5 in each rank.

Spoiler
Calm 2 - The Stumbling Block Probably a little too difficult for its position despite only two skills available. I was a dummy here and for some reason a few times tried simply digging with the first Lemming after the basher gets far enough to get past the block at the bottom :forehead: It's likely possible to be able to have everyone who makes it into the digger pit survive, but I honestly probably gave up trying to fiddle around with that too soon :P

Calm 5 - Status Quo Nicely designed by your friend but other than the VGASPEC like level nothing too special and very easy.

Calm 6 - Your Egg Is Cracking! Hehe, I like the design of the egg with the exit partially buried in it :laugh: I'm a bit annoyed that it doesn't seem to be possible to save everyone due to the builder staircase just barely not reaching high enough to stop the splatting on time, but well, it is what it is. I'm just one of those players who likes going for save all's as much as possible, and if that's not possible then saving as much as is possible ;)

Calm 7 - The Lemming Hair Dryer Way too easy. I would definitely swap Calm 2 with either Calm 5 or this one, though it's probably better to swap with the latter, as the halfway point of the rank seems perfect for the VGASPEC level ;)

Calm 8 - Follow Me! Harder than it looks, though that's because for the gaps where the wooden staircases are I kept trying to not use any interrupting skills :forehead: Even then, the second Lemming catches up quite quickly and hence it's necessary to either delay him with the other skills and/or also have the lead Lemming build across the gaps as quickly as possible while also cutting him off early once he's made it over the other side. Nice level nonetheless!

Calm 9 - Sneaking Out Needed to resolve this one, as one of the early skill assignments comes about a frame too late or so. Phew, nearly ran out of time, I think I was just a frame away from the clock ticking down to 0 seconds :crylaugh:

Calm 10 - Break the Cycle I remember the contest version of this level from 5 years ago. Sorry to hear that it needed to be scrapped from the pack :'( I remember it being a nice one despite it being an easy one. This one's easy too, though I think my solution to the contest version might still work here too. I would have to check.       

Tense Rank Feedback

Same thing, just going to give feedback on the 4 new levels I didn't play plus a resolve I needed to do.

Spoiler
Tense 3 - Going Down Now this would be a good example of one where it's easier than Calm 2 but still not trivial by any means. Once again, I was a dummy of having the digger face the wrong way when I was doing it on the right side, as after a few attempts I went down the left side. You can actually go down either side, just if you do it on the right make sure the digger is facing the left, not the right! Nice level!

Tense 4 - Operation Hatchling Easier than the original in the previous rank IMO, especially as you have more builders than you actually need this time unlike the last time. Still a nice level here ;)

Tense 6 - Pause and Ponder I haven't tried or checked, but I'm guessing there's a hidden exit on either side. I went for the right exit. Nice challenge to save everyone here, though it's still not too difficult. This one is a bit harder than the VGASPEC level in the previous rank, but still a nice one. Your friend did great.

Tense 7 - Meet in the Middle Nice Cascade concept level. Nice level idea with a glider going over the top to dig and build to the exit to turn and then build from the right side while also having another Lemming build from the left side later on, with some timing needed in order to turn the glider back around towards the exit.

Tense 9 - Risky Business This one I needed to resolve. The leader in my pre-testing replay gets killed by the shredder trap here. Looks like it was a backroute according to what I saw in my replay :P Just turned around with a bomber this time and I believe the rest is the same.

Panic Rank Feedback

Same thing, only feedback on the 5 new levels plus the level I needed to resolve.

Spoiler
Panic 1 - Help is on the way! Repeat of Tense 7 and probably a bit easier. The only real difficulty is being quick enough to save the hatch before you lose too many due to splatting, but I think the timing always naturally works out here.

Panic 2 - Lemming-lime soda Wow, nice level! :thumbsup: I like how the climber/swimmer needs to come from the other side to get the others out safely. Here, I was a dummy because I thought you needed to go over the green pail as the handle looked like it's too high for the others to step up through :forehead: Hence I originally tried building and blocking to build the other one, but turns out that's not necessary and hence you can just lose 1 ;)

Panic 4 - Freezer Burn Another nice level and concept of having a danger hatch over the steam blower trap of the Ohno Snow graphic set and hence you need to get Lemmings from the other entrance to make safe landing platform for the danger hatch. Even with that, quite an easy level due to the lenient save requirement and plenty of skills available. Probably could squeeze a few more saves in my replay, but meh, couldn't bother myself to go back and tweak it :laugh:

Panic 6 - Lemming Replacement Therapy Probably just as hard as Calm 2, though the level concept here is nice too. I challenged myself to get the two miners to cancel each other out at the bottom and hence make it a lose 1 solution. I would just keep it a lose 2 level, as this is super fiddly and very precise. As Armani once said of me in his Lemmings Uncharted for a talisman he tributed to me, "don't try this at home if you're not kaywhyn" :P

Panic 7 - Be the girl you wanna be Nice final special VGASPEC of the pack. Definitely the hardest one of its kind but still a very nice challenge to go for a save all :thumbsup:

Panic 9 - A Death-Defying Stunt Like the original, I needed to resolve this repeat as well. I believe it's the same as my pre-testing of the updated version you sent me in that I was able to spare a shimmier here as well. I personally would probably leave some more wiggle room to allow successful shimmying at the start, as it seems quite tight and visually appears like they won't be able to get past the blocker, but that's just me :P   

There's probably a few contenders for Panic 10's position as the hardest level of the pack, but it is honestly my favorite level of the entire pack! :thumbsup:

Thank you again for allowing me to pretest some of TomatoLems before release and congrats again on releasing your second level pack! :thumbsup:     
#12
NeoLemmix Levels / TomatoLems [Difficulty: Easy-M...
Last post by The Tomato Watcher - March 08, 2026, 02:43:41 AM
logo.png

After a few more months of work, I present to you all "TomatoLems"!  :thumbsup:

FEATURING:
  • 30 levels (7 of them repeats) split across 3 ranks
  • 3 special hand-drawn levels (drawn by my bestie EeveeSkittles!)
  • 9 standard (tracked) music tracks arranged by me + 3 special (streamed) music tracks composed by me (+ 2 custom jingles!)

Thank you to JawaJuice, kaywhyn, and weirdybeardy for testing my pack to varying extents. Your feedback was extremely valuable!
Thanks also to Ether Audio who makes cool music and let me use one of their tracks for this pack, and an extra special thanks to EeveeSkittles for once again drawing the special levels and for being the best friend I could ever ask for.

The full credits for the pack are in credits.txt, which can also be found inside the TomatoLems folder in the ZIP file.

RANKS:

Calm (Easy)
Calm1.png
Calm 1 "Beware of the Pipeline"

Tense (Medium-Easy)
Tense5.png
Tense 5 "Polar Vortex"

Panic (Medium)
Panic8.png
Panic 8 "Cave-divers"

DOWNLOAD:
TomatoLems.zip
Simply unzip this file into your main NeoLemmix folder.

I hope you all have as much fun playing this pack as I did making it! :thumbsup:
#13
NeoLemmix Levels / Re: Oh Wow! More New Worlds
Last post by Guigui - March 08, 2026, 01:27:32 AM
Thank you for your answer to my interrogation on The Mirror World Armani :

Spoiler
I totally agree with you : it makes perfect sense that a shimmier can access a reversed exit like it happens here.
What lead me to think that it was not possible here, is that in CPM the exit trigger appears floating in the air, and not buried in the ground (well, ceiling in this case) like it usually does.
But then again this makes sense with the way the engine works : the feet of the Lemmings (precisely the red star under them visible in CPM) touches the trigger area when shimmiering, so all good !

I'm almost done with the pack now : only the talisman on Terrarium is not achieved : I can save 43, but not 44 yet.

I could also clear The Chosen One without help, so pretty glad about it. I confirm this level uses unusual skills, and yet more unusual interactions between them! Gotta remember the NL Introduction Pack, advanced training to know some of them.

My route through The Chosen One was quite long and fulfilling. It unfolded like this
Spoiler
1) Figure out how to push all those buttons. As I remember from a level in contest 33 by Icho, you have to build some of your own shimmiable ceilings here. Also use the slider correctly.

2) Seeing the strict save requirement of 18/20, and the 2 stoners available, realize that I need to save this button pusher ; save The Chosen One himself !
This was the hardest part for me as all my attempts before that used the single digger elsewhere to either contain/free the crowd or make a way. So I had to spare that digger to save the Chosen One and this is where 3) comes into place.

3) Release the climbers correctly at the beginning to contain/free the crowd correctly w/o using the digger and stacker. This was not that hard actually.

4) Have a heartattack when ready to finally dig-save the Chosen One with the other climber at the end : digging in a diagonal floor leaves that little pixel triangle that prevents climbers from climbing  :XD:
Then I spent 15 more minutes trying to find another place to extract the Chosen One from down here, no success. Then I saw this extra stacker and understood the unbelievable combo : stacker + climber + digger = save The Chosen One  :thumbsup:

5) Have a last rush of tension when I saw that evil Armani put a flip down there, instead of a boring non climbable wall, so that the Chosen One has a limited amount of survival time before falling to its doom.
Fortunately my digger finished its pit some 20 frames before the Chosen One came back, and they could all go together to the exit. Oh Wow !

Thank you for the ride Mobiethian and Armani, I had a very good time with the pack.
#14
Forum Games / Re: Corrupt-a-Wish
Last post by WillLem - March 08, 2026, 12:04:42 AM
Yummy, chocolate mini eggs - my favourite! Too bad there's only 3 of them.

I wish Subway would switch back to Pepsi instead of Coca-Cola.
#15
Lemmini / Re: [SUG][RetroLemmini] Provid...
Last post by WillLem - March 07, 2026, 11:44:37 PM
Added a tag-based template option for naming auto-saved replays:

{user} {pack} {rating} {level} {time}

That's username, pack name, rating name, level (number_title), and timestamp. Whichever of these tags you wish to use can be placed in any order you like, and are separated by double underscores in the output name.

Implemented in RLPlayer commit d7add49.
#16
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by Simon - March 07, 2026, 09:35:24 PM
I'll steelman a case for the restrictive behavior 2) No, and weakly 1) No:

You have 50 lemmings in a dense pack. The replay contains a future builder assignment for one of them, followed by a largely-completed 10-skill route (he's a main worker). Now you want to bash with one of the 50 lemmings in the dense pack. You click into the middle of the pack. If you're unlucky and bash with the soon-to-be builder, you lose the builder's future, i.e., you cut the 10-skill route from the replay.

In Lix, this risk is reduced because Lix (under default options) is in insert mode whenever the tweaker is open. In the tweaker, you see the hovered lix's future assignments highlit. You'll think twice before you click. NL doesn't have this default behavior and indeed warrants separate risk-vs-annoyance balance.

Ideal would be: 1)-2) Yes, and some previewing power into the replay/click, and an undo stack for changes to the replay. Such undo is expensive to implement. Will and I consider undo out of scope of this issue here.

Please participate in WillLem's call for feedback (in the post before this)!

-- Simon
#17
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by WillLem - March 07, 2026, 06:52:12 PM
Apologies for the double-post, but this ideally shouldn't be hidden under the code in the previous post.

I need community feedback before deciding on the following:

1) Should we allow same-lem-same-frame assignment in Replay Insert mode?
2) Should we always erase the lem's future existing assignments when making an assignment, regardless of replay mode?
3) Should we erase future nuke when making an assignment in Replay Insert mode?

I'll give this a minimum of 1 month from today to generate discussion.

Your silence = I will probably mostly go ahead and follow Simon's advice, i.e. we'll allow same-frame-same-lemming overwrite even in Replay Insert mode, and will also erase the future assignments of that lemming. I'll also probably make this behaviour optional in Settings; having thought over the proposed hotkey, it's probably asking too much of players to press a key every time they want to make an assignment if they know they always want the same behaviour. Meanwhile, I probably won't erase the nuke, but Simon may convince me otherwise next time we meet.

So:

1) Yes, optionally 2) Yes, optionally 3) Maybe, but probably not.
#18
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by WillLem - March 07, 2026, 06:50:18 PM
Thanks, Simon.

Your modified version of the method compiles with the following tweaks (see condition brackets, and no ";" for the empty statement):

procedure TReplay.EraseLemSkillAssignment(
  L: TLemming;
  aFrame: Integer;
  DoCutFuture: Boolean);
var
  Item: TBaseReplayItem;
  i: Integer;
begin
  for i := fAssignments.Count - 1 downto 0 do
  begin
    Item := fAssignments.Items[i];
    if ((Item.Frame < aFrame) or ((Item.Frame <> aFrame) and not DoCutFuture)) then
      Continue;

    if (Item is TReplayNuke) then
       // Always delete a future nuke
    else if (Item is TReplaySkillAssignment) then
      if ((Item as TReplaySkillAssignment).LemmingIndex = L.LemIndex) then
        Continue;

    fAssignments.Delete(i);
  end;
end;
#19
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by Simon - March 07, 2026, 05:17:03 PM
Implementing the function from voice chat.

I can't build Delphi here to test. There will probably be many small errors.

How wise is cutting future nukes when we cut an assignee's assignment future? I think it's correct to cut the future nuke. If you disagree, put Continue; instead of the empty statement ;. I erase future nukes in Lix, got no negative feedback, and most NL levels behave like Lix levels in this regard. Nuke levels are rare and you can always re-insert the nuke. Inserting a nuke shouldn't cut future assignments of anybody.

procedure TReplay.EraseLemSkillAssignment(
  L: TLemming;
  aFrame: Integer;
  DoCutFuture: Boolean);
var
  Item: TBaseReplayItem;
  i: Integer;
begin
  for i := fAssignments.Count - 1 downto 0 do
  begin
    Item := fAssignments.Items[i];
    if (Item.Frame < aFrame or (Item.Frame <> aFrame and not DoCutFuture)) then
      Continue;

    if (Item is TReplayNuke) then
      ; // Always delete a future nuke, like in Lix. Okay in NeoLemmix or not?
    else if (Item is TReplaySkillAssignment) then
      if ((Item as TReplaySkillAssignment).LemmingIndex = L.LemIndex) then
        Continue;

    fAssignments.Delete(i);
  end;
end;

-- Simon
#20
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - March 07, 2026, 08:53:45 AM
Okay you told me Go Ahead. There is one trick which might be unknow for you. First time its showed custom+3. This is perfect level to train it. Yes you will need that trick in future levels. So just train it.