Recent posts

#11
NeoLemmix Levels / Re: MASTER-88 (Amiga Classic) ...
Last post by Guigui - April 07, 2026, 05:30:49 PM
Oh ok, I could clear the level. It turns out it is not symmetrical afeter all. Once again needs to place builders pixel perfect, or am I missing something.

I love how you have to build over existing bridges on the right side to gain just enough height for the end.

I still cant get the under 3 minutes talisman though, this climber worker is just too slow, and I dont know how to use those 2 extra bashers to gain time...
#12
SuperLemmix Bugs & Suggestions / Re: BUG: Editor crashes when m...
Last post by WillLem - April 07, 2026, 03:45:11 PM
It appears to have been triggered by the form resizing. Your instincts are likely correct: if the resolution change occurs on wake, that could trigger a form resize.

Not sure exactly why the exception occurred though. Maybe more resolution-specific guards need to be in place.

Good to know that no data was lost, that's fortunate.
#13
In Development / Re: Cheapo Copycat Lemmings (N...
Last post by kaywhyn - April 07, 2026, 12:43:54 PM
Great, looking forward to seeing what you make of this excellent level pack and porting it over from Cheapo to modern NL! :thumbsup: And thank you for linking to my Cheapo Copycat Lemmings videos! ;) Yes, feel free to reference them if necessary while remaking the levels in L1 styles
#14
In Development / Re: Revenge of the Lemmings - ...
Last post by kaywhyn - April 07, 2026, 12:40:06 PM
Quote from: Proxima on April 04, 2026, 12:42:28 PMLem Dunk is possible to save all but one. It would almost certainly be possible to save 100% if the trapdoor order were 1 - 3 - 2, haven't verified this yet.

However, this depends on the RR being 25 in NeoLemmix, which is slower than the slowest possible RR in other engines, so that's something we would have to change anyway.

Ah, didn't notice the 25RR for the level in the v4.0 RotL pack.


Quote from: Proxima on April 04, 2026, 12:42:28 PMWillLem voted for keeping the Mazu / Clam / IS levels (and Betcha can't save is by IS) so I'm pretty sure he does want it considered for v5  :P
Quote from: WillLem on April 04, 2026, 01:44:58 PMThe lists I posted are just there to document my favourites, really. Of course I'd like to see them included, but I'm equally happy to leave level selection entirely up to Proxima; I'll ultimately back whatever he decides upon, even if it means some of my picks don't make the cut.


You were saying? :P

QuoteIt's a very tricky question, exactly how far it's okay to change other people's levels. As mobius listed in his post above, in v4 he changed a few levels to 10-of-all that weren't originally, and on the one hand, that is changing them from the author's intent, but on the other hand, the pack benefits from having some easy levels to start with. So I'd love to hear more people's opinions on what to do with those levels, and with the start of the pack in general.

This is a tricky one indeed. On the one hand, I definitely think the pack can do with having these easy X-of-everything levels at the start, but on the other hand, it does feel a bit strange to me with them being modified levels of the authors from their original intent. If the decision is fine for the pack to have repeats, then sure, keep the X-of-everything version of the harder repeat, I guess. If we don't want repeats, then I guess put the skill tutorial levels instead. It really can go either way quite honestly, and I don't have a strong preference for either one, though I think I'm leaning more towards the X-of-everything route, and I'm not saying that because I myself won't be making skill tutorial levels for my upcoming Lemmings Memories pack :P

QuoteI am completely against changing levels just to make 100% possible. That you can't save 100% on every level has always been part of the game. "Betcha can't save" is designed so that saving even one is difficult, and that shouldn't be messed with.

Completely agree here with both points, even the first one despite how I generally go for save all's as much as possible :P It's not L2 anyway, where it's been proven that it's possible to save all on all 120 levels of the game and even then it's still possible to get gold if you lose some depending on the level/tribe. I digress though.

My own level list and thoughts on the picks/preferences of those who posted still to come. Maybe at the end of the week or so. 
#15
Hello again WillLem,

Sorry for bombarding the forum board lately, but I got a new bug report.
Below I am attaching the .NET Framework error pop-up. The log file doesn't have anything up to date.
This happened after I turned my monitor off for an hour (at least this is what I am suspecting of what caused it).
When I turned it back on these errors were popped up;

Instead of this dialog box, JIT debugging would be invoked
For more details, see the end of this message.

************** Exception Text **************
System.InvalidOperationException: Bitmap region is already locked.
at: System.Drawing.Bitmap.LockBits(Rectangle rect, ImageLockMode flags, PixelFormat format, BitmapData bitmapData)
at: System.Drawing.Bitmap.LockBits(Rectangle rect, ImageLockMode flags, PixelFormat format)
at: SLXEditor.BmpModify.DrawOn(Bitmap origBmp, Bitmap newBmp, Point pos, Func`3 doDrawThisPixel, Byte alpha)
at: SLXEditor.BmpModify.DrawOn(Bitmap origBmp, Bitmap newBmp)
at: SLXEditor.Renderer.CreateLevelImageFromLayers(String dragNewPieceKey)
at: SLXEditor.Renderer.CombineLayers(String dragNewPieceKey)
at: SLXEditor.SLXEditForm.ResetLevelImage()
at: SLXEditor.SLXEditForm.NLEditForm_Resize(Object sender, EventArgs e)
at: System.EventHandler.Invoke(Object sender, EventArgs e)
at: System.Windows.Forms.Control.OnResize(EventArgs e)
at: System.Windows.Forms.Form.OnResize(EventArgs e)
at: System.Windows.Forms.Control.OnSizeChanged(EventArgs e)
at: System.Windows.Forms.Control.UpdateBounds(Int32 x, Int32 y, Int32 width, Int32 height, Int32 clientWidth, Int32 clientHeight)
at: System.Windows.Forms.Control.UpdateBounds()
at: System.Windows.Forms.Control.WmWindowPosChanged(Message& m)
at: System.Windows.Forms.Control.WndProc(Message& m)
at: System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at: System.Windows.Forms.ContainerControl.WndProc(Message& m)
at: System.Windows.Forms.Form.WmWindowPosChanged(Message& m)
at: System.Windows.Forms.Form.WndProc(Message& m)
at: System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at: System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at: System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4515.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v4.0.30319/mscorlib.dll

SLXEditor
Assembly Version: 3.0.3.0
Win32 Version: 3.0.3.0
CodeBase: file:///X:/YEKELEMELER/OYUN/Lemmings/NeoLemmix_V12.14.0/SuperLemmix%203.0.2/SLXEditor.exe

System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4550.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll

System
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4536.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll

System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4390.0 built by: NET48REL1LAST_C
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll

System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4590.0 built by: NET48REL1LAST_B
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll

System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4190.0 built by: NET48REL1LAST_B
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll

System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4084.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll

Accessibility
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4084.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/Accessibility/v4.0_4.0.0.0__b03f5f7f11d50a3a/Accessibility.dll

mscorlib.resources
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4084.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/mscorlib.resources/v4.0_4.0.0.0_tr_b77a5c561934e089/mscorlib.resources.dll

System.Drawing.resources
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4084.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Drawing.resources/v4.0_4.0.0.0_tr_b03f5f7f11d50a3a/System.Drawing.resources.dll

System.Windows.Forms.resources
Assembly Version: 4.0.0.0
Win32 Version: 4.8.4084.0 built by: NET48REL1
CodeBase: file:///C:/WINDOWS/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms.resources/v4.0_4.0.0.0_tr_b77a5c561934e089/System.Windows.Forms.resources.dll

************** JIT Debugging **************
To enable JIT debugging, the jitDebugging value must be set in the
system.windows.forms section of the application's or machine's (machine.config)
.config file. The application must also be compiled with debugging
enabled.

For example:
<configuration> <system.windows.forms jitDebugging="true" /> </configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than being handled in this dialog box.

Luckily the editor DID allow me to save the map before exiting.
The reason I'm suspecting the monitor is due to the fact that I am using displayport for connection and I believe this connection causes resolution change during turn off and wake up.
#16
SuperLemmix Bugs & Suggestions / Re: [+][SUG][ED] Create more w...
Last post by WillLem - April 07, 2026, 03:51:52 AM
The buttons now work.

The list is pretty much done. Adding/removing/selecting pieces syncs perfectly between level and list. It's necessary to manually refresh the list (by simply re-focusing the window) after making changes to the level, but this is acceptable. It would be better to have action-by-action updates, but my attempts to implement this resulted in messy circular logic, so I decided to refresh on focus instead. Let's see how we get on with that.

Preview


Implemented in SLXEditor commit f90a6d8.
#17
In Development / Cheapo Copycat Lemmings (NL re...
Last post by Proxima - April 07, 2026, 12:25:58 AM
This is something we've talked about for a long time, but thanks to kaywhyn's videos, it's finally time to get started.

For those who don't know, Cheapo (by Peter "Essman" Spada) was one of the main engines for custom levels in the forum's early days (around 2005 when I joined). Although its place in Lemmings history was mainly as a platform for usermade content, it came with its own set of levels, which kaywhyn is playing through on video, and I'm using those as a basis for remaking the levels in NeoLemmix.

The zip currently contains Levels 1-6 of Fun, which isn't much, but it's a start  :P
#18
NeoLemmix Levels / Re: MASTER-88 (Amiga Classic) ...
Last post by Guigui - April 06, 2026, 03:43:28 PM
Path of the Evil Twins

30 to be saved, 15 in each exit, symmetrical (?) level, 10 builders.

I can solve the right side of the level by sending 15 to the exit with 5 builders. Looks like I should do the same with the left side to complete the level.

However, there is this little pixel in the chain of the right part that helps me get high enough with the builders, but this little pixel is not here in the left side, and I cannot get high enough.

I'm joining my replay, getting as close as I can to clear, only missing this little pixel. Can anyone tell me if I'm on the correct track to the solution ?
#19
SuperLemmix Bugs & Suggestions / Re: [+][SUG][ED] Create more w...
Last post by WillLem - April 06, 2026, 02:36:10 PM
Taken the first step with the "Pieces List". So far, we have 2 list views for each of Terrain and Objects. This lists the pieces by index, and shows the name, type and draw mode. Here's a preview:

Pieces List Preview


As shown in the screenshot, it's possible to select a piece in the list and have it select that piece in the level arranger (multi-select is also possible). The buttons on the right don't do anything yet, but that's probably the next step.

I'll report here once more has been done.
#20
SuperLemmix Bugs & Suggestions / Re: [+][SUG][ED] Create more w...
Last post by roltemurto - April 06, 2026, 12:54:46 AM
Quote from: WillLem on April 03, 2026, 11:07:24 PMAdded menu item and customisable hotkey (Ctrl + F2 by default) for Show/Hide Steel.
Implemented in SLXEditor commit 9ea1149.
Great news, can't wait for the full release!
Quote from: WillLem on April 03, 2026, 11:07:24 PMI've also fixed a bug with this: the hotkey would only work if there was no currently-selected piece under the cursor. This has now been fixed, so the hotkey will always cause the selection to re-trigger.
Fixed in SLXEditor commit 83d622d.
So that's why it was inconsistent! Great catch and awesome news!
Quote from: WillLem on April 03, 2026, 11:07:24 PMA hotkey to rotate through the pile is all that's needed, then. This has also been added: holding Shift whilst clicking LMB cycles selection through all pieces within 16px of the cursor (from lowest-highest).
Implemented in SLXEditor commit 8a1ce87
This is gonna be so useful
Quote from: WillLem on April 03, 2026, 11:07:24 PMAh, OK! In that case I've added this one to the to-do list. This one will likely take a bit longer, I'll post progress updates into this topic.
Thank you so much for getting into this, everyone will benefit from this.
Quote from: WillLem on April 03, 2026, 11:07:24 PMSelecting the piece from within the proposed asset list should be sufficient here. Showing each individual piece as its own "layer" could be done, but let's see if we need it first. That might be a good next step once the asset list (which I'll probably call the 'Pieces List' to keep it consistent with existing UI) is complete and working.
You're the owner/designer/coder, I'm sure whichever path you choose to take from here will be the most suiting one.
Quote from: WillLem on April 03, 2026, 11:07:24 PMThat's good to know, thanks for reporting back on this! :)
My pleasure!  :)  :thumbsup: