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#11
Lemmini / Re: [RetroLemmini] NepsterLems...
Last post by WillLem - April 05, 2026, 08:32:00 PM
Version 1.7 Uploaded

:lemming: Black Hole 18 Lemming Mayhem - changed fall distance to default of 126

Also includes a fully verified set of replays by ericderkovits.

Get the latest version here.
#12
SuperLemmix Bugs & Suggestions / Re: [+][SUG][ED] Create more w...
Last post by roltemurto - April 04, 2026, 07:42:07 PM
Quote from: WillLem on April 03, 2026, 11:07:24 PMThe "select pieces below" hotkey (Alt + LMB by default) does work some of the time, but becomes difficult or impossible to use properly when there are multiple overlaying pieces.
I must admit I may have mixed ALT with CTRL, so I may have not fully utilized this properly but as you mentioned, when multiple pieces collide on top of each other this option unfortunately is not enough to solve it.

Quote from: WillLem on April 03, 2026, 11:07:24 PMGood shout. I'll add Show/Hide Steel in the next update for sure.
Such a relief to hear this is possible. Thank you.

Quote from: WillLem on April 03, 2026, 11:07:24 PM...not trivial to implement by any means, and still doesn't always guarantee selectability...
As you point out, it is of small importance and doesn't solve every selection problem. But an outline of the exact piece could be a great helper.
I don't think bypassing the alpha  would render the rectangle redundant though; you can still see it total boundaries while being able to select something visible behind.

Quote from: WillLem on April 03, 2026, 11:07:24 PM'Grab lowest' and 'grab highest' could also be done.
"Grab lowest" toggle would certainly be useful I think.

Quote from: WillLem on April 03, 2026, 11:07:24 PM...It just about works for image editing...
...
...Conversely, the "asset list" you've hinted at is an interesting idea that could work perfectly alongside what's already there. We could have a pop-up list (which can be closed or opened at any time) which simply lists every piece active in the level, in index order and with details such as location, render layer, whether it's an eraser piece, etc. Clicking a piece on the list could then select it in the level arranger (and vice versa). This could work, for sure, and would be much simpler to implement and maintain than a layers system. "Move Up", "Move Down" and "Delete" buttons could also be added for convenience.
An "asset list" was exactly what I was trying to describe. Yes I was thinking of image editor UI's but I haven't even thought about changing the rendering frame work etc.
I believe a simple "asset list" is all what it takes. If move up/down could also be implemented; that is exactly the thing I was suggesting. At this point I'm not sure if show/hide option next to the layer counts as changing the layer system, but if that can also work, that would be a perfect UI in my humble opinion.   

Furthermore, if an asset list were to be added, all of the above and other mentioned things become extra and/or secondary priority; because you'd be able to select what ever you want anyways.

Quote from: WillLem on April 03, 2026, 11:07:24 PMNot so. Missing pieces can be deleted by simply opening a level that contains missing pieces; the Editor will identify them, and they can then be deleted by choosing "Delete Missing Pieces" from the status bar menu. If you're not seeing the status bar message when you open a level with missing pieces, then this could be a bug.

Rest assured, the message bar pops up as intended, I haven't tried the buttons so I can't speak for sure for it's functions, but don't worry the bar and the message is there.
The moment I saw it the first time, I just re-added the recently deleted piece.
While researching the "depricated" flag I assumed that it was still a thing with the engine and the editor,
without realizing the editor could already clean them properly, that's my bad, sorry.

Quote from: WillLem on April 03, 2026, 11:07:24 PMAbsolutely, and it's something that I too struggle with now and again. You've given me a nudge to finally do something about it!
I am so glad that we are on the same page. Sometimes it takes a second person to point out the issues we delay in things.
I truly believe it would be a well worth investment of time for the editor, because afterwards it permenantly makes the life much easier for everyone.
And perhaps even trigger people's creativity even further.
Thanks again for everything.
#13
In Development / Re: Revenge of the Lemmings - ...
Last post by Proxima - April 04, 2026, 04:46:47 PM
It'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.

Of course, some levels are remakes of Cheapo or Lix levels, so the NL versions are already changed from how they were originally.

I 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.
#14
In Development / Re: Revenge of the Lemmings - ...
Last post by mobius - April 04, 2026, 04:38:38 PM
Proxima asked for these levels to be specified:

easy repeats of later level:
Snowy Caves
Surrealism
Pipe Dream [not to be confused with a level in the outtakes folder of the same title by Shvegait)*
Neighbors
Nothing Gold can stay
Himalayan Lemmings
Minesweeper Lemmings
Canopy Lemmings


"ghost repeats": (these were levels of which the original (harder "later" version doesn't actually appear in the final pack)
Lemmington Spa
Headonist
Biosphere
Paitence Young Grasshopper
The Fearsome Foursome
Vacuum



*that said level btw, I can say was removed for some technical reason I can't remember. I wasn't able to solve it quickly just now, so I remember the solution (or find a solution atm). Or it might've been because it was very similar to another level in the pack
Spoiler
quick and simple compression method solution
.
#15
In Development / Re: Revenge of the Lemmings - ...
Last post by mobius - April 04, 2026, 04:30:26 PM
Quote from: WillLem on April 04, 2026, 01:44:58 PMI managed save 3 on Betcha can't save just one!, save 4 seems impossible. Do we want to edit levels to make 100% possible? I'm 50/50 on whether we should tbh.

The 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. I also strongly support Mobius' picks as well.

Good work so far, everyone, keep it up! :)

If it helps (though it just might make decision more difficult actually) I can say that ISteve himself wouldn't care about this; he's stated both in regards to the Lix crowd and to myself when doing this; we could make edits to our hearts content. I'm not so sure about everyone else. For myself; like I stated before I was a bit more uneasy about this for myself. It's partly why I haven't been doing this anymore, and why for instance, when I do, if I still do Ben Bryant's levelpack, I'm probably going to leave the levels as is- with (alleged) backroutes and all (ISteve also said actually at one point "you can keep the backroutes in, either way" or something like this).

Maybe it's better to make this decision on a level-by-level basis? In the case of this example; Betcha can't save just one (or lose just one...): Personally I think altering things to make saving all 4 possible (especially the first "save" version) kind of spoils the concept a bit. Whereas other levels it can be plainly obvious something was a mistake on the author's part and they would overwhelmingly like that fixed. So I can't say I'm totally against that as well...
#16
Lemmini / Re: [RetroLemmini] MazuLems
Last post by WillLem - April 04, 2026, 02:12:38 PM
This pack has now been converted to .rlv for RetroLemmini. Post here if you encounter any issues playing this pack, have any replays to share, or general comments/feedback.

Enjoy MazuLems! :)
#17
Lemmini / Re: [Lemmini] Level Packs Arch...
Last post by WillLem - April 04, 2026, 01:49:28 PM
MazuLems - originally by Martin Zurlinden, converted by ericderkovits.

Eric's conversion notes
ok, Here is Mazulems For Superlemmini. I got the levels from the Lemmings level database. Only had to do a few minor edits.

Mazulems is a small pack(30 levels + 2 extra levels) which uses the standard styles and the original 8 skills.

The levels use the standard Amiga lemmings music track except for levels 18 to 23 which use the ohno music track (to match NL's version thanks to Swerdis's Youtube play of the pack.)

Just extract the .rar to the main Superlemmini folder (will fall into place). There will be 3 folders(levels folder, music folder which has the ohno tracks for the 6 levels (the other amiga lemmings tracks should already be in the music folder so no need to include those), and a replays folder)

Now here is another great pack for Superlemmini. I've already started posting replays for the pack on my youtube channel.
#18
In Development / Re: Revenge of the Lemmings - ...
Last post by WillLem - April 04, 2026, 01:44:58 PM
I managed save 3 on Betcha can't save just one!, save 4 seems impossible. Do we want to edit levels to make 100% possible? I'm 50/50 on whether we should tbh.

The 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. I also strongly support Mobius' picks as well.

Good work so far, everyone, keep it up! :)
#19
In Development / Re: Revenge of the Lemmings - ...
Last post by Proxima - April 04, 2026, 12:42:28 PM
Lem 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.

WillLem 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
#20
In Development / Re: Revenge of the Lemmings - ...
Last post by kaywhyn - April 04, 2026, 09:41:33 AM
Quote from: mobius on April 04, 2026, 01:53:01 AMLem dunk -- I'm *pretty* sure saving 100% is possible, might be pretty tough though, its been a long time since I've played this level.

Definitely impossible to 100% given the skillset and the level design. The middle hatch is second to spawn, after the left entrance, so even if you build as late as possible with the first Lemming, you won't be able to catch the first Lemming that spawns from the middle hatch before he lands in the water. So, you're guaranteed at least one loss on the level no matter what.

QuoteBetcha can't save just one! - as is; saving 100%, I wanna say somebody did it at some point but with a lot of trickery, maybe even glitchery. Saving 3 is at least doable considering there is the level (not included here) "Betcha can't lose just one!" which is essentially a repeat with the same skills.

The v2.0 pack has a talisman for saving 3 for "Betcha can't save just one!" This level is currently not in the v4.0 pack, so it sounds like WillLem wants it considered for inclusion for v5 ??? Unless he's simply stating the level as one of his favorites on his list.