Recent posts

#11
General Discussion / Re: Lemmings Forums UK Meetup ...
Last post by hrb264 - October 27, 2026, 07:15:44 AM
hey @flopsy - I'll probably now be coming down on the 13th, but perhaps you can give me a lift back as it looks like I'll be going back on the Sunday? :) No worries if that's not convenient
#12
Community Edition / Re: [DISC] Skill Panel Update ...
Last post by WillLem - October 27, 2026, 06:03:04 AM
Since the above screenshots were taken, the icons and info are now dynamically placed depending on:

a) Whether the level has a talisman (and therefore needs the button to be shown)

and

b) Whether the talisman requires additional icons to be shown - e.g. if it's a Max Skill Types talisman, we show the number beside the button:

#13
Community Edition / [DISC] Skill Panel Update - PL...
Last post by WillLem - October 27, 2026, 05:41:54 AM
The Skill Panel will soon have a Talisman button added to it. I have already implemented this in SuperLemmix so people will have a chance to see how it looks and behaves before it gets added to NeoLemmix CE.

Since the button displaces some of the text, and since space is always an issue on the skill panel, we need to do the following:

1) Display the existing panel font smaller and with antialiasing. This includes all custom bitmap-based panel fonts. Here's an example of how it looks in SuperLemmix's Amiga Theme:


Amiga Theme

2) Use a true-type font for the panel text. We can spend some time selecting a few fonts that we think are suitable and then offer them all as options. Here's an example of how it looks in SuperLemmix's regular theme:


SuperLemmix Theme.

Again, we can choose other fonts, this is literally the first one I picked.

3) Make the talisman button optional. With it toggled off, we can continue to display the panel exactly as it is now. With it toggled on, we'll then offer the choice of 'original font' and 'new font' for displaying the text.

This should keep everybody happy, but I would still appreciate people's input on this. I don't want people to just think "oh, it's going to be optional so I don't need to worry about it" - the whole point of Community Edition is that it's developed with as many people's involvement as possible.

This is the time and place to join in the discussion and have your say.
#14
General Discussion / Re: Simon blogs
Last post by Simon - October 26, 2026, 10:49:55 PM
exp(−(x − μ)² / 2σ²)

There is a curious pattern with getting good at a skill.

The skill can be anything: Playing strength in a certain game, playing an instrument, typing fast, getting good at drawing, playing a sport, finding good designs to engineering problems, ...

When you start learning, you know that you suck, and your output varies between absolutely terrible and pretty lousy. Maybe it's good for small examples that you've practiced in detail, but for a real-world application of the skill to a new random real-world case, your output will be be terrible to lousy.

You get better, and you increase both your mean and your standard deviation. Now, your output is mediocre, sometimes bad, sometimes all right.

Eventually, you'll get even better, and you nail an outstanding piece of workmanship. Congratulations! You're in the spotlight! Maybe you'll appear on the front page of some website, maybe you'll get a strong rank for your game account.

The problem is: The very first time you're in the spotlight, you've probably increased your mean during your recent practice, but you haven't shrunken your standard deviation yet. That means that your outstanding piece of workmanship is exactly that: An outlier in the positive direction. You'll have a hard time reproducing this quality. It takes months of hard work to prune old bad habits and stabilize the skill (= shrink the standard deviation) all while maintaining the same or an even higher mean.

Do not fear the subsequent garbage output. It's sad, but it's natural. It may feel like getting bad again, but it's regression to the mean after the lucky shot.

The spotlight can only show single pieces of craftsmanship output because it can't show the craftsmanship itself.

-- Simon
#15
In Development / Re: X-tralems levels
Last post by lemmkeev20 - October 26, 2026, 11:40:41 AM
Quote from: JawaJuice on October 23, 2026, 08:33:20 PMYo, cheers for the levels so far @lemmkeev20 :thumbsup: I mean, very easy, but a bit of fun! I'll never complain when people drop new levels! Two levels I can't get to load due to missing style elements: the big one calls for a bit of terrain from the special folder called 'The_King_Of_Blue' and theres two doors now requires a background from special called 'magentivitis'. I checked through the topic and you don't seem to have posted either of em.

well those 2 levels were meant to be jokes :thumbsup:  (the one of the two doors was already de-included from the full thing)
#16
In Development / Re: "X-tralems levels" topic -...
Last post by namida - October 26, 2026, 11:21:54 AM
Given that lemmkeev20 wishes to keep the existing topic, I have split all posts relating to administrative matters / the topic title drama into this seperate topic (which will now be locked). This is not a further punitive action of any kind against any person involved; it is simply to declutter the topic and let it just be a place for lemmkeev20 to share his levels.
#17
Other Projects / Re: Ultimate Lemmings 2.0 - Al...
Last post by UltimateLemmings - October 25, 2026, 12:52:46 PM
Ultimate Lemmings 2.2.2 - the most polished version yet!

Free zoom. Tiny biographies. Emergency skills. Safer saved games. A desk clock built by lemmings for the Duo (and widgets for everyone else)

2.2.2 brings all of that together, with improvements across Mac, iPhone, iPad, Duo and Apple TV.

Skill problems

  • Basic 2× Zoom is free in Classic, The Tribes and Chronicles. No charges, no earning it first and no penalty for failing. Earned Superzoom stays separate.
  • Mac wheel zoom follows your pointer smoothly, keeping the terrain you are looking at beneath it. At closer zoom levels, subtle sprite separation makes crowded playfields easier to read.
  • Ridiculous speed adds an optional 25× tier. Enable it in Gameplay settings. It starts off. Your bridge can reach its regrettable conclusion with remarkable efficiency.
  • Rare Bonus Skills give you an occasional extra use. Earn one for every ten distinct qualifying three-star clears, then spend at most one per attempt on an existing finite skill or an active Chronicles tool carrier. Earlier qualifying history counts too.

Bonus Skill clears can advance the campaign, but have separate records. They earn no consumables, career stars or achievements and stay out of online rankings. A spent charge stays spent through retry, rewind and recovery. Choose your emergency brick wisely.

Meet the Simlings!

Pause to inspect an individual in Classic, The Tribes or Chronicles. Each has a name, recorded assignments and one of 128 complete ten-word stories about a small life elsewhere. Just so you can feel more like a jerk when you blow them to pieces.

QuoteOwns seven smooth stones. One is reserved for overnight visitors.

Safe journey

  • One Resume on Home follows the selected player or Hot Seat. Journey Map keeps the correct session, roster and turn, and lets you browse without starting play.
  • Completion counts include campaign and Journey wins, counting each level once. This does not bypass campaign unlocks.
  • Golden Path lessons now credit their original collections too. Existing saved wins receive that credit without another playthrough.
  • New mobile Journey and playlist saves keep their exact place. Starting the same playlist again creates a fresh run.
  • Solo and Hot Seat progress stay separate. Older Mac Hot Seat Journeys can recover recorded outcomes from retained saves or matching backups. Missing history cannot be invented.
  • Safer recovery gives new mobile saves an initial backup and protects damaged saves or saves from a newer app version.

Cloud saves carry Journey positions, fan-level completion and Mac Tribes carry-over snapshots with their owning sessions. Cleared Journey queues stay cleared when an older device reconnects. Survivor chains receive better protection, and Chronicles remembers its tribes when you change language.

Sync work runs in the background. Incoming progress waits for a safe menu, and Hot Seat handovers stay paused until Ready. Tester Sync has one-button setup, survives relaunch and distinguishes its connection status from whether it is enabled. Background services also stay quiet when stored credentials are unavailable.

Every day I'm puzzling

  • Original and Modern choose presentation while preserving your controls, controller bindings, interruption settings and assistance choices. New profiles start with restrained defaults.
  • Clearer targeting uses distinct Modern pointer shapes for eligible assignments, unavailable assignments and empty space. Pointer arrows wrap cleanly at playfield edges, including NeoLemmix.
  • Quieter results keep career accounting and reward explanations in optional review. Retry and Continue remain easy to reach, and gameplay badges fade with the menu.
  • Honest help distinguishes checked level hints from General coaching and says when no level-specific hints are available.
  • Short games offer optional five-level openings. Mac supports Classic and The Tribes, with separate survivor carry-over. Mobile supports Classic.
  • Direct level access lets you start an available official level from its Play Insights row. Amiga Versus explains its two-connected-controllers requirement before play.

Rock hard controls and buttons

Shared buttons now use rock artwork drawn from the original Macintosh game. Gameplay controls have distinct faces, readable symbols and consistent states across the platforms. Refined 2× lettering and separately drawn 4× countdown numerals give the small details some attention too.

Navigation has a more consistent route Home, reachable Back controls on long pages and cancellation that returns to the page you came from. Reading pages have better paragraph spacing and line widths. Narrow menus keep button words intact at larger text sizes and stack actions when space runs short.

Mobile settings group related choices and show checked states. Cursor style, paused inspection and Hot Seat ghost visibility have explicit controls. Mac gameplay controls sit together at the top-right, clear of the score.

Polished like a stone

  • Touch Pause acts on touch-down. Releasing that press keeps the game paused. Resume shows the frozen playfield before the next tick and discards time spent paused, including during fast play. If you have ever felt pause was unresponsive on iOS or TV, this fixes that!
  • Overlapping lemmings are easier to browse with touch controls.
  • Mobile replay controls keep the title compact, skills visible and camera movement within reach.
  • Resizing cancels unfinished pinch and scroll gestures. Start and Ready still wait when the playfield returns.
  • Apple TV controller selection is fixed, and Ready requires a fresh press before handing over play.

Time for lemmings

Desk Clock tells the time and your next calendar appointment as a desk ornament, with lemmings rebuilding the digits each minute. Built for the Duo tent pose, where it happens automatically you can also open it from the iPhone or iPad app, or add its widget on iPhone, iPad or Mac.

Allow calendar access to see the next event and a countdown. And yes, there's red night-vision mode for to avoid night-time blindness.

Duover for foldables

Duo has driven a wider round of layout improvements. Menus and gameplay use the full front display, arrange controls around camera cutouts and adapt between the outer screen and divided inner display. Every layout has an optimised view, making use of the sidebar on the front, book view, full view, laptop view. And of course the tent-pose for the desk clock!

The Librarian is in

The fan library groups learning levels, magazines and books, community collections, ports and remakes. Numbered packs stay together in order, while progress, favourites and saved runs keep their existing identities.

Four exact fan levels with impossible rescue conditions are omitted from bundled browsing and shuffle across the platforms. Original archives and imported copies remain available. Chronicles also receives further Mole timing and recovery fixes.

Worldwide leaderboards are now getting populated proper! If you share play counts, eligible records now join worldwide rankings automatically. Existing eligible records queue at launch, followed by new results and retained action replays. Public records include player initials, scores and action replays. Explicit record-sharing opt-outs remain respected. Game Center stays optional and separate.

Thank you all for supporting!

  • Safer Mac count resets ask for confirmation with Back selected. Restore previous counts recovers earlier totals while keeping rescues earned afterwards.
  • About has browsable release history, installed-version notes available offline, original-team and port credits, and supporter credits with an offline fallback. Original and recreated artwork are identified separately.
  • Donate is available on Home and in About. Thank you supporters! You will be added automatically to credits on donation!
  • The menu normally plays the Macintosh theme when available, with Amiga as the fallback and occasional alternative themes still in the mix.

Get 2.2.2

The Mac app supports Apple silicon and Intel on macOS 12.3 or later. Fresh installs have a slim download with optional soundtrack libraries. Automatic updates retain the full soundtrack.

iPhone, iPad and Duo require iOS 16 or later. Mobile and Apple TV builds continue through the existing TestFlight channels, with Apple processing and Beta Review determining external availability. The AltStore Classic source is available for iPhone and iPad.

Classic and The Tribes retain their Complete classifications. Chronicles and NeoLemmix remain Beta, with their documented content and engine limits. Mobile Journey playback remains Classic-only. Mid-level checkpoints and ordinary playlist queues stay local. Physical-device, accessibility, translation and live-sync testing continue.

Thank you to everyone who has played, reported a problem, offered an idea or supported the project. The care in this release reaches from saved journeys to the face of a single stone button. I hope it makes your next evening with these little people a better one.

They still cannot be trusted near a cliff. We have made the controls clearer.

Download Ultimate Lemmings 2.2.2 for Mac
Join the iOS open Test Flight beta for iPhone, Duo, iPad - Over 200 testers!!
Join the iOS open Test Flight beta for tvOS
AltStore Classic source
#18
In Development / Re: "X-tralems levels" topic -...
Last post by lemmkeev20 - October 25, 2026, 02:28:30 AM
Quote from: namida on October 24, 2026, 10:08:35 PMLemmkeev20, if you want (you do not have to; it's your choice), you are welcome to close this topic and create a new one to replace it. If you want to do this but cannot close it on your own, just reply asking us to do so and we'll do it for you. To avoid doubt, what you call the new topic is entirely up to you.

no... i think we're done here. this topic is getting unrelated and way more unfocussed... and i just dont even care at all... i don't wanna lock this topic but the issue was the name... so yeah i think we're done discussing about the name of this topic... :'(
in fact... i don't even know anymore... there is a bright side in all places but why are we focussing on the dark side... the name it the problem...
#19
Level Design / Re: EXTREME DIFFICULT LEVELS! ...
Last post by MASTER-88 - October 25, 2026, 01:41:21 AM
Okay Decimation My oh Yeah More lemmings was maybe very potential most harder lemmings levels ever created. Few other got good list.


I think my Retro level Climber Pandemonium is very good choice list most EXTREME Levels ever. If you are bored load packs. Here is single level. Just test it out if you think you are good. But please not complains about it. This level is sharp and cunning both. Requires all your focus and skill limit and its not are fun. You might rage quite many times here.

Climber Pandemonkium & Decimations are two maybe TOP Hardest lemmings levels i am maded myself. Decimation is best example. Only IchoTolot figured it out itself. Climber Pandemonium not are that bad ass, but its still very difficult.
#20
In Development / Re: "X-tralems levels" topic -...
Last post by namida - October 24, 2026, 10:08:35 PM
Because this topic has become clogged up with unrelated posts:

Lemmkeev20, if you want (you do not have to; it's your choice), you are welcome to close this topic and create a new one to replace it. If you want to do this but cannot close it on your own, just reply asking us to do so and we'll do it for you. To avoid doubt, what you call the new topic is entirely up to you.