Recent posts

#11
In Development / Re: Revenge of the Lemmings - ...
Last post by mobius - May 02, 2026, 12:33:30 AM
Made a slight change to Lemming sold separately to fix Kaywhyn's backroute, which uses some tricky timing to get a lemming to sneak past a blocker. This saves the basher. From the layout of the level, imo it's pretty clear (once you figure it out) what the intended is here.

Could this win the award for the least visually noticeable backroute fix ever? :D

tangent comment: Grentiie's levelpack has lots of good ones. We should take a closer look to see if there's anymore we might want to use, if we need more.
#12
Lemmini / Re: [RetroLemmini] NepsterLems
Last post by WillLem - May 01, 2026, 11:04:10 PM
Version 1.8 Uploaded

One level has been updated for general platform compatibility.

:lemming: Black Hole 21 Final Frustration
• Moved terrain to left of entrance inwards by 8px to make it easier for Builder bridges to connect
• Increased skill count from 20 to 21 of each
• Reduced save requirement from 100 to 90 so that the player can use up to 10 Bombers

2 replays are included, a save-95 and a save-100. This level is still extremely difficult to solve and execute, but it's now much more compatible with RetroLemmini. Since the level has been ported over from NeoLemmix, where it's possible to solve it using backwards framestepping, skill shadows, and various other player assists not present in RetroLemmini, it seems right to make these changes.

Get the latest version of NepsterLems for RetroLemmini here.
#13
Lemmini / Re: [RetroLemmini] GigaLems
Last post by hrb264 - May 01, 2026, 07:46:56 AM
Quote from: ericderkovits on April 30, 2026, 08:04:24 AM@hrb264

You are using Willlem's most current OG styles from RL 2.96, and Retrolemmini 2.96.right? I compared the level and replay in the OP and it matches mine. I even replayed the level again and it works fine.

I think so although i may have to refresh the styles. I'll try again though :)
#14
Lemmini / Re: [RetroLemmini] GigaLems
Last post by kaywhyn - May 01, 2026, 07:24:15 AM
Part 4 of the GigaLems music
#15
Lemmini / Re: [RetroLemmini] GigaLems
Last post by kaywhyn - May 01, 2026, 07:23:37 AM
Part 3 of the GigaLems music
#16
Lemmini / Re: [RetroLemmini] GigaLems
Last post by kaywhyn - May 01, 2026, 07:22:08 AM
Part 2 of the GigaLems music
#17
Lemmini / Re: [RetroLemmini] GigaLems
Last post by kaywhyn - May 01, 2026, 07:20:18 AM
Ok good news, I was able to extract the music from the music pack GigaLem used for the Very Old Formats NL version of GigaLems. I'm attaching them in case you want to use these as was intended. Since they're too big to put in one post, I'll attach them in four separate posts.

Here's part 1
#18
Lemmini / Re: [RELEASE] RetroLemmini 3.0
Last post by WillLem - May 01, 2026, 04:36:06 AM
Version 3.0 update

We're on the home stretch! :lemcat: I'm very happy with RetroLemmini as it is now and will most likely enter a period of maintenance-only development for the forseeable future.

3.0 is a major update, as there are significant updates to the physics this time around which may affect replays and levels. There are also a few UI updates and bugfixes.

Here's what's new:

:lemming: Physics

• Left-facing Builders now place bricks identically opposite to right-facing Builders. In practice, this means that the bricks are 3px further to the left than previously. This is a significant physics update which will affect most replays involving left-facing Builders, and could even affect levels which rely on pixel-precise left-facing Builders (hopefully there aren't too many of these!)

• To account for the update to left-facing Builders, all left-facing sprites have been updated so that the sprite position relative to the actual position of the lemming now mirrors right-facing lemmings more accurately. This doesn't affect physics, but does affect how the lemmings appear to the player when they're facing to the left.

• Miners now check sooner for steel collision during the 'swing' phase (fixes this bug). This may affect levels or replays which involve turning a Miner using a OWW.

• Gadget priority is now hard-coded by general type rather than by individual gadget, meaning that wherever they overlap, the highest-indexed gadget in each type is the one that takes effect in-level (see this topic for more details). This should fix any levels that were broken by the previous hard-coded gadget priority. Meanwhile, Exits continue to override everything else wherever a trigger overlap occurs.

• Only the top-most visible pixel interacts with one-way-arrow objects. This prevents "Allow One Way" flags on hidden, invisible, or eraser terrain/steel from affecting OWW trigger areas. Levels and replays involving complex OWW/terrain setups may be affected by this.

:lemming: UI

• Music & Sound volume control is now logarithmic rather than linear, meaning that it's easier to make fine adjustments to the volume at lower levels.

• Visual SFX images are cleared at the start of the level, preventing them from continuing to be displayed when restarting a level.

:lemming: Styles

• Added Up/Down OWWs to SEGA.
• Added several pieces to Special.
• Added half-size water to Bubble.
• Updated Up/Down OWWs in Pillar to look more like the Left/Right counterparts.
• Added white OWWs to Brick.

:lemming: Editor

• RL Editor version 1.6 is included with the download. See the Editor's "About" dialog for update info.

A reminder of what's new as of 2.9.


Get the latest version here.

#19
Other Projects / Level Editor for the Sega Mast...
Last post by Squidgy - May 01, 2026, 04:12:28 AM
Hey folks, it must've been a good decade or more since I last posted here!

I've made a Level Editor for the Sega Master System version of Lemmings: https://lemmingseditor.trainersquidgy.com/

I want to say a big thank you to Pooty for laying the groundwork 15 years ago with this one, I absolutely wouldn't have been able to do it without the incredibly solid foundation!

I've tried to make it as intuitive to use as possible, although I'm sure there'll be a bunch of bugs still in the system.

The basic info is as follows:
- When you first open the editor, you are asked to provide a username, this links you to a personal key. Keep it safe, this is the way you access your levels. No user information barring the username is logged on the server.
- Once you have your key, you will be presented with the editor itself. The editor and subsequent patch are designed around the modded version of Lemmings that I'm using for the Genesis Level conversion, so there are 240 level slots, an expanded tileset, and quality of life features such as pressing 1+2 and then left/right on the D-Pad to scroll between skills, release rate can be increased and decreated and the ability to search through the levels from the level info screen.
- You can browse and edit/replace all the levels.
- You can paint individual tiles, fill areas, create and use brushes (some very janky ones are in by default) and select to clone/move/delete areas of a level.
- You can export any edited levels as .MLM files if you wish to use them in a more vanilla ROM, or you can directly build an IPS patch within the level editor. There's also an option to verify that you own the original Master System version of Lemmings to use the in-built patcher within the level editor.
- There's full support for traps, variable splat distance, and setting a specific music track per level.
- You can share your levels with others in the community, and play others' levels by downloading them into your game.

If anything breaks or you've spotted a feature that could be helpful, feel free to give me a nudge and I'll see what I can do!

SMS-Level-Editor-1.png
SMS-Level-Editor-2.png
SMS-Level-Editor-3.png
#20
In Development / Re: Revenge of the Lemmings - ...
Last post by mobius - April 30, 2026, 11:45:48 PM
I attached the fixes and my solutions (my assumed intended solutions)

Eigth Little Problems:
Fixed what was supposed to be a deadly fall height. I don't think one requires an explination.
Comments: this one might be better for the first rank if we keep it.

Cry for me: I'll let Proxima handle this one.

Keep it simple:
backroute:
Spoiler
You can send workers into middle area to do everything.

Spoiler
My solution forces you to use all the climbers. But this still doesn't use all the skills and it saves more than necessary. Keep in mind; this is an assumed intended solution. But I think its more interesting than the backroute.


Delimiter:
backroute:
Spoiler
with good timing you can simply bash and build before the crowd gets to the worker. I made the gap larger (requiring 4 builders) and increased lemming count as well.