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#11
Contests / Level Design Contest #33 - Vot...
Last post by IchoTolot - January 18, 2026, 03:49:39 PM
In each voting round, you're allowed to vote for up to a certain number of levels. Vote for the levels that you want to stay in the contest, not for levels you want eliminated. You may vote for fewer levels than the permitted maximum. You may vote for your own levels.

It's not allowed to discuss the levels publicly on the forums during the voting phase, even if the level is not in the current round, or even between rounds.

You may discuss any level in private messages. You may discuss publicly off-site, e.g., you may post Youtube videos of your playthroughs, or discuss in IRC/discord chat. Eliminated levels may be discussed anywhere, even publicly on the forums.

- Voting takes place for all 3 rules at the same time. Topic links:
  Rule 1 voting topic
  Rule 2 voting topic
  Rule 3 voting topic

- Only the level with the most votes in each rule moves on.
- For each rule each person gets votes depending on the number of levels inside the rule (floor(log2 n)):
    At 1 level, it's 0 votes because that's the only one that could possibly go through.
    At 2 and 3 levels, it's 1 vote.
    At 4 to 7 levels, it's 2 votes.
    At 8 to 15 levels, it's 3 votes.
    And so on and so forth.
- Dertermining the top level in a rule might result in a tiebreaker. (Edge case: A tiebreaker between tied levels results in another tie where nobody is eliminated -> All move on.)
- The top 3 then consists of the top level of reach rule. The placement is then determined in a single voting round. Each person only gets 1 vote. A tie here simply results in a tied 1st or 2nd place.

Prize:

- The "choosing the rules for the next contest" prize will be the only one you can get.
- The authors of the top three levels will each get to choose a rule. If an author got multiple levels in the top three they get to choose multiple rules accordingly.
- If people choose (near) identical rules we will sort things out through pm communication so that the rules are different.

So... let the voting begin! Each round will be open for voting for 3 days, except the final which will be 4 days.

All levels are still avialable in the discussion topic: https://www.lemmingsforums.net/index.php?topic=7261.0
#12
Other Projects / Re: Neon Swarm, lemmings remak...
Last post by crispweed - January 18, 2026, 07:23:14 AM
Quote from: Simon on January 18, 2026, 01:29:28 AMInteresting idea to reuse the networking engine for multiplayer clone of Gravity Force or of Asteroids. It needs both the precise local steering and the eventual synching of attacks. I guess that missiles become deadly only ~1 second after firing, similar to how builder staircases become solid for opponents only after ~1 second.

So yeah, a similar 'delay frames' thing is going on with those missiles, as you guessed.

The standard delay frames setting of 15 seems to work quite well, generally (maybe just needing to be bumped a bit when playing with a friend who lives in China). And then, at 60fps this works out as a quarter of a second delay between local inputs and visibility of the effects of network inputs.

But those ships can move quite far in a quarter of a second!

So the missiles do a kind of transition between different synch time 'frames of reference', over a short period after firing, when, as you say, they are not deadly (do not yet have collision enabled).

They actually perform exactly the same set of updates, on both sides of the network, so as to guarantee determinism, but these updates are either accelerated or slowed down over the transition period to achieve the synchronisation..
#13
Other Projects / Re: Neon Swarm, lemmings remak...
Last post by Simon - January 18, 2026, 01:29:28 AM
Thanks!

This is much better than the forum PMs with full binary releases of Neon Swarm. I've seen your PMs and I've read the release notes. But I didn't find time/opportunity for netplay, and thus never replied.

Interesting idea to reuse the networking engine for multiplayer clone of Gravity Force or of Asteroids. It needs both the precise local steering and the eventual synching of attacks. I guess that missiles become deadly only ~1 second after firing, similar to how builder staircases become solid for opponents only after ~1 second.

-- Simon
#14
NeoLemmix Levels / Re: Lemmings Plus Series
Last post by Swerdis - January 17, 2026, 04:56:17 PM
Being through the second rank now, I must admit that the difficulty curve is a bit smoother tha I had thought before. Despite that, there were some hard nuts to crack in the Bumpy-rank. The first and the last level come into mind - especially that Duck-level. But everything was doable - I expect things to become much harder now.

Spoiler
Rough

1 - Viva Las Lemmine

Nice demonstration of blocker-versatility and a really good level to start the rank off. The time-limit doesn't add much to it though.

2 - The Perfect Storm

Another challenging one. All builders are needed. The trickiest part was the beginning on the left side - avoiding any losses and saving bridges at the same time.

All my solutions can be found here: https://www.youtube.com/@Swerdis
#15
Other Projects / Neon Swarm, lemmings remake, o...
Last post by crispweed - January 17, 2026, 02:33:30 PM
So I posted about this previously, but I now have a game title, website, and so on. I'm actually working on a collection of (lockstep multiplayer) games, but the first game in the collection is a remake of Lemmings.

Website: locksteparcade.com

Anyone who is interested in testing this, please give me a shout!
#16
In Development / Re: Millas - (Project Freedom ...
Last post by GigaLem - January 17, 2026, 11:59:23 AM
Hate to say this but the noggin has been empty and I seriously need Ideas with this layout right here, I want to redo some levels, but its a final rank level that has me stuck here, I need some ideas, blueprints, anything to get me out of this block im stuck in. All I have is this, I want to avoid a builder fest, I need something that fits the last rank, but I haven't been able to fix anything for weeks beyond a single level for another project, its been weeks since I've taken a break and still no Ideas, I've rewatched videos and still im at a blank im frustrated because I want to actually release this.
#17
Lemmini / Re: Pimolems for Superlemmini(...
Last post by Ron_Stard - January 17, 2026, 03:13:43 AM
Thank you, I was using the pack from the first post. Didn't see the updated one on post #12  :thumbsup:
#18
Lemmini / Re: Pimolems for Superlemmini(...
Last post by ericderkovits - January 17, 2026, 02:40:29 AM
Hi Ron, I've updated Pimolems for Retrolemmini 2.5. Fixed the 2 issues you reported plus 2 other ones. See the Previous Post (Feb 21, 2025 for the updated pack and issues fixed). Yes it was due to the version 2.2 of the styles.
#19
Game Bugs & Suggestions / [SUG][PL] Support for CTRL+key...
Last post by Guigui - January 17, 2026, 02:08:32 AM
I love my mousewheel ! And while playing I am undecided wether to use it for the zoom in/out (default iirc), or for the frame stepping forward/backward. So why not use it for both ?

Ideally I think it'd be nice to be able to achieve the following settings :

* mousewheel up = zoom in
* mousewheel down = zoom out (this is already the case by default iirc)

* CTRL + mousewheel up = chosen number of frames step forward
* CTRL + mousewheel down = chosen number of frames step backward


#20
Tech & Research / Radio( )Shack/Tandy/Memorex Vi...
Last post by Baldem1990 - January 17, 2026, 01:56:00 AM
In a memo inside Lemmings 2: The Tribes, Tony Williams asked David Jones for CD music to play in the Tandy Video Information System port of Lemmings. The music will not work due to the Yamaha-cloned AdLib Gold FM soundchip. The CD music by PC Music was made in 1993 in the porting. PC Music converted the music from FM to remastered music (sometimes leading to errors) to suit the CD-ROM. Included is the intended intro music.