Recent posts

#11
Lemmini / Re: My first attempt at a leve...
Last post by hrb264 - February 13, 2026, 06:58:59 PM
I made another level.

The only problem was, I wanted to have 9 lemmings coming out of the right hand hatch and 1 trapped - I've seen levels with variable numbers of lemmings from different hatches before. However, I ended up making it with 2 lemmings and I think it works. :D

By the way, if you can't find where the 2nd lemming is, look on the map. :D I have always found the situation of a trapped lemming kind of hilarious and I wanted to make it the whole point of a level.

I hope it works - the only problem is, I saw when playing that my crusher trap is a bit lop sided lol but I'll fix that :)

I've managed to do it in 7 minutes or so - I had a replay but for some reason it didn't save properly :facepalm:

#12
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Guigui - February 13, 2026, 04:12:56 PM
This can work. Though make sure the Lems in hatch number is always visible.
Sometimes it disappears behind terrain, or out of the level if hatch is too close from the borders.
Maybe force it to display clearly when player mouses over the hatch ?
#13
Tech & Research / Re: Ideas for Lemmings gamepla...
Last post by Sabriella_Casper - February 13, 2026, 11:51:59 AM
Some really cool ideas in here! It's always fun to see how creative people get with the mechanics. I've always wondered about a 'Magnet' skill - something that allows a Lemming to walk on ceilings or vertical walls for a short distance. Might be a nightmare to code, but it would definitely open up some wild level design possibilities!
#14
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by Plodderuk - February 13, 2026, 11:05:14 AM
I've tried the first rank of this pack, "Tame Tourist Trip."  This has a good variety of challenges with some nice puzzles – I particularly liked levels 6, 9, 13 and 16. All the levels have time limits – most of these are quite generous, but there are a few exceptions.  I managed to get some of the talismans, but not all.
Spoiler
Level 1 "Oh Yeah More Lemmings": an easy introduction. It was straightforward to get the silver talisman. I have not attempted the others.
Level 2 "Season Round":  a long but not too difficult level. Getting the bronze talisman needed some careful thought.
Level 3 "Adventure of Pharoahs": another straightforward level, with a very generous time allowance.
Level 4 "Exit towards End": more of a challenge, with some tricky sequences needed to get the talismans.
Level 5"Lemmings in firework factory": it took me a while to work out how to use Platformers in different places to keep the crowd safe.
Level 6 "Dockyard": a nice puzzle. It's possible to save 49, compared to the required 47.
Level 7 "A lot at once lemmings": I struggled more with this than any other level in this rank. Use the Bomber and the Basher in the obvious locations, or swap them around? If a Builder is needed to rescue fallers, how to get this facing towards the exit, so the Builder does not head off and drown? Could using the Bomber in a 3rd location solve this problem? Eventually I realised that making full and proper use of the Hang-Glider is the key – though the solution needs precise timing in the early part of the level. Once the correct strategy is found, getting the talisman is easy.
Level 8 "Bottom of the well": a surprisingly easy level, needing just over a quarter of the time allowance.    
Level 9 "Re Energize your lemmings": another entertaining puzzle, with one of the two lemmings helping to rescue the other. Time allowance not so overly generous here, but still ample.
Level 10 "Going Up Lemmings": completely different from most levels in this rank, in that the required strategy is obvious but execution has to be pixel-perfect and frame-perfect. I beat the time limit by a tiny 0.06 seconds.
Level 11 "Crystals Cliff": another breather level. Here I looked for a strategy not using Bombers, so all 50 lemmings could be saved.
Level 12 "Think Fast Disarmer": not too difficult but still an enjoyable puzzle. 
Level 13 "Winter Rush": one of the more difficult levels in this rank. Do you get 1 lemming to the end, reverse it and bash back all the way? Or try to get past all the obstacles with the small number of skills provided? Or go for a hybrid approach? I reckon only one of these 3 options is viable. 
Level 14 "Twins Parkour": another entertaining 2-lemming level. One lemming has to wait while the terrain is prepared, but the time limit is not massively tight.
Level 15 "Donuts Paradise": I suspect there several alternative solutions, though mine has only 1 Builder to spare.   
Level 16 "Create a Paths": this took me a while to solve, until I realised that using the first Cloner in the right place would remove the problem I was facing towards the end of the level.
Level 17 "Gem Cathedral": here the talisman solution was completely different from my first effort – and with so many Builders to spare, I used some to speed up the later lemmings. Using the Digger in the right place was vital.
Level 18 "Caution Walk Over Bridge": a quick but entertaining challenge. It took me a few minutes to see where to use the Shimmier, because originally I wrongly thought it would be needed elsewhere.
Level 19 "Clone Wisely": one of the easiest levels in this rank, if you pay attention to the title. 
Level 20 "Miners and some dynamites": lots of Miners and Builders needed here. There must be quicker solutions than mine, but again I wanted to minimise the use of Bombers.
Solutions to the first rank attached.
Now on to the next rank. I suspect this will take me quite some time. I may go back for the missing talismans from the first rank. My thanks to Master-88 for the entertaining puzzles.

OYMLrank1_plukz.zip

 
#15
Help & Guides / Re: Music from Lemmings for Wi...
Last post by gag2000 - February 13, 2026, 07:35:35 AM
Thank you for the testing.

#16
Lix Main / Re: Newbie with very basic que...
Last post by Simon - February 13, 2026, 04:54:11 AM


Here's a way to split a stream of lix into two. It relies on the catapult's cooldown time. Then it delays the non-flung stream in a zig-zag to let the flung stream catch up.

Another way, like Icho explains, is to place two opposing entrance hatches next to each other.

Or you can dig manually out of a pit. But this needs a manual skill assignment.

There is no randomness in Lix. Physics are 100 % deterministic. The chaos is emergent from skill assignment side effects, and from multiplayer interaction. Happy level building!

-- Simon
#17
Help & Guides / Re: Music from Lemmings for Wi...
Last post by WillLem - February 13, 2026, 04:20:26 AM
I gave it a quick test myself earlier and can confirm it's working in RL 2.7. To add these music tracks to any pack, just edit the levelpack.ini so that the following items are placed in the music selection:

# music selection
music_0  = CANCANP.MID
music_1  = LEMMIN1P.MID
music_2  = TIM2P.MID
music_3  = LEMMIN2P.MID
music_4  = TIM8P.MID
music_5  = TIM3P.MID
music_6  = TIM5P.MID
music_7  = TIM6P.MID
music_8  = LEMMIN3P.MID
music_9 = TIM7P.MID
music_10 = TIM9P.MID
music_11 = TIM1P.MID
music_12 = TIM4P.MID
music_13 = TENLEMSP.MID
music_14 = MOUNTAIP.MID

If the levelpack.ini originally had more than 15 tracks, it will be necessary to duplicate part of this list to fill the remaining slots  - or, edit the rest of the levelpack.ini so that the levels never refer to more than 0-14 as the music choice - it's the number after the comma for each level entry, e.g:

fun_0  = 101 Just Dig!.rlv,0 <--- the last number on this line here refers to music track 0
fun_1  = 102 Only floaters can survive this.rlv,1 <--- 1
fun_2  = 103 Tailor made for blockers.rlv,2 <--- and so on...

It may be worth adding the ability to override the default music so that it isn't necessary to edit the levelpack.ini files, which generally shouldn't be edited, particularly if it's someone else's pack. I'll certainly look into this.
#18
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by WillLem - February 13, 2026, 03:07:16 AM
I think we can get it down to just this:

OPTION E: :lemming-icon: TotalLemsAvailable [SPACE] :flag-icon: SaveRequirementMinusAlreadySaved (switches to +TotalSaved)

As Simon pointed out, we don't really need the hatch number. Or, we can use the existing hatch number which is displayed when a hatch has a lemming cap; instead of only using this when the hatch is capped, just use it all the time.

#19
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Guigui - February 13, 2026, 12:34:02 AM
Hum hum, this is starting to be kind of crazy how we can turn around for a thing that does not look that important! I'd say the main point is : "display SaveRequirementMinusAlreadySaved on screen at all time".

You're the coder and the one who handles the CE, and I'll be glad any method you choose as long as the main point is fulfilled.

So I'll just give what would be my personnal preference, then what I'd say would be a good compromise with what you suggest, and will leave the decision to you !

OPTION Guigui: :lemming-icon: TotalLemsAvailable [SPACE] :hatch-icon: LemsInHatch [SPACE] :flag-icon: SaveRequirementMinusAlreadySaved (stays at 0 when clear, switches to +ExtraSaved)


OPTION Compromise: :hatch-icon: LemsInHatch [SPACE] :lemming-icon: TotalLemsAvailable [SPACE] :flag-icon: SaveRequirementMinusAlreadySaved (switches to +TotalSaved)
#20
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by WillLem - February 12, 2026, 11:12:42 PM
Quote from: Simon on February 12, 2026, 09:02:48 PMDon't use red for the benign state (none saved yet) that you see 70 % of the time.

OK.

Quote from: Simon on February 12, 2026, 09:02:48 PMConsider printing {alive in level + in hatch} instead ... Does it still make sense to show a hatch icon then, and not a lemming icon?

Lemming icon is probably better, yes.

Quote from: Guigui on February 12, 2026, 10:33:38 PMAgree with Simon that total number of Lemmings is more important than already spawned. So in the case of :
* 99 lemmings total
* 3 spawned, 96 still in hatch
* 99 to be saved
* 0 already saved
I'd rather see those numbers and in this order :
99 -- 96 -- 0 -- 99

Reading left-to-right, the numbers make more sense in this order:

96 still in hatch (the hatch is where the lems start, so this should be the first number), then ->
99 total lemmings available ->
99 to be saved ->
0 saved (the exit is where the lems finish, so should be the last number)

Quote from: Guigui on February 12, 2026, 10:33:38 PMdisplaying the total required which does not change during the whole level is not a big gain imo

Agreed, ideally none of the numbers being displayed should be static. That's one of the big arguments against nn/nn in the first place (i.e. /nn doesn't change, so why display it?).

When I suggested "ToSave" above, I meant how many still need to be saved accounting for those already saved, not the save requirement itself.

Quote from: Guigui on February 12, 2026, 10:33:38 PMIcon - Total Lems -- Icon - Still in hatch Lems -- Icon - Still to be saved Lems (turns to extra saved Lems if any)

Switching to another number could work, but it should be the total saved, not additional saved. We don't want to ask the player to do sums. Just present the information.

So, maybe one of these options is best:

OPTION A: HatchLems :lemming-icon: TotalLemsAvailable [SPACE] SaveRequirementMinusAlreadySaved :exit-icon: TotalSaved

OPTION B: HatchLems :lemming-icon: TotalLemsAvailable [SPACE] :exit-icon:  SaveRequirementMinusAlreadySaved (switches to TotalSaved)

OPTION C: :lemming-icon: TotalLemsAvailable [SPACE] SaveRequirementMinusAlreadySaved :exit-icon: TotalSaved

OPTION D: :lemming-icon: TotalLemsAvailable [SPACE] :exit-icon: SaveRequirementMinusAlreadySaved (switches to TotalSaved)

I think any of these could work.