Recent posts

#11
Live Event Scheduling / Re: Simon is streaming Level o...
Last post by Simon - July 01, 2026, 04:59:32 PM
Stream is over!

Recording will remain for 14 days at: https://www.twitch.tv/simonnaar

-- Simon
#12
Lemmings Main / Re: searching midi file for 't...
Last post by WillLem - July 01, 2026, 02:54:33 PM
It's definitely not the easiest audio format to work with, but it has that old school charm and is bursting with possibility.

Good luck, give it a try!
#13
Lemmings Main / Re: searching midi file for 't...
Last post by kalo - July 01, 2026, 11:30:20 AM
Thank you so much! I'm not familiar with MOD, alas, I'll try my best ;-)
#14
Community Edition / Re: [+][BUG][PL] Issues with P...
Last post by darkshoxx - July 01, 2026, 08:18:54 AM
Here's the playbacks I used. Maybe it's because two are for the same level?
Anyway, thanks for Simon for the idea to demonstrate it on stream.
Can you post a link to the github, then I can raise it as an issue there.
Here's the levels I used: https://www.dropbox.com/scl/fo/8p6c245zqu8veblff5dsj/AKC_TWGEs3rCKCKZNkMgkEE?rlkey=5bbnm98vfpz5iit2haxqq1lwr&st=6ea1zxue&dl=0
#15
Community Edition / Re: [+][BUG][PL] Issues with P...
Last post by Simon - July 01, 2026, 06:31:03 AM
https://www.twitch.tv/videos/2808243186?t=1h21m43s

Excerpt starting at 1:21:43 in the livestream. Video will remain available for 14 days.

-- Simon
#16
Other Projects / Re: Fizzles – Original Puzzle ...
Last post by HPWsoft - July 01, 2026, 04:56:37 AM
Thank you, that is still very useful even without a video.

The Level 5 planter bug description helps. If only one Fizzle turned around at the end point of a plant while all others passed the same point correctly, then it may be related to a very specific position, collision edge, or state of that individual Fizzle. The note that it may have been the same Fizzle that created the plant is especially interesting. I will keep that in mind when checking the planter / bridge logic.

It sounds like the end of one bridge segment may sometimes be treated like a solid edge or blocker for one Fizzle, while the path is valid for the others. That is definitely not intended. Even if it is rare, it is the kind of bug that can become annoying in later levels, so I will investigate it.

About pausing: I understand your point much better now. Coming from NeoLemmix, assigning skills while paused is a very natural habit, and I can see how Fizzles feels different or awkward from that perspective.

For Fizzles, I still want to keep the core direction mobile-first and more real-time than NeoLemmix. I do not currently plan to make paused skill assignment part of the main gameplay, because that would change the feel of the levels quite a lot.

But your concern about the moving skill popup is very valid. If later levels offer four or five possible skills at once, clicking the correct icon above a moving Fizzle could become too fiddly, especially on touch devices. That is something I need to handle carefully.

Possible solutions could be larger skill buttons, a more stable popup position, better spacing, limiting the number of visible choices depending on context, or another mobile-friendly selection layout. The goal should not be to make players fight the interface. If a level is difficult, it should be difficult because of the puzzle decision, not because the correct icon is hard to tap.

So I will keep the pause design as a separate question, but I fully agree that the skill selection UI must stay readable and reliable once more abilities are available.

Thanks again. This is very helpful feedback, especially because it points to problems that may only become obvious when the game grows beyond the first tutorial-style levels.
#17
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by WillLem - July 01, 2026, 04:19:50 AM
I've replied to the reported issues with Playback Mode in NLCE here.
#18
Community Edition / [+][BUG][PL] Issues with Playb...
Last post by WillLem - July 01, 2026, 04:19:03 AM
From this topic.



Quote from: darkshoxx on June 29, 2026, 09:28:35 AMI have tested this with a folder that has 3 replay files, 2 for the same level. If I choose Playback Order by Replay, the levels are started, I see a purple "R" but no skills are selected, all the lemmings die  :(
Instead if I choose "By Level", everything works just fine.

I can't reproduce this. Please could you send over the replays that you used to test?

Quote from: darkshoxx on June 29, 2026, 09:28:35 AM- There is no default Playback Cancel Hotkey, and no easy way for me to set one, so there's just this field that remains empty.

Options (F3 from main menu) > Configure Hotkeys > (Choose a key to edit) > Choose 'Stop Playback Mode' from the dropdown list*

Are you carrying over your hotkeys from NL? If so, a key won't have been configured for cancelling playback, hence the blank space. I should do something about this; we can set a default so that some key is shown here, and the user can be prompted to set their own the usual way (i.e. via Configure Hotkeys).

*Side note - admittedly, choosing key-first-then-action is a less unintuitive way to set hotkeys than choosing action-first-then-key, particularly if a user isn't aware of what actions are available. It may be a good idea to rethink the hotkey config UI at some point. I like Simon's hotkey UI in Lix, and - to a lesser extent - the super simple UI I created for RetroLemmini.

Quote from: darkshoxx on June 29, 2026, 09:28:35 AM- It says "choose a folder" but it only lets me choose a replay file within that folder (but then correctly identifies the parent folder).

Yes, this is a problem. We should have a directory picker here.

Quote from: darkshoxx on June 29, 2026, 09:28:35 AMWould you like me to raise a github issue?

I was going to say 'no need' originally, but ... actually, this might be a good idea. Just make one for the folder issue for now, and please PM me your test replays.

Thanks for reporting.
#19
Game Bugs & Suggestions / Re: [+][SUG][PL] Clear Physics...
Last post by WillLem - July 01, 2026, 01:07:49 AM
Quote from: Simon on June 29, 2026, 10:45:35 PMI wager that this cycling is mainly for yourself.

Fair shout, but chances are that there are others who also like the effect, otherwise it would never have been implemented this way in the first place. It's possible that a colour couldn't be decided upon, so it was a case of 'let's just use all colours and cycle them!' - namida will probably know more about how the effect first made it into the game.

Quote from: Simon on June 29, 2026, 10:45:35 PMIf I were to implement it, I might allow it purely because the alternative would be to special-case something (gadgets would be special).

Agreed, it should probably just be allowed for everything. If we make it so that users must configure it themselves via the .nxmi, chances are that they'll choose to use it for only one (and not all) of the elements, if at all. And, if they do wish for CPM to be a psychedelic mess, they are free to make it so!

Quote from: Simon on June 29, 2026, 10:45:35 PMI don't know how it looks in the code. If it's nasty in the code ...

It's actually very neat in the code! I refactored the few lines into its own method, so that it can easily be used for anything we wish. Even before that though, it wasn't messy or bothersome at all.
#20
Lemmings Main / Re: searching midi file for 't...
Last post by WillLem - July 01, 2026, 12:55:27 AM
The only known MIDI files available are the ones from Windows '95 Lemmings, which doesn't feature that particular level or tune.

The original Lemmings songs were made in Amiga's native MOD audio format, and can still be mixed and edited using a MOD music programmer such as OpenMPT (highly recommended). I've attached the MODs to this post for convenience.

As for MIDI, 'Awesome' is only likely to exist if someone has manually recreated the tune in MIDI format. Not impossible by any means, but afaik it hasn't been done (yet!). I could be wrong about this, of course.