Recent posts

#11
Game Bugs & Suggestions / Re: [+][SUG][PL] Clear Physics...
Last post by WillLem - June 19, 2026, 11:33:27 PM
Colour-cycling is now optional.

Implemented in NLCEPlayer commit 49cfd1c.

Static CPM colours can be user-specified in ce-clearphysicscolours.nxmi. See above post for details.

Implemented in NLCEPlayer commit 1359ae5.

This can now be considered resolved, then. Users can choose whichever colours they wish for gadgets, trigger areas, and the various lemming states, whilst in CPM.

#12
Lemmini / Re: [RELEASE] RetroLemmini Lev...
Last post by WillLem - June 19, 2026, 08:11:40 PM
Version 1.7 Update

A small but significant update this time.

:lemming: Previous/Next Level Buttons

• Added '<<' and '>>' buttons for navigating between levels in the current directory. These buttons instantly open the previous/next available level for editing!

:lemming: Bugfix

• Changed default top boundary to 2px to match the hard-coded value in RetroLemmini.

Please Note: RetroLemmini no longer supports variable level boundaries, but the Editor will continue to soft-support them to make it easier for level designers to adjust their levels (if necessary).



Download the latest version of the RetroLemmini Editor.

#13
Lemmini / Re: [RELEASE] RetroLemmini 3.1
Last post by WillLem - June 19, 2026, 08:06:46 PM
Version 3.1 update

More physics updates, UI tweaks and - at long last - a Replay Checker!

Here's what's new:

:lemming: Replay Checker

• When loading a replay, the replay is first checked for pass/fail status (this is lightning fast and invisible). The result is then displayed in the window caption, including the number of lemmings saved (thanks to hrb264 for this suggestion!).

• This feature will form the basis of an in-development Mass Replay Checker, which will be able to check multiple replays in batch. Let's ensure that the single-check feature is stable first!

:lemming: Replay Format

• The player's name is now stored in the Replay file.

:lemming: Physics

• When a Builder is turned by a Blocker, the current step is drawn again to ensure that the bridge fully connects. This does not affect replay timing as the step is drawn instantly, but it may affect replays which used the glitch in order to separate a lemming from the crowd.

• Removed support for variable level boundaries: RetroLemmini will ignore these values wherever they are present in a level file, and instead will default to Top = 2, Bottom = 20, Left = 0, Right = -16.

• Builders are prevented from building past (Y = 4).

• The Top Boundary is taken into account when determining Walker -> Hopper transition, meaning that lemmings cannot step above (Y = 2), and will instead turn around.

• Bugfix - Skill assignment to OhNoing Blockers is now disallowed (as per regular OhNoing lemmings).

:lemming: UI

• When in Debug mode, the Frame value and X/Y position of [the lemming under the cursor] is shown in the panel info in the format "F:n X:n Y:n".

• Bugfix - Window caption is reset when cancelling Replay mode.

:lemming: Lemming Sprites

• 'Jumper' renamed to 'Hopper'.
• 'Flapper' renamed to 'OhNoer'.
• 'Flipper' renamed to 'Hoister'.

• All left-facing lemming sprites have been restored to their original positions and are instead offset in-code to match the 3.0+ Builder physics. This does not affect the actual in-game position of the lemming, and is a purely aesthetic tweak to ensure smoother animation, and to restore the original sprites (which should NOT have been changed - I don't know what I was thinking!).

:lemming: Editor

• RL Editor version 1.7 is included with the download. See the Editor's "About" dialog for update info.

A reminder of what's new as of 3.0.


Get the latest version here.

#14
Live Event Scheduling / Re: Simon will stream Level of...
Last post by Guigui - June 19, 2026, 02:45:29 PM
Quote from: Simon on June 16, 2026, 06:33:26 PMGuigui backroute-fixed his So Many Spikes, we'll see if we have time to return to that.

This is the new version of So Many Spikes, also available in the current Save One pack.
Not sure if IchoTolot needs to bother updating the LOTY pack that close to the end of the playing phase.
#15
Other Projects / Re: Level Editor for the Sega ...
Last post by Adrian060756 - June 19, 2026, 09:19:39 AM
Love ya Squidgy! I made and finished a full ROM hack out of this editor so big thank you goes to Squidgy.

It's the most marvellous creation i've ever seen!

Want to play my ROM hack? https://romhackplaza.org/romhacks/lemmings-mega-edition-sms/

If you don't like it, you can always build and release your own levels.
#16
Game Bugs & Suggestions / Re: [+][SUG][PL] Clear Physics...
Last post by Simon - June 19, 2026, 06:25:20 AM
Quote from: WillLem on June 18, 2026, 11:00:59 PMDarkened the green to 004400 as suggested.
The lems are also lighter (77-77-FF)
Better?

Yes, looks good! Happy to playtest it. Thanks!

Light lemmings make more sense to me than dark lemmings. But I haven't tried to guess Proxima's reasons for dark lemmings. I'll let you know if I find counterarguments to light lemmings in the future.

Dark-green gadgets against the black air are still easily visible to me at your (0, 0x44, 0). I have no answer for buried gadgets.

-- Simon
#17
Game Bugs & Suggestions / Re: [+][SUG][PL] Clear Physics...
Last post by WillLem - June 19, 2026, 03:01:11 AM
The following Clear Physics Mode shades can now be user-specified:

$LEMMINGS
  NORMAL $FF7777FF
  ATHLETE $FF00FFFF
  NEUTRAL $FFAA00FF
  ZOMBIE $FF777744
  SELECTED $FFFFFF77
$END

$GADGETS
  SHAPE $FF004400
  TRIGGER $FFFF00FF
$END

Note that "SHAPE" in the GADGETS section will only be applied when Color Cycle is off. TRIGGER is automatically darkened when overlapping, and to match the usual checkerboard pattern.

There is no need to specify shades for Zombie-Athletes, Selected-Neutrals, etc. Let's keep it clean and simple.
#18
SuperLemmix / Re: (SLX) Heart66 Pack (İn Dev...
Last post by WillLem - June 19, 2026, 12:36:50 AM
Here are 3 solutions for your level. One is most likely close to what's intended, one doesn't use Ballooners at all, and another only uses 6 Spearers.

For a level such as this, my advice would be to keep the open skillset, allow multiple possible solutions, and make use of the talisman system to enforce certain solutions (for example, 'No Ballooners' or '6 Spearers Max' talismans!)

The level doesn't really lend itself well to 'intended skillset only' mainly because the Spearer is a very versatile skill, and the Ballooner a relatively unpredictable one. Let the player find their own way to solve it, then.

It's a very good SuperLemmix level! I look forward to your others.

Some other general comments that you may find helpful:

:lemming: Please name the .sxlv with the title of the level and the position of the level in the pack. Example: 001_BALLOONERS_VS_SPEARERS.sxlv. This isn't necessary, of course, but it's a very useful habit to get into.

:lemming: Don't worry too much about difficulty at tihs stage. Just make the levels that you want to make, and you can gauge the difficulty later when your pack has been playtested by someone who doesn't know the solutions! ;)

All the best with your pack!

#19
Game Bugs & Suggestions / Re: [+][SUG][PL] Clear Physics...
Last post by WillLem - June 18, 2026, 11:57:29 PM
Quote from: Proxima on June 18, 2026, 11:21:37 PMit means you have to mouse over it to tell what type of object it is, and you don't get to have an overview of the level where you can see everything at once.

I see. OK, I'll take a look at what's possible.

Quote from: Proxima on June 18, 2026, 11:21:37 PMEven if you don't want to do that, I stand by my preference for light hatches (and objects generally) and dark lemmings.

It would probably be fairly easy at this point to abstract the values for {fixed gadget colour} and {all lemming colours} to a text file which can then be user-edited.

That might be the best solution here.
#20
NeoLemmix Main / Re: [+][SUG][PL] Redesign defa...
Last post by WillLem - June 18, 2026, 11:23:59 PM
Added the new ruler in NLCEPlayer commit c142b21.