Recent posts

#11
Community Edition / Re: [✓][CE] Can CE and NL 12.1...
Last post by Guigui - November 10, 2025, 11:37:32 PM
Quote from: Simon on November 10, 2025, 08:10:23 PMGuigui: You can work around this: Extract both games, delete levels/ in one, and create a symlink to the other game's levels/. Then do the same for music, and again for tilesets.

-- Simon

Thank you for the advice Simon. I think I understand what you mean : run CE from its own folder, but direct it to regular NL for the levels, music and styles folders that I do not want to have duplicates of on my machine.

Though I dont know how to "create a simlink to the other game's folder". Sorry, kind of newb here.
#12
Community Edition / Re: [✓][CE] Can CE and NL 12.1...
Last post by Simon - November 10, 2025, 08:10:23 PM
My money is on missing images/resources that CE expects and that aren't in namida's NeoLemmix download. I too run the binaries in Wine, on Arch Linux. I can't build from source.

I've looked through my trees for some candidates, and the following files exist in CE that are not in a fresh extraction of namida's NeoLemmix:

  • sketches/diagonal_line.png
  • sketches/glider.png
  • sketches/vertical_line.png
  • Many files in sound/
  • ... and maybe more, I didn't scan exhaustively.

WillLem: Is missing file likely here? You tried dropping CE's executable into a fresh extraction of namida's download and it worked; have you tested only the main menu, or also the level selection and the play? I don't know if CE crashes with nice error on missing file; if it does, then the null pointer crashes must come from something else. Do you see CE as a drop-in replacement for namida's NeoLemmix or as a fork? Is your vision of CE so that dropping the executable into namida's tree is enough, or do you recommend more directories to come from CE?

I deem null pointer crashes always a bug. Even if we consider this a user error by Guigui, CE should produce a better error message.

CE has different settings than namida's NeoLemmix. I don't know if settings can produce crashes.

Guigui: You can work around this: Extract both games, delete levels/ in one, and create a symlink to the other game's levels/. Then do the same for music, and again for tilesets.

-- Simon
#13
Fan Corner / LEGO Ideas Lemmings project
Last post by JawaJuice - November 10, 2025, 02:21:22 PM
One of my other main hobbies outside of playing Lemmings and NeoLemmix is creating LEGO builds in a 3D modelling program called BrickLink Studio and submitting them on the LEGO Ideas website. I've created a project that might be of interest to the community: Lemmings on LEGO Ideas

I'm guessing that the Venn Diagram intersection of people who enjoy Lemmings and people who like LEGO is pretty small, hence the relatively meagre support for the project so far, but thought it might be worth mentioning here. Please take a look, and if you feel so inclined, lend your support (that does mean signing up on the site, so fully understand if no-one wants to bother!).



Thanks for your time!
#14
Community Edition / Re: [✓][CE] Can CE and NL 12.1...
Last post by Guigui - November 10, 2025, 11:41:44 AM
Thank you for your answer WillLem, and for moving the question to an adequate place.

So I did some tests :

* NeoLemmixCE.exe in its own folder (the one included in the .zip file) : everything works fine. I get the welcoming message telling me to set some graphic options for the first time. I also note that the title screen has a special CE background. Options, Level Select and Play menus work correctly.

* NeoLemmixCE.exe in the NeoLemmix.exe folder : title screen launches correctly. Access to Options menu works fine.
But the Play menu gives a single "Invalid pointer operation" error. Then the program closes by itself.
The Level Select menu gives a window with a list of my installed packs, but no screenshots appear. I also get about 30 "Invalid pointer operation", then the program closes by itself.
I also note that the CE does not have its special CE background, but the background I chose myself for the regular NL.


Could it be that some settings I chose in regular NeoLemmix.exe cause the CE to crash ? Also it may be worth noting that I run all those programs on Ubuntu OS, via Wine.
#15
Levels for other engines / Re: Akseli's first custom leve...
Last post by kaywhyn - November 10, 2025, 09:44:25 AM
Hello @Akseli,

Nice to finally meet you and chat briefly with you on Discord in the past few days! :thumbsup: So you're the legendary Akseli who's very renowned for your great Lemmings level solving skills. Awesome! :thumbsup:

Anyway, after being off and on a lot with attempting to solve the levels in your Akseli01 Dos/Lemmix pack and not having much success in the past, I have finally had complete success in getting all the 10 levels solved! :thumbsup: I'm just posting to post my replays. As the zip file says, I played the pack on CustLemmix.

I've also recorded video solutions of my CustLemmix replays to your Akseli01 pack. YouTube playlist link here:

Kaywhyn's Playlist of Video Solutions to Akseli's Akseli01 Dos/Lemmix Pack

Enjoy! :P

I had attempted your Akseli01 pack at various times in the past several years but didn't have too much success with solving many of them. In particular, I remember solving Spark & Glitter in the past, as well as attempted both The Glade of Disbelief and Winter Solstice but no luck on either. I might had solved For Mr. Dodochacalo and Mr. Pieuw, but I don't remember. I believe I played the pack on Dos at first, which most likely made the second level more frustrating than it needed to be since I wouldn't be certain if I had stretched the bridges as much as possible in either direction due to no framestepping on Dos. I believe I didn't attempt any of the other levels in the pack. I also don't remember when this was, but it might had been in the late 2010s.

Then, sometime much later, I believe I came back to this pack but on one of the Lemmix players I believe. This might had been at the start of the 2020s. Think I solved Spark & Glitter again but still had no luck with either The Glade of Disbelief or Winter Solstice. Think I came back again to this pack a year or so later and once again still didn't have any luck with getting any further levels solved that I hadn't solved before.

Finally, I buckled down for real and gave all 10 levels a serious go, especially as I was determined once and for all to try and get them all solved. Even moreso that Pieuw recently told me in a Forums PM that I remind him of you due to my Lemmings level solving abilities being quite a similar level and caliber to yours and that my Lemmings content is apparently just as difficult, possibly harder at times, as your levels :P It is apparently these two Lemmings traits of mine that I reminded Pieuw of you because you're also similar in skill in those areas in the game of Lemmings.

While I didn't really get anywhere at first and it was very slow going in the beginning, at some point, I believe shortly after finally getting The Glade of Disbelief solved and still not getting anywhere with Winter Solstice, I took a look at Nepster's readme file for your pack that he converted to NeoLemmix. There's a section that explains which levels were removed because they aren't solvable in NL due to the original Dos/Lemmix level requiring a glitch that doesn't work on NL. There, I only read the level titles, but not the description of why they aren't solvable, just in case it spills the beans on what glitch(es) is possibly needed to solve your Akseli01 pack.

Eventually, I slowly chipped away at the remaining levels I hadn't solved before, until I finally got everything solved last night! :thumbsup: Wow, what an amazing level pack with really difficult levels! So, you definitely had me beat real badly for a long time with these levels, but finally, over a period of several years, I got everything solved at last! :laugh: :thumbsup:

More detailed feedback:

Spoiler
1 - Spark & Glitter Wow, when I came back to this level again in the past few days, I actually couldn't remember how to solve this level for a while. I kept building to the left first in order to bounce off a blocker in order to reach the exit platform. However, I never got this to work, because the best I achieved with this was 18/20, as time always ran out before the last one walking around can exit. Eventually, at some point I thought I remembered the bottom left area was used in the solution, but I couldn't remember for a long time what such a solution would look like. Then I decided to try and get into that area by bombing and then building just before getting past the vertical gold pipe. Ah, there's the clicking moment now! The builder is able to continue while also blocking off the way so that Lemmings cannot go back out to the left. That's how you save time and get everyone home on time! Yea, I think I definitely remember this critical element of the solution. I just don't know why it took me a while to figure that out, especially as I'm definitely familiar with the builder being able to continue and also sealing off the tiny gap to stop anyone from going back out. Nice level to start off the pack! :thumbsup:

2 - The Glade of Disbelief Ok, good to know that the solution doesn't rely on any quirk or glitch of the builder skill that I wasn't aware of before on Dos, as I grew up with the Dos version of Lemmings. I definitely know about a Lemming being able to step onto the builder staircase going in the opposite direction when connecting with it from below. I simply kept discarding this as the solution because I kept seeing it fail. In particular, it turns out I simply had the timing wrong of when the Lemmings should arrive at the gap in the middle. A lot of my earlier attempts had them arrive at a time in such a way that the right entrance Lemming would always come one brick away from connecting with the left entrance Lemming's staircase. Meaning, the Lemming above was still far away from reaching the exit platform. Eventually, after a really long time, I experimented by maxing out the RR and seeing if it makes a difference. Sure enough, it does. I finally had success with the right Lemming being able to connect with the staircase from above even though he needed to lay down 4 or 5 more bricks after building the second full staircase. This took me by surprise, as I honestly expected the Lemming to hit his head rather than continue and connect with the other Lemming's staircase. Indeed it's all about the timing and bridge stretching being more effective going to the right which doesn't trigger the builder ceiling check. Nice level, especially one that at first doesn't look difficult but in actuality is despite being a builders only level. You just blew me away at making a really difficult builders only level! :lem-mindblown: And for Dos/Lemmix!

3 - For Mr. Dodochacalo and Mr. Pieuw Ah, you know all about Dodochacalo and Pieuw. Yup, they're essentially legends in the Lemmings community too, having both separately released the highly acclaimed level packs DoveLems and PimoLems, respectively, eventually culminating in a collaboration pack they released last year, Fiat Lem!, for which you told me you played last summer. Yes, all excellent packs, and I've played them all. As a matter of fact, DoveLems and PimoLems were the very first custom level packs I played on Lemmini, though before those two packs, the very first custom pack I played was MazuLems on Dos. Don't worry, though. I'm not going to spoil any Fiat Lem! solutions for you :P  I'm also the same in not wanting to be spoiled the solution before I have solved the level myself first ;)

Anyway, for this level it's very clear that it requires crossing builders and crossing miners without either one getting cancelled. I don't remember if I ever got this solved on Dos. If I did play this level on there, I might had given up in frustration in getting the setup to work. At the same time, the builders themselves aren't difficult, it's the miners that's the hard part. Other than that, a great level which I'm sure Dodochacalo and Pieuw appreciated very much!

4 - Winter Solstice Didn't have much luck with this one for a while either. Sometime yesterday, I checked my New Formats NL Revenge of the Lemmings (I solved this version of the level first back in 2022) video to check if there were any changes mobius might had made to the level because of it possibly not being solvable in NL. Nope, everything is the same, including the skillset, except for one change on the right side where the overhang was removed so that the climber is able to climb out. With it there like in your original level, the climber wouldn't be able to climb out. I then paused the video and skipped straight to the post-results screen since I didn't want to spoil myself and simply wanted to see how much I saved because I couldn't remember if I saved 9 or all 10. For about another hour or so, I finally got the level solved, and my CustLemmix solution is very different from my New Formats NL solution. In particular, for the latter, the miner is able to stop at the second pillar on the left side, but it's a very pixel precise skill assignment, while on Dos/Lemmix the miner doesn't stop. Seems changes were made to the miner skill in NL, which would explain why there's a difference in the result. I believe this was simply to fix the discrepancy of the miner splatting on Dos but the others are able to survive the fall just fine, and also to keep the miner going instead of stopping when making a checkerboard setup. After solving this level, I read Nepster's description in the readme file of why this level is not solvable in NL, and he writes, "Requires miner stopping at certain pixels."

Anyway, nice to know this level doesn't rely on any Dos glitch I wasn't aware of before

5 - Feel the Pressure Another one where I solved other versions of this level first before the Dos/Lemmix one. In particular, it's in the Lemmini version of Revenge of the Lemmings, as well as in a really early version of RotL for NL. However, in both cases, they are the save 47 version, not the save 48 one like this one. I'm not sure why the change in the save requirement, though in the case of Lemmini, it would be due to how RR changes take effect immediately rather than the delay like on Dos/Lemmix. As for NL, maybe it's due to the traps triggering faster? Not to mention I don't think the basher would fall through like it does here for Dos/Lemmix. A really difficult level, especially as it's not easy to achieve the compression to minimize losses to the traps and taking some time to find the right RR values. Nice in concept, though!

6 - Why do you all look the same? Ah, good to know that what I believe to be the solution is indeed the one. However, I kept rejecting this for a while when I saw that the timing didn't work out several times, which did a great job of making me think it isn't the solution. Turns out that once again the RR needs tweaking a few times in order to get the right timing, and I also kept using the digger in the wrong spot. Indeed, this took several attempts before everything finally fell into place. Great level but wow, yea, difficult to get everything right!

7 - Into the Core Ok, this level does require glitches, but I've seen the pushing into walls with blockers before on SuperLemmini first before Dos/Lemmix I believe, though in the latter I might had triggered it off at times in the past a really long time ago but not intentionally. Turns out I simply went about the level incorrectly. For example, I kept repeatedly building with the climber so he can get out of the starting area, but this takes 5 builders. Similarly, due to the asymmetry of builders on Dos, if doing it with the left entrance that requires 5 builders as well and therefore you don't have one to turn around and then one final builder to close off the fire pit gap.

Another time, I thought to simply build my way up to the ledge at the top instead, but nah, this isn't any better. Turns out I kept ignoring the bottom right area, and it would had helped if I had send at least two Lemmings over there to see if it's actually possible to get in there to save the group on the right. I was definitely relieved to see that I met the save requirement exactly, as before this the closest I got was one short of the requirement.

Here, I kept being stuck on the fact that the save requirement is simply saving everyone from one hatch plus a Lemming from the other. With this approach, there's several red approaches that come very close to working but not quite because you'll be at least a skill short each time. Then I observed the tiny openings in the layout with the bottom area and, along with realizing that the number to save from each group is different rather than everyone from one group needs to be saved plus at least one from the other, finally got somewhere and then eventually succeeded after a while. Nice level, and I think I can definitely say this is the hardest level of the entire pack! ;)

8 - Pedantic Lemmings Another one where I solved the Revenge of the Lemmings version of this level first, especially as I didn't attempt this one before I finally did over the last few days. I'm definitely aware of the miner on the OWW bug when going to the right on Dos, but I completely forgot about it when I tried it. Guess that's what happens when I'm so used to NL now and haven't played the Dos version of the game in a really long time. As a matter of fact, it's going to be really difficult for me to, especially as I really appreciate the framestepping and other convenience features of Lemmix and other engines that are time savers compared to Dos.

As for the level itself, due to the OWW miner bug, this required a different approach. Took a while to get the digger and bomber setup right so that the climber can't go out to the right, since you need him to breach the OWW to release the crowd from the other side. I also wasn't sure if it's possible to bash in a miner tunnel on Dos, but I think this level made me aware that it is, or maybe sometimes yes, other times no. The basher in NL is more sensitive, after all. Another good level.

9 - Crysilis Oh nice, a builderless level! :thumbsup: I always like this type of level in Lemmings :) I can definitely see this one being a really difficult level, but I do know about making staircases by interrupting destructive skills midstroke by blocking and digging with a nearby Lemming to release the blocker and then bashing to interrupt the digger thanks to Icho's NL Introduction Pack. The right group is much easier than the left group with the two entrances on the same island, since for the former it's just a climber and a digger and finally a basher to get them home.

10 - Zygoptera I think I more or less knew what needed to be done here, I simply needed to confirm it by seeing where to best use the basher. I fiddled around with the moss area for some time before rejecting it due to the basher not continuing despite adjusting the position. Ultimately, this level didn't take me as long as it otherwise should had because, funnily enough, I have a level idea in mind that I want to make revolving around interrupting a basher midstroke with a digger to release at least one Lemming to go on ahead to make the path :P At the same time, I first saw this in a Lemmings United level. Once I thought of the stopping the basher with a digger, I then knew the reason for the low save requirement. For building to reach the exit, you can also do it on the right side instead and everyone should still be able to reach it, especially as the builder will be done long before the others reach him again after turning around in the miner tunnel. Nice level to end the pack on on what is one of the hardest Dos/Lemmix pack available on the Lemmings Level Database site.   

Well, once again, it might had taken me several years, but I finally managed to solve all the levels in your pack! :thumbsup: Phew, you definitely gave me a good run of my level solving skills with your really tough levels. Not necessarily a bad thing, since I love hard levels in the game of Lemmings, though I definitely prefer glitchless levels like in NL where the engine aims to eliminate all glitches. Luckily, none of the levels in this pack require really strange glitches except for one.

Thank you so much for Akseli01 and for letting me know on Discord that all of my solutions are intended :) It was my pleasure to record my video solutions for you to view. Also, thank you for your difficulty ratings for many of the custom packs at the Lemmings Level Database site! :thumbsup: It's quite helpful! :)

Finally, if you like, you can compare my solutions to levels 4 and 5 on other engines with the following links:

Winter Solstice: Revenge of the Lemmings New Formats NL Version

Feel the Pressure (save 47 version): Revenge of the Lemmings New Formats NL Version

Feel the Pressure (save 47 version): Revenge of the Lemmings Lemmini Version

For the NL vids, they start at the right spot with your level, so no spoilers. Plus, I put chapters and timestamps in them along with the author of the level next to the rank and level number, so you can easily go to yours by clicking the appropriate timestamp in order to avoid spoilers, unless you've solved that level already, of course ;)

Finally, more information on the New Formats version of Revenge of the Lemmings that mobius compiled can be found here:

https://www.lemmingsforums.net/index.php?topic=5963.0

Well done again on a great Akseli01 pack which seems like others too have enjoyed very much! :thumbsup:   
#16
Site Discussion / Re: [SUG] Post feedback button...
Last post by WillLem - November 10, 2025, 03:28:37 AM
Quote from: namida on September 21, 2025, 10:10:33 PMThere is an SMF addon for this, but I'm not sure if it's up to date - it only lists itself as compatible with 2.1RC, not the newer stable versions of the 2.1 line

Is it worth giving it a try for a week or two to see if it works and/or if we like it? Is it the sort of thing that can be added and removed at the click of a button or does it require more in-depth implementation/maintenance?
#17
Game Bugs & Suggestions / Re: [+][BUG][PL] Alarm sounds ...
Last post by WillLem - November 10, 2025, 03:21:17 AM
The cleanest solution here is to simply wait 1 frame before cueing the sound. Gameplay is not affected, and we only need to hear it in a situation where the clock has actually run into overtime. Also, it now cues on the same frame that the timer turns purple.

Fixed in commit a3a0f08.
#18
Community Edition / Re: [CE] Can CE and NL 12.14 r...
Last post by WillLem - November 10, 2025, 02:31:17 AM
Quote from: Guigui on November 09, 2025, 11:29:50 PMIs it possible to just put the NeoLemmixCE.exe file in the same folder as NeoLemmix.exe and have everything work for both CE and regular with a single folder ?
I tried it but I guess it creates a conflict because of the bass.dll which is not the same for CE and regular. Maybe just rename the bass.dll for CE and everything will work ?

I can't replicate this. Adding CE to the NeoLemmix 12.14 folder, or vice versa, allows both programs to work just fine. Try it again - the bass.dll error that you may have seen is actually fairly normal when running NeoLemmix (or CE) for the first time; sometimes, bass.dll doesn't fully initialize. Running the program again fixes this.

The only thing you might encounter is the "It appears you have installed over an earlier version" error message when opening NeoLemmix after opening CE. This is because CE will have reset the config file with a different version number. A fix would be for us to simply rename the settings file something else for CE, which we may end up doing anyway at some point. That way, NeoLemmix and CE settings can be kept separate.
#19
Editor Bugs & Suggestions / Re: [✓][SUG][ED] Show Erased P...
Last post by WillLem - November 10, 2025, 01:30:13 AM
A bug has arisen where, if pieces are designated as eraser pieces with the Highlight mode toggled on, and then pieces are grouped with an eraser piece, the group sees the eraser piece as a regular piece, presumably because there are no transparent pixels to take into account.

Thankfully, this doesn't carry over to the Player; pieces still appear as expected.



EDIT: This bug is fixed in commit 29919ce.

We simply disable the Highlight option, group, then re-enable. This does the trick.
#20
Editor Bugs & Suggestions / Re: [+][SUG][ED] Show Grouped ...
Last post by WillLem - November 10, 2025, 01:26:39 AM
This has been added in a similar fashion to Highlight Eraser Pieces; we have a toolstrip menu item and hotkey toggle (Ctrl + G by default, can be remapped to anything else in Hotkey Config).

Here's how it looks when "Highlight Grouped Pieces" is toggled on:



Are we happy with this colour? It can be pretty much anything, but I'd prefer to choose a colour we like now and stick to it; it's not worth making this optional, so let's choose something suitable now. We can always tweak it later if desired.

Suggestions welcome.

Implemented in commit f34b156