Recent posts

#11
Lemmings Main / Re: Lemmix Next Project
Last post by WillLem - November 07, 2026, 02:47:41 PM
Sounds cool! How do Rogue Lems interact with the replay system? Are their actions recorded and played back or are they always random?
#12
Game Bugs & Suggestions / Re: [POLL][SUG][PL] Allow them...
Last post by Guigui - November 07, 2026, 01:52:53 PM
OK, and if I use theme.nxmi, am I allowed to name the sound file other than usual name in the sound folder ?
#13
SuperLemmix / Re: [RELEASE] SuperLemmix 3.1
Last post by WillLem - November 07, 2026, 01:47:01 PM
3.1 Update

This update includes online features, a Talisman button in the skill panel, and much more! :lemcat: Here's what's new:

Changelog

:lemming: Online Updates
  • It's now possible to update SuperLemmix online - no more manually managing the directory! The program checks for an available update once per week and, if found, prompts the user to update
  • Updates can also be checked for manually by either clicking the version number on the main menu (it's now clickable!) or via Options > Check For Updates
  • The update process takes about 10-20 seconds depending on processing speed / internet connection. It downloads only the files that have been updated, and preserves user mods by renaming them with a '.backup' suffix. SuperLemmix automatically restarts once the process is complete

:lemming: Skill Panel
  • Updated the panel info font, icons and layout - we can now display more information in this part of the skill panel using smaller text and additional icons
  • Some icons are now clickable to reveal further information (e.g. click the Exit icon to toggle between 'Saved' and 'To Save')
  • The Replay icon is now shown on the new HUD overlay (see below - it's still clickable to cancel the replay)
  • Panel hints are no longer optional, as they're now an integral part of the panel's new design
  • Eliminated UI flicker when clicking buttons
  • Optimized rendering

:lemming: Skill Panel - Talisman Button
  • A new Talisman button has been added to the skill panel!
  • When clicked, the panel info updates to reflect the talisman's requirements - some are shown directly in the relevant display (e.g. skill counts, save requirement), whilst others have dedicated icons. All elements show a panel hint when hovered-over to provide further information

:lemming: Talismans
  • Talismans are now limited to 3 per-level. This is also applied in the Editor

:lemming: Collectibles
  • Collectibles can now be given custom names by adding a 'NAME' parameter to the .nxmo
  • Note: at present, the name must be plural. This may change in a future update

:lemming: HUD Overlay
  • A new HUD overlay has been added to the main gameplay screen
  • Displays the (clickable) Replay icon in the top-left
  • Displays the Zoom factor (when zooming in/out) in the top-right
  • There are possibilities to use this overlay for more in the future!

:lemming: Camera Lock Lemming - special thanks to Armani for providing code for this feature! :)
  • It's now possible to apply a camera lock to any lemming! The camera will then automatically follow that lemming during replay playback
  • Camera Lock is set by holding the [NumPad .] hotkey and clicking whichever lemming you want the camera to follow. The hotkey can of course be reconfigured in settings

:lemming: Physics View
  • Added fall distance ruler to entrance hatches when in Physics View

:lemming: Level Select
  • Added Collectibles info to level pack display
  • Search Levels now displays author results
  • Search results are now kept in view until manually closed

:lemming: Styles - head to Options > Update Styles to ensure all styles are up to date!
  • Removed background tiles from OG (orig_ / ohno_ / slx_) styles and added them to special - these are now handled in the Editor
  • A style's theme.nxtm can now specify another style's EFFECTS and/or ICONS, reducing the need for duplicate gfx - see willlem_lemminas for an example of this
  • Fixed low-res Freezing/Unfreezing overlay in willlem_lemminas
  • Added Rival state recoloring to all lemminas styles
  • Added some new styles by dex, and guilhem_save_one
  • Added lava object to orig_fire
  • Updated panel icons in various styles
  • Updated exit marker & digit positions in various styles

:lemming: Theme-Customizable Sounds
  • Added Normalizer, Portal and Skill Assigner to theme.nxtm-specified sounds. See this topic for more details

:lemming: SuperLemmix Welcome Pack
  • Removed impossible 'Save 50' talisman
  • Raised one of the Collectibles by a few pixels

:lemming: DMA Levels
  • Removed erroneous terrain from Havoc 4 The Race Against Cliches
  • Fixed water objects on Wicked 12 Suicidal Tendencies

:lemming: Physics
  • Bugfix - Climbers and Hoisters can now climb all the way to [the top of the level + 1px] - this fixes Wicked 10 Temple of Love (and potentially other similar levels) which was previously broken by Climbers not being able to reach higher than [the top of the level + 7px]

:lemming: Misc UI
  • Switch menu themes between SuperLemmix and Amiga using [F8] from any menu screen
  • Switch resolutions using [F9] or [NumPad 0] from any menu screen
  • Object are now drawn to the standard-quality Minimap
  • Added extra sounds featured in some custom NL packs

:lemming: Bugfixes
  • Impossible Talisman save requirements are now handled gracefully
  • Clickable items in the main menu are once again reset correctly after accessing the Options menu
  • Low-res Minimap mouse interaction is (finally!) fixed following the update to a hi-res-only panel
  • Lemming effects are correctly offset depending on the direction they're facing
  • Clicking either list in the Style Update clears the opposite list's selection

See also: SLX Editor 3.4 Update



Download the latest version of SuperLemmix here.

A reminder of what's new in SuperLemmix 3.0

#14
SuperLemmix / Re: [RELEASE] SuperLemmix Leve...
Last post by WillLem - November 07, 2026, 01:39:57 PM
SuperLemmix Editor 3.4 Update

Online updates, UI improvements and bugfixes. Here's what's new:

:lemming: Online Updates
 • The Editor can now check online for updates! This happens automatically once per week when starting the Editor, or can be done manually using 'Help > Check For Updates...'

:lemming: Global/Special Backgrounds
 • The background tiles from 'special' (amiga_blue and dos_black) are now available globally.
 • The background tiles from 'proxima_tile' are matched to their associated 'orig_*' and 'ohno_*' styles.
 • PLEASE NOTE - The tiles previously in CE versions of 'orig_*' and 'ohno_*' have now been removed to avoid duplication. They can still be accessed from these styles as before, but now point to the relevant background tile in 'proxima_tile'. This is to ensure cross-compatibility with the NeoLemmix styles.

:lemming: Hotkey Config
 • Added 'Clear Current Key' button.
 • Bugfix - 'Edited' label persists until changes have been saved successfully.

:lemming: Piece Highlight
 • When loading a style from a selected piece (from the button on the Pieces tab), the piece is now highlighted in the Piece Browser.

:lemming: Piece Search
 • Added a 'Load Piece' button. When clicked, the relevant style is loaded and the selected piece is highlighted in the Piece Browser.

:lemming: Misc UI
 • Added default title 'Untitled' when creating a new level.
 • Added setting for 'Always Use Auto Screen Start'.
 • Added control hints for various buttons/controls.
 • Moved 'Snap to Grid' to 'View' menu.
 • Moved 'About' to 'Help' menu.

:lemming: Bugfixes
 • Talisman dialog accounts for Skill Min/Max when saving. This prevents the erroneous 'has no requirements' popup.
 • Unknown hotkey strings are tolerated (and ignored/replaced with default).
 • Entrance Hatches are only ever moved by 1 index when using Draw Sooner/Later.
 • When settings can't be saved for any reason, the Editor fails silently and logs the error rather than crashing.
 • Combos no longer pull focus from text inputs when the text is actually being edited.



Get the latest version here.

#15
Game Bugs & Suggestions / Re: [POLL][SUG][PL] Allow them...
Last post by WillLem - November 07, 2026, 01:35:30 PM
Quote from: Guigui on November 07, 2026, 11:31:44 AMNot sure I understand though. If I put a sound A and a sound B file in the good folder, will this allow to have style A using sound A for exit, and style B using sound B for exit ?

It works like this:

Priority 1) If a custom sound is specified in theme.nxtm and it exists in the sound folder, use that one
Priority 2) If a sound exists in the level pack folder, use that one
Priority 3) Use the usual sound
#16
Game Bugs & Suggestions / Re: [POLL][SUG][PL] Allow them...
Last post by Guigui - November 07, 2026, 11:31:44 AM
Interesting, I always thought the sound effects were left behind in customization.

Not sure I understand though. If I put a sound A and a sound B file in the good folder, will this allow to have style A using sound A for exit, and style B using sound B for exit ?
#17
Game Bugs & Suggestions / Re: [SUG][PLAYER] Allow theme....
Last post by WillLem - November 07, 2026, 11:10:21 AM
This was eventually implemented in SuperLemmix (SLXPlayer 1864ad7 - 7d49554).

Sounds can be set per-theme using theme.nxmi, or per-levelpack by simply dropping a sound with the same name as the original into the level pack's root folder. So, both options are available. See this topic for for details.

Is this something people would be interested in for NeoLemmix CE?

I've added a poll for this. If 'Yes', I'll go ahead and implement it in the same way. If 'No', or if there are no votes at all (other than my own vote for 'Yes') after 14 days, this topic will be closed as resolved.
#18
Lemmings Main / Re: Lemmix Next Project
Last post by EricLang - November 07, 2026, 03:52:29 AM
Rogue lemmings (currently) do not use a skill. But the skill has not to be zero.
I'll show a few images soon, when I have my github in order again.
Indeed I was surprised to see that the levels actually are fun to play. They are quite challenging sometimes.
The rogue lemmings are also very funny and a good addition. Their mechanics still have to be finished.
There are a *lot* of usersettings as well, which can be random or set to low/medium/high.

style
size
floors
difficulty
time
lemmings
rescue
rogues
angel
entrances
exits
releaserate
traps
obstacles
gaps
density
decoration
steel
diversity
rocky
orthogonality
symmetry
stylemix
bias

It will still take at least 2 months before I release an alpha version.
#19
NeoLemmix Main / Your favorites and most annoyi...
Last post by MASTER-88 - November 07, 2026, 02:26:10 AM
I´ll have many favorite tricks.

******************
But my TOP FAVORITES:

Armani told me i´ll really loved this miner/stoner quick zig trick. Yeah i could to say its one my favorite tricks, just simple perform and cool looking. Another cool tricks are blockout trick (Crane called that trick with this name) Just let blocker turn lemmings direction. Very useful and practical trick nearly everywhere. Used it a lot when solved levels and also my own levels since lemmingsworld (i just not know know this trick when work my custom+ series packs). Also quite easy perform and fun trick. Its also work console lemmings, but are actually useless those levels.

I also like bomb blockers and let them run through the land and avoid used builder. Not know name this trick.

Stacker over stoner trick is another very useful and fun and simple trick to perform Always cool looking and simple.
Also loved 94 RR climber trick and those variations. This trick is sharp, but guaranetee work 94 RR.

Another and maybe my most favorite trick is miner/cloner/bomber combination trick. Its very rarery need use anywhere. This trick is heck cool and also accident find when work Crane pack some years ago.

*******************************
Here is my TOP MOST ANNOYING
I´ll personally really dislike this trick when one bomber have to break two blockers and turn all lemmings same direction. I am used it few my levels, but perform this trick always caused me much headache. Its requires some RR drops and rise let this your single lemmings could perform this bomb. If i´ll smell this trick some custom levels. I just wanted be sure its only option before goes make this setup. Im not really like perform this trick. its very confused and complicated.

Another very annoying, but very useful some places are this basher/blocker cancel trick. There is no way manipulate this trick used release rate. You will need better group. Its not too hard to perform when you have big group lemmings. But manipulate this trick some situations when we not have any setups are super tedious. I´ll actually accident find this trick when i work my Oh yeah more lemmings pack. I also figured out there was many other persons who not know this trick. Then i not have any traings levels to show. Yes make traing level Lemmingsworld 1.01 version and same level are my amiga pack 2.

**********************
If you like practice few those trick with free and easy setup without difficult things. You can play those levels.

Miner/cloner/bomb combination trick is another super fun trick and here is perfect training level where to practice it.

add those two zip if you want training few those tricks.

#20
Lemmings Main / Re: Lemmix Next Project
Last post by WillLem - November 07, 2026, 12:58:54 AM
Rogue Lemmings is a novel idea. Do they eat from the available skillset or are their actions free of cost?