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#1
Contests / Re: Level Design Contest #32 -...
Last post by Crane - Today at 03:21:29 AM
Mostly intended - I just swap the last basher and miner.  I'm too emotionally compromised to really do much more right now.  I know the level has already lost - the fact you said "it's your level" is enough of an indicator that there's a negative opinion.  I don't have the strength any more.
#2
NeoLemmix Levels / Re: [NeoLemmix] Classical Lemm...
Last post by Ghia - July 04, 2025, 10:29:54 PM
Played through the three existing ranks today, and really liked them. There are several empty ranks in the zip file...these were never done ?
#3
SuperLemmix / Re: [DISC] NeoLemmix>SuperLemm...
Last post by WillLem - July 04, 2025, 08:50:04 PM
Additionally, I think it's best to provide some clear directions for what will need to be done after the release of 2.9 with existing SuperLemmix level packs and NL-to-SLX conversions:

:lemming: If you've already converted your pack from NeoLemmix to SuperLemmix - OR - If your pack was made specifically for SuperLemmix in the first place

This is relevant for all packs that have already been released, plus any existing works-in-progress.

If you've created your pack for SuperLemmix, or if you've already done the conversion (and thus corrected the water objects and exit positions), you will need to swap all orig/ohno_ styles to slx_ styles in all levels that use the OG style sets. For this, I will provide a simple purpose-built tool that can be used to do this for a full pack in seconds. This will be sorted out shortly following the release of 2.9, so you don't need to do anything yet. In the meantime, feel free to continue working on your pack as normal.

:lemming: If you plan to convert a pack, but haven't done so yet

In this case, it's probably best to wait until 2.9 has been released before doing anything. Then, use the updated QuickMod tool (version 2.2, which will be released shortly following SuperLemmix 2.9) to convert your pack.

:lemming: If you're playing existing packs that you've already downloaded

Ensure that you have the latest version of the SuperLemmix player, the styles, and the level pack that you're playing. I'll make sure that all existing packs have been correctly updated following 2.9. There aren't currently that many, so it should be a fairly straightforward process for everyone.
#4
SuperLemmix / Re: [DISC] NeoLemmix>SuperLemm...
Last post by WillLem - July 04, 2025, 06:36:33 PM
The OG styles have now been updated. Here's how it'll work as of SuperLemmix 2.9:

:lemming: The SLX styles will be the "official" OG styles for SuperLemmix. It'll be expected that, when making levels for SuperLemmix, these are the styles that will be chosen for making levels in Crystal, Dirt, Fire, etc. As such, the SuperLemmix Editor will list these at the top of the styles list, and they'll simply be titled "Crystal", "Dirt", "Fire", etc in the dropdown list (although they'll be named slx_crystal, slx_dirt, slx_fire, etc in the styles folder itself).

:lemming: The Orig/OhNo styles are more or less exactly as they are in NeoLemmix, with the following differences:

• The default background in each style is now Amiga blue.
• The water objects in Fire, Marble, Bubble and Rock have been changed to Lava, Blasticine, Poison and Vinewater objects respectively (but they're still titled "water" so that levels using these styles will transfer 1:1 at least visually, if not mechanically) - this is to maintain aesthetic consistency across the SuperLemmix styles, many of which have had their water objects similarly updated.
• All trap animations have been modified so that they appear as they did in the original game.

:lemming: Orig/OhNo styles will no longer be supplied alongside SuperLemmix engine updates, but will be made available in the full SuperLemmix styles download and will continue to be fully supported by both Player and Editor.

:lemming: When converting packs from NeoLemmix, the standard advice will still be to use the QuickMod tool, which can now update the styles to the SLX versions as well as auto-correct water objects and exit positions. However, designers will now have the choice to keep their levels in the Orig/OhNo versions of the styles, should they wish to do so. The only differences now between orig/ohno_ and slx_ is the names of the water objects and the exit positions; if a designer simply moves their pack over to SuperLemmix without editing anything, the levels will appear to be visually identical to their NeoLemmix counterpart whilst behaving as expected in the SuperLemmix context (Bubble water will be Blasticine, Fire water will be Lava, etc), so they won't actually need to do anything if they don't want to. However, for optimum SuperLemmix compatibility across Player and Editor, the QuickMod style swap should be performed.

These changes will be effective as of SuperLemmix 2.9 (ETA late August / early September).
#5
Contests / Re: Level Design Contest #32 -...
Last post by kaywhyn - July 04, 2025, 06:17:53 PM
Monster Munch resolved. This any better?
Quote from: Crane on July 04, 2025, 12:36:27 PMUgh, that trick...

I will admit that I like elements of the solution, and maybe in future they can be adopted, but currently it makes the bronze talisman too easy to obtain.  Maybe I'll experiment a bit.  V4 is out though.

Heh, fair enough! Quite honestly, my other solutions don't look to be backroutes in any way, but hey, it's your level, not mine, so you make the calls here as to what's a backroute and what isn't for it :P
#7
Contests / Level of the Year 2024: Voting...
Last post by IchoTolot - July 04, 2025, 02:36:36 PM
We've reached the final phase and got 6 levels as candidates for LOTY 2024!

We will vote them down from 6 to the top 3 in the first round (ensured by tiebreakers if nessesary).

After that I plan only a single round with 1 vote like in the normal contest to determine the final placement.



If you want to see the full list of nominated levels in non-randomized order, check the nominations list topic.
If you want to play these levels without having to dig up all the various level packs, check the playing phase topic which has a pack available for download that contains all the nominated levels.

Please remember that discussing the nominated levels is not allowed in the LOTY2024 topics now that voting has begun. This does not apply to levels that have already been eliminated at the time. Discussing them elsewhere in the site is okay, as long as it's not in the context of LOTY2024.
#8
Contests / Re: Level Design Contest #32 -...
Last post by Crane - July 04, 2025, 12:47:39 PM
R1's are V1.

Changelog History of R2:

V2 - Increased height of steel veins to patch a backroute from Velixi. Added more decorative veins.
V3 - Extended length of steel veins to the left of the sphincter(!) to patch a backroute from Kaywhyn.
V4 - Moved leftmost tooth to patch a backroute from Kaywhyn.

Changelog History of R3:

V2 - Small modification to the terrain at the waterline to patch a backroute from IchoTolot.
V3 - Extra entrails and blood drips underneath the platform to patch a backroute from IchoTolot.
V4 - Lengthened an entrail above the skull to patch a backroute from Velixi.
#9
Contests / Re: Level Design Contest #32 -...
Last post by Crane - July 04, 2025, 12:36:27 PM
Ugh, that trick...

I will admit that I like elements of the solution, and maybe in future they can be adopted, but currently it makes the bronze talisman too easy to obtain.  Maybe I'll experiment a bit.  V4 is out though.
#10
Contests / Re: Level Design Contest #32 -...
Last post by kaywhyn - July 04, 2025, 11:49:33 AM
Resolved Crane's R2 for V4 ;) Here, I simply tweaked my previous solution a bit