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Other Lemmings Projects => Lemmini => Topic started by: hrb264 on February 11, 2026, 01:30:33 PM

Title: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on February 11, 2026, 01:30:33 PM
mod edit: Attached level pack to the OP so it's easier to find and so it's all in one place.

I don't have much work on today so I tried out the level editor on Retrolemmini and made this :D I've attached a playthrough for illustration purposes although it took me way longer than it should have, you can do it in way under 12 minutes and use a lot less builders. The solution is pretty obvious in my opinion although I'm sure there are other solutions people can come up with.

I'd say the main difficulty is the builders and floaters at the beginning on the right hand hatch.

It would be really cool to have some feedback on it and see what I can do to make it better from a design pov, or harder to solve.

I want to keep the no time limit and the 300 lemmings because I came up with the idea originally - I think my next level will have 10 lemmings.

Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: hrb264 on February 11, 2026, 01:41:09 PM
Sorry, here's a lot less messier replay (Although I'm still sure there are quicker ways to do it) :)

Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: Ron_Stard on February 11, 2026, 06:40:57 PM
I think there are too many lemmings! Although that's a major part of the level's difficulty. Perhaps a smaller skillset would improve it.
Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: hrb264 on February 11, 2026, 06:46:25 PM
Quote from: Ron_Stard on February 11, 2026, 06:40:57 PMI think there are too many lemmings! Although that's a major part of the level's difficulty. Perhaps a smaller skillset would improve it.

Haha. Yeah - I thought about having less builders or having one-way arrows in one part of the level, but I am worried that it might make the solution I thought of more obvious. The main reason I added so many skills is because I didn't want people to worry about running out of skills with how many lemmings there were, but maybe I could reduce them to increase the difficulty :D
Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: hrb264 on February 11, 2026, 09:57:55 PM
I've done a few edits to make it a bit more difficult - see what you think now :)
Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: WillLem on February 12, 2026, 02:41:43 PM
Nice first level! 100% solution is possible for both versions, here are my replays.

Looking forward to your next level. Keep up the good work! :)
Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: hrb264 on February 12, 2026, 04:09:22 PM
Quote from: WillLem on February 12, 2026, 02:41:43 PMNice first level! 100% solution is possible for both versions, here are my replays.

Looking forward to your next level. Keep up the good work! :)

thanks very much :) For some reason the replays you uploaded both seem to be of the first version - maybe that's an issue with my computer though as I couldn't get them to load initially. I'll delete and redownload and see if that helps.
Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: WillLem on February 12, 2026, 07:37:07 PM
Quote from: hrb264 on February 12, 2026, 04:09:22 PMFor some reason the replays you uploaded both seem to be of the first version

If the title is the same for both levels, RL will just play the first level it finds which has that title.

I have thought about adding an ID system for levels and replays, but it would only work for new levels going forward. I suppose now that we have the Editor it might be worth doing.

Anyways, if you edit the levels's title to have "V2" and then also put "V2" in the replay I sent (just edit it with any text editor), it should work.
Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: hrb264 on February 12, 2026, 08:11:41 PM
Quote from: WillLem on February 12, 2026, 07:37:07 PMif you edit the levels's title to have "V2" and then also put "V2" in the replay I sent (just edit it with any text editor), it should work.
OK thanks - I'm out now but will try it when I get home :)
Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: hrb264 on February 12, 2026, 09:41:32 PM
Quote from: WillLem on February 12, 2026, 07:37:07 PMif you edit the levels's title to have "V2" and then also put "V2" in the replay I sent (just edit it with any text editor), it should work.
Oh very good! I managed to get it to work - I liked the solution with the digger, I had not actually thought of doing that :D
Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: WillLem on February 12, 2026, 11:01:17 PM
Quote from: hrb264 on February 12, 2026, 09:41:32 PMI had not actually thought of doing that :D

The more levels you make, you'll get to know all the tricks :)
Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: hrb264 on February 13, 2026, 06:58:59 PM
I made another level.

The only problem was, I wanted to have 9 lemmings coming out of the right hand hatch and 1 trapped - I've seen levels with variable numbers of lemmings from different hatches before. However, I ended up making it with 2 lemmings and I think it works. :D

By the way, if you can't find where the 2nd lemming is, look on the map. :D I have always found the situation of a trapped lemming kind of hilarious and I wanted to make it the whole point of a level.

I hope it works - the only problem is, I saw when playing that my crusher trap is a bit lop sided lol but I'll fix that :)

I've managed to do it in 7 minutes or so - I had a replay but for some reason it didn't save properly :facepalm:

Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: WillLem on February 15, 2026, 08:06:14 PM
Quote from: hrb264 on February 13, 2026, 06:58:59 PMI wanted to have 9 lemmings coming out of the right hand hatch and 1 trapped - I've seen levels with variable numbers of lemmings from different hatches before. However, I ended up making it with 2 lemmings and I think it works. :D

It works well with 2 lemmings for sure.

The current workaround for variable lem amounts is to have multiple overlapping hatches. I've attached a "V2" of your level with 9 hatches on the right as you specified. This allows multitasking which makes the solution a bit faster, but the level works well with just 2 lemmings as well.

I've thought about variable hatch counts for RetroLemmini, but come to the conclusion that it adds too much potential for messy UI. The workaround is a good way to achieve the same thing without messing up the display too much, and without taking RetroLemmini's mechanics too far from the OG.

Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: hrb264 on February 15, 2026, 08:26:10 PM
Quote from: WillLem on February 15, 2026, 08:06:14 PMThe current workaround for variable lem amounts is to have multiple overlapping hatches. I've attached a "V2" of your level with 9 hatches on the right as you specified. This allows multitasking which makes the solution a bit faster, but the level works well with just 2 lemmings as well.

Yes that's a fair point and I agree, as I'd seen levels with varying lemming amounts I assumed you could already do it  :)
Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: hrb264 on February 15, 2026, 08:43:25 PM
Quote from: WillLem on February 15, 2026, 08:06:14 PMI've attached a "V2" of your level with 9 hatches on the right as you specified.

And thanks again for doing this :)
Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: WillLem on February 16, 2026, 12:50:30 AM
Quote from: hrb264 on February 15, 2026, 08:43:25 PM
Quote from: WillLem on February 15, 2026, 08:06:14 PMI've attached a "V2" of your level with 9 hatches on the right as you specified.

And thanks again for doing this :)

No problem, glad to help :)
Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: hrb264 on February 16, 2026, 09:00:29 AM
Quote from: WillLem on February 16, 2026, 12:50:30 AM
Quote from: hrb264 on February 15, 2026, 08:43:25 PM
Quote from: WillLem on February 15, 2026, 08:06:14 PMI've attached a "V2" of your level with 9 hatches on the right as you specified.

And thanks again for doing this :)

No problem, glad to help :)

Here's my replay of the 10-lemming version:



Title: Re: My first attempt at a level with the Retrolemmini editor
Post by: hrb264 on February 20, 2026, 09:13:10 PM
Here's a level i made using the Christmas tileset. The save requirement is 90%.

There are 2 solutions i had in mind. Its definitely possible to save 100% with the left exit, I don't know about the right one but maybe.
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on February 25, 2026, 10:29:49 AM
I'm making a pack now. There are 4 ranks (plus one 'skills refresher' one) and there are going to be 8 levels in each rank :)
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: WillLem on February 25, 2026, 11:26:51 PM
Quote from: hrb264 on February 25, 2026, 10:29:49 AMI'm making a pack now. There are 4 ranks (plus one 'skills refresher' one) and there are going to be 8 levels in each rank :)

Awesome! Looking forward to it :lemcat:
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on February 26, 2026, 09:44:58 AM
I'm especially pleased with these levels so far (be warned, living on the edge and welcome to builderfest are *extremely* hard, welcome to builderfest took me several attempts before I could meet the minimum save requirement). :D

Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on February 26, 2026, 09:46:18 AM
Here are my replays:
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on March 01, 2026, 05:49:12 PM
Here's the pack, I think I've finally got it working.
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on March 01, 2026, 08:54:58 PM
I'm so sorry - by mistake, I repeated Tricky 7 for Taxing 5 and put the wrong level in the pack. Here's the correct level:

Edited: the current version of the pack in the above post should have fixed this :)
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: kaywhyn on March 04, 2026, 11:09:52 AM
Hello @hrb264,

I have cleared all of your RetroLemmini pack :thumbsup: My replays are attached :)

General Feedback

This 40-level pack is a first attempt by newcomer to the Lemmings Forums hrb264, though she has some experience from having played and completed Lemmings, Oh No! More Lemmings, and Holiday Lemmings. In particular, I believe she has mentioned that she grew up playing the Win95 version of Lemmings. There's at least a few others in this community who have played the Win95 version as well, including WillLem.

This pack contains 5 ranks of 8 levels each. The Skills Refresher rank are essentially skill tutorial levels similar to what the first 7 levels of the Fun rank of Lemmings 1 did. The rest of the pack just have the 4 ranks of L1 as the rank name. At least for the first two ranks, hrb264's goal here was to make an easy pack to pretty much serve as training for her nephew when he eventually plays through the game himself. Here, she attempts to make levels where you only need to know the basic function of the skills in order to pass them. For this reason, my suggestion here is to first have him play through at least Lemmings 1 in order to get an idea of how the game works first before having him play your pack. Having him go through ONML after finishing Lemmings isn't a bad idea as well ;) The reason I suggest this is because custom level packs are often times much harder than anything the official Lemmings games throw at the player. Hence, playing through both L1 and ONML allows the player to get an idea of how the game works, even though they won't necessarily make him or her well-equipped to handle the hardest packs available. However, because hrb264 has tried to intentionally make levels where getting through them mostly just has skills do their basic function in the early ranks, this pack should still be fine for your nephew ;)

Overall, because of how very open-ended the levels are due to giving a lot of skills available, there aren't any levels that are very challenging, even in both the Taxing and Mayhem ranks, the penultimate and final rank, respectively. Here, I'll probably say that Mayhem 4 is the hardest level of the entire pack. Everything else is either quite easy or, IMO, annoying to play because of being level types that I personally am not a fan of or possibly the kind that tends to be frowned by the Lemmings community. In particular, I personally am not a huge fan of levels where you need to repeatedly assign the same skill over and over, especially if it's in a short amount of time. Here, the worst offender in the entire pack IMO would probably have to be Mayhem 7. I nearly skipped the level upon seeing it because of all the huge gaps that you need to build across that span the entire level and 4 entrances you need to watch and that requires a lot of annoying scrolling or jumping around the map.

For the latter level designs, there are some of those, such as hidden exits. To soften the blow, hrb264 is well aware of these questionable level designs since she has read the "immediate turn-offs" topic on the Forums. They just happen to be the type that she likes. In this pack, they aren't too bad, as at least hrb264 gives far more skills than you need in order to find them. These aren't as bad as levels with hidden traps, though most in this community tend to consider both types not good level design. This is especially true for the latter, as solutions that would had worked now don't because of a hidden trap that one couldn't see ahead of time. Thus, if the designer hides the exit or trap, that's why people suggest putting some kind of visual indicator, such as an X, to mark where the exit or trap is. Because these levels tend to be frowned upon by the community, it's likely many people won't play such levels, especially on an engine like RetroLemmini, where there's no rewinding and hence one screw-up and the player is forced to restart the entire level, similar to playing the game on the original engines like win95 and Dos.

Overall, while a lot of the later levels aren't the type that I like, in particular ones where you have to repeatedly assign the same skill many times, this is still a decent first attempt at a level pack by hrb264 ;) There is plenty of room for improvement, as there are some issues with many of the levels, but most of these are easily fixable. For example, I've encountered a lot of annoying one-pixel gaps which are very difficult to spot just by looking at the level due to the colors masking them very well. hrb264 has already mentioned to me that some are intentional, but some might have arisen due to possibly the game not rendering the levels correctly even though the level editor doesn't show the gaps. I don't know if that's what's going on, as I haven't taken a look myself or used the RetroLemmini level editor. Similarly, Taxing 1 looks to be a huge visual mess in the Sega style, but hrb264 has mentioned that she'll be tidying that up in a future update ;)

Another would be fixing levels to remove dependency on the level edges due to how the behavior is very inconsistent depending on what engine one is playing on. For example, in RetroLemmini, all level edges are safe except for the bottom of course, but in New Formats NL, all level boundaries are deadly. I personally don't like to use the level boundaries when solving levels, and same with making levels.

Finally, to me, a lot of the later levels felt quite dragged out and almost like they served absolutely no purpose on being big and long for the sake of being big or long. Thus, consider whether the same level can be done on a much smaller map. At the same time, there's also a lot of one-screeners, but for some reason a lot of these felt too cramped. Really small levels are not a problem in terms of completion time, as they tend to be super quick. They just felt like there wasn't really any room to move around at all.

Fun Rank Feedback

All pretty much easy levels due to having way more skills than you need to solve them, along with very lenient save requirements. It was pretty fun challenging myself to go for save all's on as many of these as I could :thumbsup:

Spoiler
Fun 2 - What's wrong with this picture? First hidden exit of the level. As mentioned before in the General Feedback heading, consider putting some kind of visual indicator to mark where the exit is. You can probably tell why Tricky 28 isn't as hated as most other hidden exit levels despite it being most players' first experience with a level that contains a hidden exit, and that is simply due to it being super close to where the Lemmings start on the level.

Fun 5 - Lollipop from Hell I was kind of bummed out that it's not possible to save 100% here :( Just my playstyle when it comes to Lemmings. You don't have to change this at all, just letting you know I like going for save all's as much as possible when playing Lemmings :P

Fun 7 - Lattice of Frustration Yea, not a fan of repeatedly assigning floaters for the right entrance. However, I of course didn't have to do that, since the save requirement is just 50%. It's still an easy level regardless, just one part with needing to repeatedly assign floaters I wasn't a fan of :laugh:

Fun 8 - Take it up to 99! Nice level to finish off the rank! This was probably my favorite in the entire rank :thumbsup: It was fun to beat the 1 minute time limit even though it's still a very easy level despite it. Well done :) 

Tricky Rank Feedback

Levels are a bit harder here but still quite easy.

Spoiler
Tricky 2 - Invasive species Nice use of the ONML traps on a Just dig variant :thumbsup: Looks somewhat intimidating due to the chameleon traps but it's still an easy level thanks to a huge skillset. Still early in the pack anyway :P

Tricky 3 - Lapland New Forest Yup, I was able to find a 100% solution for the right exit :)

Tricky 4 - I'm a lemming - get me out of here! Aww, that poor Lemming on the far left stuck with various pointing arrows surrounding the terrain :laugh: Still a nice easy level, though the first where I encountered some really annoying one-pixel gaps that need to be built over that are hard for me to spot.

Tricky 5 - Shabbot Shalom, Mr. Lemberg Wow, nice looking level! :thumbsup:

Tricky 6 - War - what is it good for? Excessive bombing isn't my favorite type of level to play either, but this one at least players have the option to play with untimed bombers. It's still not too difficult of a level with timed bombers, but yea, those days are pretty much of the past for the most part :P Besides all the bombing, quite a nice level with the one miner and basher ;)

Tricky 7 - The Passover level I'll be honest, and that is this level felt quite long and seems like it doesn't have any good reason to be long other than the nice decoration you put in the level ;) Here, where the Lemmings fall even though it looks like they should walk on the terrain just fine is a bigger problem. IIRC, I'm very confused why the Lemming fell off the bottom right where the ONML Rock set is used just shortly after the Pillar rope trap. Also, more of a question for WillLem, but is there a way to scroll faster on the mini-map?

Tricky 8 - I'm a lemming - get me out of here! V2 Same as Tricky 4, except there's more than one Lemming trapped on the far left.     

Taxing Rank Feedback

Pretty much the levels start getting quite challenging, but these are still much easier than the Taxing levels of L1.

Spoiler
Taxing 1 - The fun police Nice blockers only level! :thumbsup: My main point of criticism is it's hard to see where the Lemmings can go at the bottom, and once again what looks like the Lemmings can walk fine there's a really small and very hard to see gap. Also visual tidying up, but I think you said you planned to fix it up anyway because of how you messed up the design. I get it, a lot of the time my levels don't end up like I envisioned in the layout :-[

Taxing 2 - Archaeological Tour III Now the arches at the top is used due to an entrance being there. Much harder to get up the level than in either of the previous two iterations of the level, but still a nice level ;)

Taxing 3 - Stop digging? I will NEVER stop digging This looks to be the I am A.T. variant you were going for. Even then, this one is nowhere near as annoying as the Sunsoft level from the Genesis/Mega Drive port of Lemmings. This is quite a nice level! :thumbsup:

Taxing 4 - Does this look familiar? Ahaha, climbers available for all but that one poor Lemming who can't get one because there's not enough. Very nice puzzle rescuing that non-climber, just way too much climber assignments for my liking. Consider reducing the number of Lemmings and accordingly the number of climbers, like 10 Lemmings but only 9 climbers, for example.

Taxing 5 - Trapped at the reptile sanctuary Very nice design using the ONML Rock set! :thumbsup: It's one of my favorites, though ONML Bubble is my top favorite. Once again, a really annoying very hard to see gap right where the exit is :(

Taxing 6 - You gotta be avin a bubble! V2 Pretty much a way more extreme version of Fun 7 but thankfully you don't have to assign everyone a floater on the right and simply can stop once the splatform is made. There's nowhere enough floaters for everyone anyway. 300 Lemmings is definitely way too much here and the level serves absolutely no purpose with having that many. Once again, consider reducing the Lemming count drastically and adjusting the skillset accordingly ;)

Taxing 7 - Doom Spiral Not sure if you're aware of the digging and building across trick. In particular, I'm not sure it even works on the Win95 version of the game. Even then, alternative solutions exist to the level.

Taxing 8 - Everything about this is wrong Very nice design with the Sega style! :thumbsup: Interesting level where everyone else splats after all floaters are used, but even then you're allowed 30 losses among the 100 surviving floaters. The amount of bombing needed here is at least of a moderate amount and not too excessive. Other than that, nice level to finish off the Taxing rank! ;)     

Mayhem Rank Feedback

Despite being the final rank of the pack, these levels aren't too difficult for the most part save for Mayhem 4, which IMO is the hardest level of the entire pack, with Mayhem 2 a really close second.

Spoiler
Mayhem 1 - Living on the edge Yea, way too much excessive building spamming needed at the very start for my liking. Here, I was somewhat of a dummy with trying to contain the Lemmings at the start on the layer of the star, and while that is an approach you can take, it won't be possible to save the others from falling into the water after freeing the blocker since it's not possible to get builder terrain underneath them this way. Or, it is possible, but it would require a lot of digging building like you see on Taxing 7.

Mayhem 2 - Purimschpiel Very nice builderless level! :thumbsup: Another hidden exit level, but thankfully the last one in the pack. Here, my main criticism would be how it's very un-intuitive that the climbers can get over walls that look like they'll hit their nose instead. In particular, the part right before the three steel blocks in the middle, I kept trying to bash before he started climbing, only for him to turn around every time because he detects steel and turns around. You can't afford for this to happen because you need to save everyone. Or rather, you can't have him turn around at the bottom. It is necessary to turn back so you can mine to get the others up later on. Once again, consider putting a visual indicator to mark where the exit is hidden ;)

Mayhem 3 - Aren't you the brave one? Interesting looking level and one that looks much harder than expected. There's some approaches that look like they could work but at least I wasn't able to get a working solution. This is another one that felt pretty long to me due to the large size. Still a nice challenging puzzle with figuring out how to traverse the map safely and get everyone to safety! :thumbsup:

Mayhem 4 - Have a bash at it go on Hardest level of the pack as I mentioned before. In particular, I figured out the route to take somewhat fairly quick, the hardest part is at the bottom with being able to make the route in such a way that everyone can get onto higher ground so that they don't turn around, which again you can't afford due to the level requiring a save all. I was actually taken by surprise that you can stop the previous basher with one other basher if you do it at the right spot. I'll have to check SuperLemmini here, as I'm sure two bashers can go together without the other one stopping in the same situation. If two bashers are possible there, then this is a mechanical difference between SuperLemmini and RetroLemmini. Nice bashers only level here that manages to be quite difficult. Only other point of criticism is the dependency on the level boundaries.

Mayhem 5 - Archaeological Tour IV The 4th and final iteration and hardest level of this kind that has repeated once in the 4 main ranks. The hardest part is getting the bottom entrance up to the exit while also keeping everyone safe since you need to save everyone. I initially went over the top with a worker from the top entrance, but seems he reaches the ceiling too soon and hence can't make it over the water. Here I encountered an annoying thing with the replay feature where when I'm playing I build to stop the digger at a point so that everyone is contained in the pit but when I restart the level he all of a sudden builds at a time so that it gets everyone out. Seems to be a replay sync problem/bug here.

Mayhem 6 - A Glimmer of Hope Nice level but once again annoying very hard to see tiny gaps here! Kept having management problems here, but that's my own fault with not watching or doing things properly on the level :-[

Mayhem 7 - Welcome to Builderfest Yea, way too extreme on the huge amount of building needed so that you're able to save enough despite the many losses you're allowed. As mentioned, I nearly skipped the level but I persevered and was able to play through it and get it solved :P

Mayhem 8 - Tiles of Torture Nice level to finish off the pack and certainly nowhere near as hard as some of the previous levels.       

Thank you for the pack hrb264. As mentioned, a decent first attempt at making a pack, with plenty of room for improvement on making levels less annoying and not as excessive on repeatedly assigning the same skill, but I always like seeing what people are able to come up with with the levels they make ;) So, I certainly look forward to more levels from you which will hopefully be a lot better in the future! :) In any case, we're glad to have you here with us be part of a wonderful community of this excellent and iconic game that is Lemmings! :thumbsup:   
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on March 04, 2026, 01:09:18 PM
Quote from: kaywhyn on March 04, 2026, 11:09:52 AMI have cleared all of your RetroLemmini pack :thumbsup: My replays are attached :)   
Thanks so much for the feedback and for playing through my levels, I really appreciate it and hope it wasn't too annoying. I'll definitely a look at how I can improve some of the levels you mentioned, I might implement a lot of these suggestions which are really helpful, I already had a go at fixing a couple of annoying gaps and making some more obvious. :)
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on March 04, 2026, 07:12:11 PM
Also re Tricky 7, something went wrong in the editor when I first made the level as the terrain wasn't acting as terrain that the lemmings could walk on, and I thought I had managed to fix it but it seems I may have missed a couple of sections. I'll take another look. Thanks @kaywhyn
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: WillLem on March 05, 2026, 11:07:02 AM
Quote from: hrb264 on March 04, 2026, 07:12:11 PMAlso re Tricky 7, something went wrong in the editor when I first made the level as the terrain wasn't acting as terrain that the lemmings could walk on

Terrain can be set as "fake", which means it will be visible but non-solid. You may have accidentally set it as fake terrain.

In a future Editor update I'll make it so that setting anything to "fake" or "invisible" by accident is much harder to do.

Regarding the 1-pixel gaps, WYSIWYG in both Editor and Player. Try using the "Clear Physics" view option in the Editor, this will show up any accidental gaps much more easily.

Of course, if the gaps are intentional, that's perfectly valid level design and there's no need to "fix" it.
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on March 05, 2026, 12:51:51 PM
Quote from: WillLem on March 05, 2026, 11:07:02 AMTerrain can be set as "fake", which means it will be visible but non-solid. You may have accidentally set it as fake terrain.

In a future Editor update I'll make it so that setting anything to "fake" or "invisible" by accident is much harder to do.

Thanks very much :)
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on March 05, 2026, 03:31:26 PM
Quote from: WillLem on March 05, 2026, 11:07:02 AMRegarding the 1-pixel gaps, WYSIWYG in both Editor and Player. Try using the "Clear Physics" view option in the Editor, this will show up any accidental gaps much more easily.

Of course, if the gaps are intentional, that's perfectly valid level design and there's no need to "fix" it.
some of them were intentional and some not I'm afraid :D
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: kaywhyn on March 10, 2026, 11:05:10 AM
While playing Tricky 7 - The Passover level of your pack, I found what seems to be a bug where for some strange reason Lemmings fall/clip through solid terrain. Screenshot attached.

Screenshot 2026-03-07 17.21.51.png

Per WillLem's advice, I've captured the X, Y coordinates of the problematic spot in the level while in debug mode. I posted the picture on Discord a few days ago, but I'm posting it here as well so WillLem can take a look. I currently don't have any clue why it happens on this particular level.
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: WillLem on March 10, 2026, 12:29:37 PM
I can't seem to get it to happen.

(https://i.ibb.co/KzKGJwnh/image.png)

Steps to reproduce?

Things to check in the meantime:

1) Are you using RL 2.8? If so, go to Help > Update Styles, let it update the styles (this takes < 10 seconds), then try the level again
2) Are you playing level version 32? If not, does the level have any terrain pieces marked as "fake" in that area?
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: kaywhyn on March 10, 2026, 12:56:37 PM
Yes to both 1) and 2), RetroLemmini 2.8 and Version 32 of the level, respectively. I've tried updating the styles via Help => Update styles as you outlined in 1) and I still get Lemmings falling/clipping through the terrain on Tricky 7 of hbr264's pack ???
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on March 10, 2026, 03:03:03 PM
I couldn't reproduce it either (although to be honest when I first made the level I had this issue on some bits as mentioned, but I fixed these). If you want I can take another look?
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: kaywhyn on March 10, 2026, 06:02:28 PM
Quote from: hrb264 on March 10, 2026, 03:03:03 PMI couldn't reproduce it either (although to be honest when I first made the level I had this issue on some bits as mentioned, but I fixed these). If you want I can take another look?

No need. If you and WillLem were seeing the same thing with there being no issue on your guys' end, then that means the problem is likely on my end. I managed to sort it out, and I simply deleted the styles folder from my RetroLemmini directory and re-extracted the styles folder from the RetroLemmini 2.8 download. I even compared the .ini files and didn't see anything different other than the addition of up and down OWAs once I updated the styles. So, whatever was causing the issue on Tricky 7 in the first place, I honestly have no idea ???

Completely unrelated, but I did the same thing with re-extracting the level editor from the RetroLemmini 2.8 download recently as well because eventually it got stuck with the zoom and didn't work properly. Once again another issue which I have no idea how it came about and so I don't know how to reliably reproduce it other than maybe playing around the editor long enough and constantly zooming in and out in it. Maybe with different levels loaded too.   
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: WillLem on March 10, 2026, 08:45:31 PM
Glad to know it's all sorted. In all fairness, there have been a lot of updates between 2.5 and 2.8, especially to the styles, so it really could have been anything. Eventually, RL will be more "stable" once the current dev cycle is done with (which I currently anticipate will be sometime in April/May this year).
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on March 12, 2026, 06:37:08 PM
Hi :)

I've made a few edits to Taxing 1 - I am still not 100% happy with the way it looks tbh but hopefully it should be better than before.

Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on March 12, 2026, 06:38:58 PM
I've also made a few more levels: (these will be in another pack tbh)

Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: WillLem on March 12, 2026, 09:12:13 PM
Quote from: hrb264 on March 12, 2026, 06:38:58 PMI've also made a few more levels: (these will be in another pack tbh)

Great to see you're making more levels! You've got the hang of it now, keep going.

Why not add them to your existing pack? There's nothing wrong with expanding and/or revising your pack over time, don't feel the need to release a separate one just because your pack has already been released.

Maybe even give it a catchy name based on your own name or gamer tag (e.g. NepsterLems by Nepster, MobiLems by mobius, etc) or a unique name that says a bit more about what users can expect from your levels (e.g. Strato's "Lemmings World Tour" and "Hall Of Fame" are both music-themed packs, Mantha's "TV Lems" is a TV-show-themed pack).

These are just some ideas, feel free to ignore this and do whatever you feel is best for your levels.

Hope this helps :)
Title: Re: [RetroLemmini] hrb264’s Retrolemmini levels
Post by: hrb264 on March 12, 2026, 10:15:37 PM
Quote from: WillLem on March 12, 2026, 09:12:13 PM
Quote from: hrb264 on March 12, 2026, 06:38:58 PMI've also made a few more levels: (these will be in another pack tbh)

Great to see you're making more levels! You've got the hang of it now, keep going.

Why not add them to your existing pack? There's nothing wrong with expanding and/or revising your pack over time, don't feel the need to release a separate one just because your pack has already been released.

Maybe even give it a catchy name based on your own name or gamer tag (e.g. NepsterLems by Nepster, MobiLems by mobius, etc) or a unique name that says a bit more about what users can expect from your levels (e.g. Strato's "Lemmings World Tour" and "Hall Of Fame" are both music-themed packs, Mantha's "TV Lems" is a TV-show-themed pack).

These are just some ideas, feel free to ignore this and do whatever you feel is best for your levels.

Hope this helps :)

Thanks:) I only intended it to be a short pack initially but I will defo add the revised versions to it and maybe some of the new levels too :)