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Topics - WillLem

#241

The original levels, upside down!


Inverse Lemmings is a small-ish remix pack featuring 40 levels from the original game with their maps inverted; they are in fact not only upside down, but also back-to-front as well.

As with all remix packs, I've done my best to only keep the levels which play well into the concept; thankfully, a lot of these have ended up presenting plenty of interesting challenges.

I've aimed for a "fewer possible solutions" approach this time around, meaning that the pack is generally a step up in difficulty from my usual output, but should still be more than do-able for the average player with a bit of effort, a free evening and a few beers (or whatever you fancy).

So go ahead and enjoy the classic levels as you've never seen them before (unless you've played with your laptop upside down...) :lemcat:

What's in the attachment:

:lemming: Level pack
:lemming: Full set of solution replays
:lemming: willlem_special style with custom tiles required for the majority of the levels
:lemming: Custom menu graphics
:lemming: Custom skill panel graphics
:lemming: Amiga Lemmings music

To install, simply unzip the folder directly to your NeoLemmix directory.
#242
I'm wondering if it could be made possible to allow the theme.nxmi file to specify custom sounds for "ohno", "letsgo", "zombie" and all of the other current default sounds.

This would obviously be good for custom sprite sets such as Lemminas as Millas, but there are likely to be other possible uses as well (such as using the SEGA sounds for an SMS-themed pack/style) or even just replacing the occasional individual sound for preference purposes.

As I imagine it, each sound could have an identifier, such as LETSGO, and the custom sound would be specified in a similar manner to the theme colours, except instead of referring to a hex code it would refer to a file in the "sound" folder, e.g:


$SOUND
    LETSGO WL_letsgo_lemmina.ogg
    OHNO WL_ohno_lemmina.ogg
    ZOMBIE WL_zombie_lemmina.ogg
$END
#244
A Vortex would be a special kind of exit intended for use in midair. Any lemming which hits its trigger exits the level regardless of how they got there, and counts towards the save total.

Seems a good way to go given the can of worms that's been opened by the recent "Midair exit rules" topic, and also would help to keep things simple.

i.e. If a level has a regular exit, then regular rules (whatever they turn out to be after all this has been resolved) apply. If a level has a vortex, then anything goes ;P :lemcat:
#245
As discussed on Discord.

The idea would be to allow each panel button to have its own designated hotkey, so it can be accessed no matter which skill happens to be in that particular slot.

Very useful for speedrunning, levels with few skill types, levels with a mix of classic and new skills, and just gameplay in general.
#246
Lemmings Main / [DISC] The Backroute Debate
March 23, 2021, 09:53:09 AM
Let's start by defining a backroute, for those who may not fully understand what it is.

A backroute is commonly understood as "any solution which bypasses the designer's intended solution." There is a grey area, because sometimes such solutions may be just as ingenious as the intended one, and can therefore be accepted as an "alternative solution" rather than a backroute.

A backroute, more distinctly, is a solution which is generally undesirable from the point of view of the designer (and, sometimes, even the player). It completely unhinges the level, either by taking a ridiculously simple route that the designer missed, or by not "getting the trick" of the level and instead using the skills to craft a more conventional solution. In the worst cases, they rely on glitches, are ridiculously fiddly and are usually only possible on game engines which allow fine control and/or exploitation of broken game mechanics.

As far as the latter goes, the game engine should indeed be as glitch-free as possible - but not for the purposes of backroute prevention. The goal here should simply be in-world consistency; if a game has created a set of rules, its mechanics should of course adhere to those rules in all possible cases, in order to create a world that level designers and players can understand and interact with on equal terms.

Beyond this, I'd like to take issue with the ongoing notion that "the engine itself should be preventing possible backroutes" because it comes up very often in debates and is a go-to reason that can potentially derail many otherwise good ideas (such as new skills, or skill behaviours) if given too much weight.

Preventing backroutes is the job of the level designer, not the game engine.

Ideally, the game engine should provide as many options as is possible, limited only by imagination and preference, and it is then up to the level designers to construct levels within that world.

The very act of designing a level is itself a challenge to other players. You're saying "there - beat that!" If the player then solves the level with an unintended solution (or, indeed, a "backroute"), they have beaten the designer, who must then either accept the solution, or fix the level. Under no circumstances should the game engine be necessarily helping or hindering the designer or player in this process - ideally, it should be an entirely neutral entity in the equation.

Backroutes are also an invaluable resource for alternative solutions, challenge solutions, interesting level statistics, and can even provide ways to find completely new tricks, which can then form the basis of other levels (which, if not carefully designed, will then likely have backroutes of their own!) In short, they are not necessarily a bad thing.

They exist as linchpins to learning and progress; however, this learning and progress should ideally all be happening after the fact of the game's creation, informing designers and players of fresh possibilities. They should not retroactively inform the design of the game itself, other than in obvious cases where it exposes an actual flaw with the game, e.g. destructable steel.

We love to hate backroutes. They frustrate us as designers but encourage us as players. And, as long as the game is fairly designed, they are inevitable. Seeking to design the game to rule them out is both futile and self-destructive as it removes an invaluable part of the player/designer equation. They ought to be celebrated rather than maligned and avoided, because they inform future design within the world in which they were created.

I anticipate that not many people will agree with this, but that's exactly why it needs to be said.
#247
I've noticed a wierd thing happening with autosaved replays. They sometimes save without the .nxrp file format, which has to be added manually to the filename. Thus:



This can happen at any time, with any pack.
#248
You start each rank with 100 lemmings. As you play through, any lemmings lost are deducted from your total. How far through each rank can you make it? :lem-shocked:
#249
The premise of this challenge is to find out which levels can be solved in under 1 minute, with editing of the skillset allowed. Results show which levels are possible (or not), and also the required skillsets to make them possible.

The rules are:


  • The level must be solved in under 1 minute IGT (in-game time)
  • The level must be solved according to its original release rate and save requirement
  • Editing of the skillset is allowed - this includes adding and removing skills where necessary, up to a maximum of 10 skill types (including new skills)*

Results should be reported as either "Possible", "Possible [E]" (where editing of the skillset is required) or "Impossible", also noting the skills used, e.g.


Rank#LevelSub-1 MinuteSkills Used
Fun1Just Dig!Possible1 digger




*To clarify - any skills can be added to any level, regardless of the original skill set. So, "classic 8" levels can have NL skills added to them; it makes sense to allow this, since it's a NeoLemmix-based challenge.

It may also occasionally be worth removing skills from the original skillset in order to make room for new ones, if a solution requires it.
#250
This project has now been re-issued as Lemminas Origins for SuperLemmix





Lemmings, But With Lemminas!
The original game, with Lemminas sprites!

Download temporarily removed

To celebrate the 30th Anniversary of Lemmings, this pack features 64 levels from the debut Lemmings game we all know and love, remixed slightly and including the Lemminas ('female Lemmings') sprite set: this is Lemmings sprites recoloured with pink robes instead of blue, and with their hair in a swish, ready-for-action ponytail.


The pack also features a lush new set of panel icons and Lemminas-themed menu cards.





For the most part, the levels themselves are identical to the originals, however some of them have modified skillsets, whilst others have had their layouts remixed.

:lemming: Some of the levels have had subtle layout changes:


Tricky 9 All The 9s


Taxing 3 Compression Method 2

:lemming: Whilst others have been more extensively re-shaped:


Tricky 15 Lost Something?


Taxing 11 X Marks The Spot

:lemming: And Tightrope City has been given a bit of visual TLC:


Tricky 11 Tightrope City

:lemming: Backroutes have been fixed where appropriate:


Taxing 1 If At First You Don't Succeed...


Taxing 14 Take A Running Jump.....

:lemming: There is also a group of 8 new Bonus levels which have been redesigned and updated for this pack. These are based on some of my early level creations, with improvements to make them a bit more playable! The final level is exclusive to the NeoLemmix version of this pack. Here are some screenshots to whet your appetite:


Bonus 3 What The...?


Bonus 4 Constellations


Bonus 6 As Complicated As It Looks

I hope you enjoy this pack! Feel free to use the Lemminas sprites and music for your own levels, but be sure to credit me if you do so. Thank you!




Music Credits

Included with this pack is 8 brand new compositions, arranged and produced especially for the Lemminas style :lemcat: All tracks arranged and produced by me using Logic Pro X, composer credits as follows:

Lemminas 1 - My own composition
Lemminas 2 - My own composition
Lemminas 3 - Based on Mozart's Sonata in C, Bach's Toccota and Fugue in Dm and Traditional Nursery Rhyme Five Little Speckled Frogs
Lemminas 4 - My own composition
Lemminas 5 - Based on Liszt's Hungarian Rhapsody No. 2 in C#m
Lemminas 6 - Based on Zoëë's Techno Wonderland, with an ending composed by me
Lemminas 7 - Based on Traditional Nursery Rhymes The Ants Go Marching In and Nellie The Elephant
Lemminas 8 - My own composition




To install, simply unzip the folder to your NeoLemmix directory; it contains everything you need to run the game:

:lemming: levels - the levels themselves, plus the menu cards and skill panel graphics
:lemming: styles - includes the Lemminas sprites
:lemming: music - the 8 new music tracks (see above for credits)
:lemming: Replay - a full set of replays generated during playtesting




Happy Lemmings Day 2021!

:party: :lem4ever: :party:
#251
Following on from the previous zoom-increments topic, and whilst this sort of thing is being discussed, I thought it might be worthwhile to create a catch-all topic to discuss optimum settings for NeoLemmix on various sized monitors, at various resolutions, and with various scaling settings.

I currently have my monitor set to the following:

Screen size: 15"
Display resolution: 1920 x 1080
OS Scaling: 150%
NeoLemmix Scaling: Determined by OS

The result is that NeoLemmix appears as a "medium sized" application on screen. I realise that the following screenshot will look different on different monitors/resolutions, and it is in fact resized to fit the post, but it gives an overall idea of what I'm looking at, dimensions-wise if not clarity-wise:



As you can see, the menu is quite large and almost fills the screen. Without changing the dimensions of the player, here's how it appears once in-game and at 1x zoom:



This is pretty good. The game appears medium-sized and is decent enough for a windowed application. Placing the cursor in the centre of the screen and zooming to 2x results in the following:



Part of the top of the level is cut off, but it's not too bad; everything is clear, and it's usable enough.

In fullscreen, 2x zoom fills the screen perfectly, but the panel appears relatively small by comparison. This is because the 150% OS scaling won't allow the panel to zoom to 2x:



Allowing NL to do its own scaling lets the panel zoom to 2x and also allows the level to fill the window properly at 2x zoom (these benefits also carry over to Fullscreen):



This is great, although one drawback is that the writing in the menus now appears extremely thin and very difficult to read. Here's a comparison, NL scaling is on the left and OS scaling is on the right. Unfortunately the screenshots don't really pick it up very well, and imgur adds filtering which actually makes it easier to see/read. At least, this shows that the text is slightly more bold (and appears slightly larger) with OS scaling:



Despite the obvious benefits of allowing NL to scale itself (larger panel, better zoom in windowed mode, behaves better when recording with OBS), the menus become so difficult to read that I inevitably end up switching back to OS scaling.

I wonder if there's any way to optimise the menu text when displaying at full-res/NL scaling? A thicker, larger font would definitely help.

Please share how NL appears on your setup, and between us all we might be able to find the optimum settings.
#252
In the following level, I am only able to assign 1 floater; the other 4 lems fall to their deaths.

I tried opening the level in the editor, and if I separate them out by 1 pixel, I can assign all 5.

Proxima reported that the level works fine in 12.10, so I'm wondering if it may be a 12.11 thing.
#253
Each time I fire up NL at the moment, it seems to reset all my levelpack progress, and I have to run a mass replay check on the pack I'm playing to restore the ticks.

Not sure whether it's a bug or something I'm doing wrong... ???
#254


The collection comprises the following packs:

Reverse Lemmings Classic Edition



Reverse Lemmings Classic Edition is a graphically restored and updated version of Colorful Arty's awesome original Reverse Lemmings, itself a remix of DMA's original Lemmings (1990) with the entrances and exits swapped so that the levels are played in reverse!

As well as restoring the missing water objects and decorative terrain, this pack also features a number of tweaks here and there to the levels themselves. Arty has since released his own update for NeoLemmix, hence this one being titled the "Classic Edition" so as not to get the two confused.

Here's what's changed for this version:

Reverse Lemmings Classic Edition V1.04 Changelog

Fun 7 Builders Will Help You Here - Skillset changed to 20 of each

Tricky 11 Lemmings in the Attic - Skillset changed to 2 of each except 10 Builders, 0 Miners, 0 Diggers; Time Limit increased to 4:00:00; Save Requirement decreased to 48/50 (100% still possible)
Tricky 22 Turn Around Young Lemmings - Entrance Hatch lowered to survivable height and flipped so it's facing left; Skillset changed to 2 of each; Save Requirement increased to 98/100
Tricky 28 Lost Something? - Entrance Hatch moved to inside the dirt mound (but visible); Skillset changed to 10 of each

Taxing 11 The Ascending Pillar Scenario - 1 Miner added, 1 Builder removed, 1 Basher added; RR decreased to 40; far left pillar structure moved closer to starting platform and shortened at the top to make the top route accessible with less builders; Lemming Count decreased to 25; Save Requirement changed to 24/25 (100% is now also possible)
Taxing 16 Mary Poppins' Land - level height increased & decorative terrain extended at the very top (this was done in order to fully display the Exit on screen)
Taxing 19 Bomboozal - Exit platform extended at top left (this was done in order to fully display the Exit on screen without increasing the level height); Skillset changed to 10 Climbers & Bombers, 1 Blocker & Digger, 30 Builders
Taxing 22 Come On Over To My Place - Skillset to 5 Bombers, Blockers & Builders
Taxing 23 King of the Castle - Skillset to 16 builders, 3 floaters, 3 climbers; Save requirement increased to 100%
Taxing 24 Take A Running Jump - Skillset changed to 4 builders, 16 floaters; Upper platform moved 4px to the left to make the gap crossable without building above the level; Time limit increased to 4 minutes
Taxing 27 Call in the Bomb Squad - 2 Builders added; RR decreased to 1; Time limit increased to 2 minutes
Taxing 28 POOR WEE CREATURES - Skillset changed to 3 Bashers, Diggers & Miners plus 2 of everything else (except 0 bombers); Save requirement increased to 100%; Time limit increased to 4 minutes
Taxing 30 We All Fall Down - 4 Miners added; Save Requirement increased to 60/60

Mayhem 1 Steel Works - Far right terrain changed very slightly and 5 Climbers added to make 100% possible
Mayhem 3 It's Hero Time (original not possible in NL due to fatal edges) - 30 Floaters removed, 2 Builders added
Mayhem 11 We All Fall Down - Added 1 Climber
Mayhem 20 No Added Colours Or Lemmings - Exit area changed slightly and moved 4px to the left to prevent Builder backroute; Save requirement reduced to 7/10; Skillset changed to 10 Climbers, 3 Bombers, plus 1 Builder, Basher & Miner
Mayhem 21 With a Twist of Lemming Please - Changed skillset to 2 Climbers, 5 Floaters & Builders, 4 Miners, 1 Blocker; Entrance Hatch lowered slightly; Save Requirement increased to 100%
Mayhem 23 Going Up - increased Bashers to 3 so 100% is possible in SuperLemmini (NeoLemmix version only needs 2!)
Mayhem 26 The Steel Mines Of Kessel - Skillset changed to 10 Climbers, 30 Builders, 5 Bombers; Save requirement decreased to 95/100; Time limit increased to 9 minutes
Mayhem 27 Just a Minute (Part Two) - Time Limit decreased to 1:00.00

It also features the recoloured entrance hatches and exits from the "special" levels, enhanced to high resolution especially for SuperLemmini (these are included in the styles folder).

See attachment below for the level pack itself, plus a full set of replays.

Oh No! More Reverse Lemmings



My first ever remix pack, I finally got around to updating it with a few improvements. It's been quite amazing revisiting this after this past year of being active on the forums and learning so much about level design from the community; I can see now why, initially, this pack wasn't quite as well received as it could have been!

Well, hopefully this update will prove to be a much better version of this pack. I'm particularly happy with a lot of these levels now; most of the ones that needed it have seen significant improvements, detailed here:

Oh No! More Reverse Lemmings V1.04 Changelog

Crazy 2 Dolly Dimple - RR decreased to 80; Skillset increased to 5 of everything plus 15 Builders; Save requirement decreased to 75/80
Crazy 8 KEEP ON TRUCKING - Skillset increased to 10 of everything; Time limit increased to 4 minutes
Crazy 9 On The Antarctic Coast - Skillset increased to 5 of those available; Time limit increased to 4 minutes
Crazy 11 No Problemming! - Slight terrain change to prevent lems walking off the edge in the NeoLemmix version; Skillset increased to 30 of everything; Time limit increased to 6 minutes; Save requirement increased to 72/80
Crazy 12 Lemming Friendly - added 1 Basher
Crazy 14 Time Waits For No Lemming - Save requirement increased to 50/50; Skillset changed to 4 Builders, 2 Diggers, 1 Blocker, Basher & Miner
Crazy 15 Worra Load Of Old Blocks - Climbers and lem count decreased to 30; Save requirement decreased to 20
Crazy 20 Ice Ice Lemming - Skillset changed to 10 Bombers, 2 Blockers, 20 Builders; Lem count increased to 30

Wild 3 Lemming Rhythms - Skillset increased to 2 of everything and 10 Builders; Time limit increased to 4 minutes; Save requirement decreased to 78/80
Wild 4 Meeting Adjourned - Lem count & Save requirement decreased to 20/20; Climbers decreased to 20
Wild 5 Lemming Head - Lem count & Save requirement decreased to 10/10; Climbers decreased to 10
Wild 11 Mutiny On The Bounty - Lem count & Save requirement decreased to 20; Climbers decreased to 20; Builders increased to 10
Wild 13 ONWARD AND UPWARD - Time limit increased to 5 minutes
Wild 15 THE SILENCE OF THE LEMMINGS - Added steel; Skillset increased to 4 of each and 14 builders; Lem count & Save requirement decreased to 36/40
Wild 20 Got Anything... Lemmingy? - Lem count & Save requirement decreased to 10/10; Climbers decreased to 10

Wicked 1 LemMing ToMato KetchUp fAcilitY - Made lower exit fake in SuperLemmini version (removed it altogether from NeoLemmix version); RR increased to 99; Time limit increased to 3 mins; Skillset increased to 5 of each and 10 Builders; Save requirment decreased to 75
Wicked 4 Oh No! It's The 4TH DIMENSION! - Removed hidden stomper traps; RR increased to 99; Lem count & Save requirement decreased to 38/40; Skillset changed to 2 Climbers, 2 Bombers, 40 Builders
Wicked 5 Chill Out! - Moved entrance hatch 1px to the right
Wicked 6 PoP TiL YoU DrOp! - Save requirement increased to 60; Skillset changed to 20 Bombers, 40 Builders
Wicked 7 Last Lemming To Lemmingcentral - Lem count & Save requirement decreased to 15/20; Builders increased to 14; Climbers decreased to 20
Wicked 9 How On Earth? - Slight terrain change; Skillset changed to 4 of each and 6 Builders (0 Floaters or Climbers); Save requirement decreased to 46/50; Time limit increased to 5 minutes
Wicked 14 The Lemming Learning Curve - Lem count & Save requirement decreased to 8/10; Climbers decreased to 9, Bombers to 2
Wicked 15 SPAM, SPAM, SPAM, EGG AND LEMMING - Lem count increased to 80; Save requirment decreased to 40; Skillset changed to 40 of each Bombers, Builders and Floaters
Wicked 19 Up, Down or Round and Round - Moved stomper trap 1px to the left
Wicked 20 The Lemming Funhouse - Slight terrain change; Added steel; Save requirement changed to 6/10; Skillset changed to 9 Climbers, 6 Builders, 3 Bombers, 1 Blocker

Havoc 3 It's The Price You Have To Pay - Save requirement decreased to 10; Time limit increased to 6 minutes; Skillset changed to 40 Builders & Bombers, 1 Miner & Digger
Havoc 5 There's Madness In The Method - Added terrain; Time limit increased to 3 minutes; Skillset changed to 20 climbers, 5 builders, 2 bashers/miners, 1 blocker
Havoc 6 Now Get Out Of That - Lem count & Save requirement decreased to 16/20; Time limit increased to 4 minutes; Climbers decreased to 19
Havoc 8 Lemming About Town - Save requirement decreased to 49; Builders decreased to 4; Added 1 Bomber; Raised entrance platform by 4px
Havoc 13 HIGHLAND FLING - Slight terrain change; RR increased to 25; Time limit decreased to 2 minutes; Save requirement decreased to 79; Skillset changed to 5 Builders, 2 Bashers, 1 of each Climber, Bomber & Digger
Havoc 17 Where Lemmings Dare - Slight terrain change
Havoc 18 Lemmings In A Situation - Lem count & Save requirement decreased to 18/20; Climbers decreased to 20; Removed 1 Digger
Havoc 19 Looks A Bit Nippy Out There - Removed Digger
Havoc 20 LOoK BeFoRe YoU LeAp! - Time limit increased to 3 minutes

See attachment below for the level pack itself, plus a full set of replays.

:lemming: V1.04 also adds the Amiga blue background to the levels, as well as adding remaining decorative terrain to levels which were still missing it in the previous version.

:lemming: The menu and panel graphics included with the pack have now also been updated for NL 12.11.

To install, simply unzip the folder to your NeoLemmix directory.

Lemmings, but with the entrances and exits swapped!
#255
Lemmings Main / Everything By WillLem
February 03, 2021, 10:39:31 PM
I've decided to index all of my content in a single topic for convenient access, and because there is now quite a lot of it! :lemcat:

Music

:lemming: Music by WillLem


SuperLemmix

:lemming: SuperLemmix - a fork of NeoLemmix with new skills (including Timebombers, Grenaders and Freezers), a Classic Mode option, and a whole bunch of other tweaks and enhancements. Also includes an upgraded Level Editor.

:lemming: Lemminas Origins - 120 Levels featuring some remixed DMA levels and some originals. These levels feature the Lemminas sprites, in the classic green hair & blue tunics colourway.

:lemming: SuperLemmix Forum Topic Board - the place to keep updated with the latest developments, release and download level packs, suggest features, report bugs, and get involved with general discussion of SuperLemmix.


NeoLemmix

:lemming: NeoLemmix Level Packs
:lemming: NeoLemmix Custom Graphics
:lemming: NeoLemmix Wish List


RetroLemmini

:lemming: RetroLemmini - The latest version of the Lemmini platform, updated in 2025 and currently-maintained.
:lemming: RetroLemmini Level Packs
:lemming: RetroLemmini Mods

YouTube

:lemming: YouTube Channel - Feel free to subscribe :lemcat:

Featured Playlists:

:lemming: (Amiga) Any% RTA Speedrun (Current World Record)
:lemming: (Amiga) Pause-free Playthroughs
:lemming: (NeoLemmix) WillLem Plays Through Just The First Rank of A Bunch Of Custom Packs in NeoLemmix
:lemming: (SuperLemmini) Lemmings, But With Lemminas!
:lemming: (SuperLemmini) WillLem's SUPERLEMMINGS



Favourite Challenges

:lemming: [NeoLemmix] Maximum Saved Records
:lemming: [NeoLemmix] Fastest Time Records
:lemming: [NeoLemmix] Skills You Can't Live Without
:lemming: [NeoLemmix] Which Levels Can Be Beaten With The New Skills?
:lemming: [NeoLemmix] Which Levels Are Possible in Under 1 Minute, With Skillset Editing
:lemming: [NeoLemmix] Which Levels Can Be Solved Without Using Any Player-Assist Tools?
:lemming: [NeoLemmix] Builders & Bashers ONLY! With Skillset Editing
:lemming: [NeoLemmix] Save-Em-Up Contest
:lemming: [NeoLemmix] How Far Can You Get 100 Lemmings?
:lemming: [NeoLemmix] Karoshi Challenge
:lemming: [Various Platforms]L1 Speedrunning


Other Active Topics

[NeoLemmix] Independent tiles in hi-res mode for official styles
[DISC] NeoLemmix Sounds
[INDEX] Official Lemmings resources



See also

:lemming: Lemmings Forums Site Suggestions
:lemming: WillLem's Blog
:lemming: Level Packs I Have Completed/Am Currently Playing
:lemming: [SHARING TOPIC] Custom Graphics
:lemming: [NeoLemmix][TUTORIAL] Creating Custom Low & High Resolution Graphics
:lemming: [TUTORIAL] How To Create And Format A Forum Post


Lemillionism - 1,000,000 Lemmings saved!
#256
As some of you may be aware, Proxima will soon be re-releasing the NeoLemmix conversions of Lemmings, Oh No! More Lemmings and company.

Whilst all decorative water and terrain from the Amiga version will be included, the plan is to remove all decorative moss wherever it overlaps a steel block. This is because, in NeoLemmix, terrain is always destructible, even if it's on top of a steel area.

Here's an example of where this can create potential issues which may affect intended gameplay:



I think we can all agree that this effect is undesirable, especially in a platform which intends to be as glitch/bug-free as possible.

However, removing the moss altogether seems far too drastic a measure to prevent this. It makes the level look very bare, as compared to its lushly decorated counterpart:



I suggest that the moss simply be moved further from the edges of the steel, and only then in cases where gameplay is potentially affected. Here's how that would look:



Of course, Bombers would still be able to destroy the moss, which arguably looks a bit odd, but at least the gameplay would be completely unaffected:



Thoughts?



#257
The ability to vertically & horizontally scroll using touchpad gestures/mouse wheel (as well as by clicking the scroll bars) would greatly improve workflow.

A two-finger swipe (both directions) on the touchpad, or any of Shift/Alt/Ctrl + wheel for mouse control seems a good suggestion.

Since the wheel is mapped to zoom, maybe Shift + wheel could be set to vertical-scrolling, and Ctrl + wheel could be set to side-scrolling.
#258
Lix Main / Lix Editor Review
January 25, 2021, 01:52:14 PM
Here's my video review of the Lix Editor :lemcat:

I first made a level in NeoLemmix, to get the ideas together in a familiar environment, then recreated the level in Lix.

Attached are the levels created in the video, for each platform.
#259
Loading Replays for Levels Within Packs

You're trying to load a replay file in SuperLemmini, and you get the dreaded error message:

Level specified in replay file does not exist

Well, fear not! Here are some easy steps to get around this issue:

STEP 1. Make sure that the level actually does exist in your SuperLemmini directory - this is obviously necessary!

STEP 2. Open the replay file in a text editor

At the top, you should see the following text:

#REPLAY NEW
#FORMAT 1
#REVISION 0.104
#Players 1


And, directly below this will be the level identifier. It follows this format:

#Name Of Pack, X (rank number), Y (level position), Rank, Title Of Level

So, for example, Havoc 17 Where Lemmings Dare would appear as follows:

#Oh No! More Lemmings, 4, 16, Havoc, Where Lemmings Dare

Note that in SuperLemmini, counting always starts at 0. So "Fun" would be 0, "Tricky" would be 1, "Taxing" would be 3, etc. and the same goes for level numbers as well. If this part of the replay file is incorrect for any reason, edit it to match the correct title/position of the level.

STEP 3. Now try to load the replay again.

Loading Replays for External Levels

PLEASE NOTE - If you are trying to load a replay for an "External Level" (i.e. one that isn't part of a pack), this is what usually causes issues, since SuperLemmini does not index External Levels permanently.

EDIT: The following method works for Lemmini, SuperLemmini and SuperLemminiToo, but is no longer recommended. The bug is fixed in RetroLemmini 2.2, so external levels are now correctly checked when loading replays.

However, the above steps still apply; these levels will invariably appear like this in the replay file:

#External Levels, 0, 0, Single Levels, Title Of Level

You may need to load the level itself back into External Levels, make a note of its position in the list, and edit the replay file accordingly. So, if you're loading a level called "Blah-dy-Blah" at position 8, the above text would need to be modified as follows:

#External Levels, 0, 7, Single Levels, Blah-dy-Blah

Again, note that if the position in the list is 8, then its relative SL index is 7.

I hope this helps, comment here if you have any problems relating to this.
#260

Lemmings and Oh No! More Lemmings by DMA Design
Remastered for SuperLemmini!


This is an enhanced, remastered version which presents these levels in an improved way. Here's how:

:lemming: Better-behaved steel - the steel has been set to "Autosteel" and "Non-classic", which in SuperLemmini means that the steel areas fit the steel blocks exactly; it's possible to destroy all of the surrounding terrain using the various skills, whilst the steel itself is always indestructible (N.B. even if a steel block is partially overlapped with terrain, it will still be fully rendered as steel - see full explanation of the steel behaviour here.)

:lemming: No fake objects - in the early LVL files, water and fire objects outside of the "playable" area of the level were sometimes marked as fake, since they were only there for decorative purposes. This remaster restores all visible objects in every level as real, and therefore they will behave as expected; this may be handy for challenges and remix levels, as well as adding consistency and removing the potential for the levels to be misleading.

:lemming: Restoration of missing decorative terrain previously cropped from larger levels - the levels in SuperLemmini were cropped slightly at the far right, meaning that any decorative terrain in that area of the level was partially hidden. This has been corrected, so all decorative terrain is now restored and visible.

:lemming: All bonus and 2-player levels are now accessible from the main level pack folder - the 2-Player levels are now in their own folders within the main level pack, where previously they were not accessible from the level select menu.

:lemming: 2-Player levels edited for single-player use - As much as is possible with the multiplayer maps, these levels have been edited so that the screen start is in a better area, and the hatches spawn lemmings in both directions to emulate the multiplayer experience as closely as possible. All other level attributes remain exactly as they were originally.

:lemming: Better naming scheme for the level files - All levels have been renamed with their rank number, level number and full title for greater convenience and easy access (e.g. "101 Just Dig!", and "430 Rendezvous At The Mountain").

:lemming: No oddtabling of the repeat levels - each level in Lemmings now has its own unique .ini file and ID, where previously the repeats would simply "refer" to the .ini file of their counterpart. Again, this can be very handy for locating the levels individually for any reason, or for making remix levels.

:lemming: Enhanced and repackaged "special levels" graphics - The "special levels" graphics have been compiled into a single style folder called "DMA", complete with recoloured entrances and exits as per the Amiga version of the game. The level graphics themselves are now also separate, unique PNG files within this style (as opposed to "special" counterparts of other styles), so are far less likely to cause issues such as "unable to find" error messages, which these levels have previously been prone to. As long as you have the DMA style installed in your SuperLemmini directory, these levels should now work perfectly.

So, enjoy this restored, enhanced version of the original games in your copy of RetroLemmini! :lemcat:



N.B. It's very likely that any of my future record-keeping will refer specifically to this copy of the game.

This version of the levels comes bundled with RetroLemmini. To install to an older version of Lemmini, simply unzip the folder to your existing directory; it contains everything you need to run the game, including the levels themselves and the "DMA" styles folder. Please don't hesistate to comment or message me if you experience any issues get your copy set up.