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#1
NeoLemmix Levels / Re: Lemmings Redux [Easy-Medium]
July 17, 2026, 03:47:11 AM
Quote from: Simon on July 17, 2026, 03:26:50 AMI don't believe there is a user option that nails the window to a given size.

I already mentioned it: WindowWidth and WindowHeight in the settings.ini file.
#2
Quote from: WillLem on July 14, 2026, 09:06:10 PM'Level by Author in Pack' makes more sense because we have several compilations available on the Forums, and many packs by singular authors feature the occasional collaboration level.

The proposal at the bottom of your post doesn't include the pack name (unless you are proposing that the "Position" line should include this).

In fact, I think we should at least consider including the pack name somehow; "Taxing 4" isn't very helpful when many packs have a rank named Taxing.

The obvious solution is to structure the "Position" line as [pack]: [rank] [number]. However, there are two issues: what happens when the pack or rank name is long, and what happens for packs with more complicated structures?

(Possible solution: read the full tree and structure the line as [top-level folder]: [sub-folder]: [rank] [number], and allow this to go over two lines if necessary.)

Quote
Quote from: Simon on July 13, 2026, 10:26:35 PMIf author is anonymous, you can hide the author line entirely

I'm about 50/50 on this. Printing 'Anonymous' is redundant, but it may indeed prompt an author to include their name.

I am not at all 50/50 on this. When a pack is single-author, the author's name doesn't need to be displayed on every preview page. The author can add their name on every level if they want, of course, but if they choose not to, the engine should not force them to. (If I were actively making levels at the moment, I would have complained about this very loudly before now.)

QuoteIncidentally, the latest NL Editor automatically populates the 'Author' field with the username from NeoLemmix/CE's settings. However, it's likely that not everybody will have the latest Editor.

No. If you want this to be a thing, take the username from NLEditorSettings; then for people who don't want it, it is obvious how to disable it.

Quote
Quote from: Simon on July 13, 2026, 10:26:35 PMRelease rate/spawn interval feels irrelevant. I'd ditch that entirely. I believe it's a leftover from Lemmings 1 because Lemmix replicated that screen and nobody had the guts yet to cut it.
Strongly disagree. It is in fact the exact opposite: it was removed from NeoLemmix and I had the guts to put it back in!

It was removed by group consensus after discussion, so you shouldn't have put it back of your own accord without discussion.

And the reason for removing it is clear: it's clutter, and it doesn't give the player any meaningful information while still on the preview screen, because they haven't seen the level yet, don't know what skills they have, where the lemmings start -- nothing except a vague impression of the shape of the level. The release rate becomes helpful when the level is opened and the player can begin to strategise. The preview screen also doesn't need to show whether the release rate is locked, because the player can see this as soon as they begin.

QuoteSave 14 of 67 Lemmings
4 Normal, 10 Neutral, 53 Zombie

Zombies can never be saved, so 4 normal + 10 neutral + 53 zombie should be displayed as "Save 14 of 14".
#3
Quote from: Simon on July 13, 2026, 10:26:35 PMStrict English punctuation can produce unclarity, too. Above, I wrote {"Save N",} instead of the rules-abiding {"Save N,"}.

The latter is only rules-abiding in American English.
#4
I played through the tutorial levels. Then I tried connecting as guest to see if I could get on a leaderboard for the tutorials, but doing this put me into a multiplayer lobby where I could, as far as I could see, only select from multiplayer levels. I tried one, Astral Steps, to see if I could play it as a single player anyway, and the level doesn't seem to have an exit.
#5
NeoLemmix Levels / Re: Lemmings Redux [Easy-Medium]
July 09, 2026, 02:01:16 AM
Wrong topic to ask this, but hopefully the mods can move the post.

All levels in Lemmings Redux have a height of 160, and that hasn't changed. Are you playing fullscreen or windowed? What is your desktop resolution, and is it scaling? Check the "settings.ini" document in the settings folder, and see what it says for ZoomLevel, PanelZoomLevel, WindowHeight and HighResolution.
#6
"Detachment" can either mean "the state of being detached" or "the process of detaching". If you read it as meaning the process, the name works fine.
#7
Those sound perfect!
#8
As I mentioned during one of your streams, the inconsistency ("20 lemmings" but "20 To Be Saved") bothers me, especially because this is something that was introduced in NLCE and is fine in vanilla NL.

But considering that nothing in the level stats is a title of anything (except of course for the level and rank titles), maybe it would be better to lowercase everything and capitalise only the first letter of each line (except when it's a number)?

And while we're looking at the preview screen, I prefer NL's uncluttered screen, with no release rate and no "Infinite Time". (Time limit should be pointed out when there is one, but this is very rare in NL.) Why were these changes made in CE, and was there ever a discussion?
#9
Site Discussion / Re: [SUG] Post feedback buttons
July 04, 2026, 11:13:22 PM
Do we really need a way to thumbs-down a post? I don't want this forum to go down that road.
#10
I'm pretty sure you're right and a basher and miner can mutually cancel in DOS (facing the same or opposite ways); I remember seeing this come up in challenge discussions, but I don't remember which specific levels.
#11
Quote from: Guigui on June 23, 2026, 02:21:26 PMThe more usual way to do this is to place that pickup skill where you want the lems to go, then make the use of that skill mandatory to solve the level.

That ignores UGO's specific goal: to make the pickup skill required for a talisman, but not required for solving the level.

I still believe that the methods I suggested could work or could be made to work, for pretty much any level. In case it's not clear, I'll go over the steps more carefully:
* Choose a skill that is not currently used, for example, digger.
* Add a section, enclosed from the rest of the level, with a pre-placed lemming and a separate exit. Set up this new section so the lemming can only be saved with a digger.
* Add a digger skill pickup.
* Now, if for example there are 20 lemmings in the main level, you can have a talisman for saving 21. This requires getting the pickup skill.
#12
It's already possible to require lemmings to go to specific places, in several ways:

* Buttons that unlock an exit. (If you want the buttons to be optional, for a talisman rather than for passing the level, you can have an open exit in the main part of the level, and a closed-off part with a locked exit, then have a talisman for saving all the lemmings in the closed-off part.)

* Pick-up skills that aren't required for the normal solution, but are required for a talisman. The most obvious way to do this is with cloner pick-up skills and a talisman for saving extra lemmings, but that is prone to introducing backroutes (unintended solutions). You could also have a trapped group of lemmings, and pick-up skills that would let you save them (which could be climbers, builders, or any destructive skill).
#13
Quote from: WillLem on June 18, 2026, 11:00:59 PMThis wouldn't be trivial to implement tbh. What would be the benefit of being able to see the outline in the case of hatches (which have a 1px trigger point)?
Currently, when an object is buried in terrain, then in clear physics mode you can only see the trigger area -- vastly better than nothing, of course, but it means you have to mouse over it to tell what type of object it is, and you don't get to have an overview of the level where you can see everything at once. Wouldn't it be nice to still be able to see object outlines?

Even if you don't want to do that, I stand by my preference for light hatches (and objects generally) and dark lemmings.
#14
Water trigger areas are bright magenta, with a darker shade used when they overlap terrain. I feel we should do a similar thing with hatches: bright normally (and maybe a bit more yellow to make them more distinct from lemmings), and darker when they overlap terrain.

Quickly guessing and trying some round numbers, (0x80, 0xC0, 0) and (0x48, 0x6C, 0) might be about right?
#15
In addition to what kaywhyn said, when you play two levels with the same ID one after another, the engine thinks you are still playing the same level and will start in replay mode. Sure, this isn't a huge deal as you can click to cancel the replay, but it's confusing for new players and best avoided.