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Messages - Guigui

#1
NL CE 1.1.2

When using Playback mode : pause the game then rewind to the beginning with the F1 shortcut. At this point I can not exit the pause with the [space] shortcut key, I have to use the pause button in the toolbar.
Not a big issue but may be worth mentionning.
#2
NeoLemmix Levels / Re: Lemmings Plus Series
August 16, 2026, 01:52:51 PM
I played through the first rank of the Lemmings Plus Alpha pack.

Having only cleared Lemmings Plus I by namida, I think this is a huge step in difficulty. It also looks like this is the latest entry in the Plus series and I can say that we see here all the expertise in level crafting gained by namida throughout all those years. All levels are really well crafted, quite small, pose immediate and clear problems that require lots of thoughts to be solved.

Playing them is really a fun time and many time I had to resort to the "keep thinking about the level for one day or two until you find a solution while doing something else" method. You know a game/level is good when it occupies your brain even when not playing, great job namida !

Also it looks like I am not good enough to find regular solution and I often had to resort to obscure tricks leading to backroutes. Here is a quick breakthrough :

Spoiler
Mutilation 1 Good one to start, not too hard if you do not neglect the middle hollow part like I did for too long.

Mutilation 2 This one, as all height-gaining levels, gave me many troubles. I finally got it with certainly a backroute since I save an extra lem and have a platformer left, also make maximum use of those cloners. Maybe the zig-zag miner was supposed to be made in the right wall instead of the left ?

Mutilation 3 I save +3 lemmings here beause the timing is quite lenient. I made the splatformer from the left well instead of from the center balls part.

Mutilation 4 Doable when you find how to make 2 turns to free the crowd. I do not use the center arrow part and have a basher left, not intended ?

Mutilation 5 This one took me two days I think. Using all those diggers to contain the crowd and isolate a worker at the beginning is a real good move ! My ending solution sounds a bit hackish as I use the last builder only to prevent lems from falling between diagonal pixels.

Mutilation 6 Hard one again because of height gain. I save all instead of 18/20 and have 2 skills left, so I could not find what I was supposed to do...

Mutilation 7 The ceiling route was one of my first option, but then again isolating a worker with digger was the issue. Nice use of the last lem.

Mutilation 8 Once again dig to delay. Setting the first basher was not easy but doable with framestepping.

Mutilation 9 Not need for cloner as the title says. Setting RR to 99 at the start was enough to isolate enough workers.

Mutilation 10 At first I was trying to get higer in the tubes structure but no success. Going throught the middle route works better and allows to save 3 skills, hackish I think.

Mutilation 11 Once you understand how to do the starting stack/platform structure, everything fits into place perfectly. Good one !

Mutilation 12 Needed a few hours to realize that I had to midair-bomb somewhere, the save req told me that, but where ? Then it took me at least 2 days to realize that the climber has to handle both crowd, he is a hero !

Mutilation 13 Watching the solution of this one is not really impressive, but it also stuck me for a very long time. For some reason that last blocker that both turns the crowd and make a dent in the terrain after bombing eluded me...

Mutilation 14 Easier level thus far, solved by improvisation and the "simply overcome any obstacle in front of you" method. I also have skills left, so I think this was not the intended way.

Mutilation 15 Again a long solve, the air-miner used to remove terrain right above your head is tricky. Acutally I found it but kept using it on the snowman for some reason  ??? Stupid me, especially considering that I had already realized that the left way would be better and that only 2 pixels prevented me from climbing there...

I'm joining my Mutilation replays. Also some Decimation replays but I'm stuck on Decimation 9 Return to Gemland, there are just too many ways to build over those gaps and I am yet to find the correct one.
#3
Quote from: WillLem on August 08, 2026, 06:41:22 PM@Proxima - I'll probably start including your compilation with CE, after making the updates you've suggested in your OP.

Every now and then, someone asks about the OG levels. Many people probably don't ask, but still want them. Let's just provide them once and for all.

I can confirm that getting the original games to run on modern machine quickly leads to this forum and NL. At first newcomers most certainly want to replay those games before even thinking to try user made content.
That was my case some months ago and I was a bit disappointed that the original games were not all readily available.
#4
Help & Guides / Re: Trying to 100% ONML
August 08, 2026, 04:25:27 PM
I can not play the level right now and have not tried  the 100% on it.

First idea that comes to mind would be to flood the wall area, assign diggers fast enough so that one Lem gets through by stepping up a less than 6 pixels step, then have him dig cleanly at the end to allow climber.
Not sure how to stop the first diggers though, I may be totally wrong here  :-[
#5
In the file menu, is it possible to add an 'open recent' rolling menu with sometimes like the ten last levels worked on ?

All editors I use outside NL have this handy option, and I miss it here.
#6
This sounds fine for a try.

Another suggestion for keeping or erasing replay may be to use the popup already existing when closing a level within the editor.
Instead of asking to save the level, ask if save level+replay, save level only, or save none.

Also is the auto_playtest folder inside the replay folder or in the main directory ? Inside replay folder would make things cleaner.

Finally on a side note I'm wondering where are the current replays stored ? When the playtest is done it simply disappear as far as I know.
#7
Oh yes, clear the replays only when the editor is closed looks like the best option.

Also giving the option to choose whether to keep or delete works for flexibility and user comfort.
#8
I think save and load replay in any case. The main aim is to not have to replay the level up to the point where modifications have been made, so no problem if previous play was not a solve.

As for keeping a single replay or a full set, I still think a single would be enough.
If I want to make a solution folder, I can make the effort to click the 'save replay' button, and store the replays where I want to keep them.
#9
After playtest, I can say that the level has some interesting twist in it. It has a regular solution which is quite open-ended, and three talismans which makes it almost 4 levels in one.

Bronze talisman is a neat solution that took me too much time to find.
Silver talisman is a strict timer one, it has at least 2 solutions and is not that hard.
Gold talisman has a more lenient timer but requires using more parts of the level, I found a neat solution too which requires using those blockers effectively, there are certainly other ones as UGO said mine was not exactly intended.

In the end it is a pleasant level with many things to think about, good job for a first try  :thumbsup:
#10
I think namida's suggestion would mean there is a replay file saved somewhere for each level created with the editor.

Actually I do not think this is necessary. The main idea was to have the replay loaded when one quits playtesting a level, makes some changes in the editor, and then comes back playtesting the level again.

This is just to spare the time of playing the level again and again when spending a long time creating it. But I see no need to have a replay autoloaded when I edit a level I worked on some days/months/years ago.

So yes, I think a single .nxrp file which vanishes whenever I close the editor or load another level is enough for my needs ; that is unless another level designer thinks otherwise.
#11
I also use LMB to 1 frame skip a lot. I even set RMB to 1 frame back skip.

Now that I come to think of it, the clash for LMB is actually triple : cut replay, skip, assign.
I switch to hotkey for skip only when I want the cursor to be over a lemming during the skip, so this does not clash with assign.
I only see the replay as a mean to get faster to a certain point in the level to try something else after I cut it. In this sense the replay cut is a point of no return after which I take back the control of the level.
Insert replay changes a lot of things in that regards, but I'm willing to try it.


I fear how beginners will understand his though.
Every single new player I know, me included, had a hard time understanding the replay idea where getting back in time does not forget the future.
Now we add another layer where taking back the control of the level by playing it via assignment does not forget the future either. An example of how this may be very hard to understand :
- this obstacle may be handled with either a bomber, or a builder.
- lets try the bomber. ... Well this was not such a good idea.
- rewind, it is handy instead or restart all, thanks, and try the builder.
- skip the builder animation, it is handy thanks.
- what ?? I end up with an already destroyed bridge and I have lost a lemming ??

This is very weird when you think of it this way, fear this may unsettle newcomers.
#12
Your method of implementations sounds good.

I would add : delete temporary replay file when the editor is closed, or when a new level is loaded within the editor.
This way you always create a single temp replay file which vanishes when you end your work session with the current level.

With this method, you do not have a replay auto-loaded when you start working on another level. But this is not a problem imo, because then you do not have your intended solution (or close) autoloaded when you start working on this level, instead you have a fresh start and this helps tracking backroutes.
#13
Congratulations to the winners !

This was nice competing with you and watching Simon streams.
Hope to meet you again next year.
#14
My 2 cents.

Replay annoyed me the first week I spent with the game.
Then I understood how it works and use it at all the time.

Never tried insert replay though, mainly because I do not even know how to trigger it. Also I have trouble imagining how inserting an assignation may not break the rest of the coming replay. Though about this point I trust everyone saying this is actually useful, so I plan on trying it when I finally find how to trigger it !

Finally I am very used to airclick for replay cancel and never use anything else, please do not remove it.

On another note, sorry if it is not the right place to mention it, I'd appreciate if replay carries when using the editor.
To be clearer : create a level, playtest it, exit to editor to make changes, play test the level again and find your previous replay ready for you.
#15
Lemmings Main / Re: Hi, my name is …
July 22, 2026, 11:50:28 AM
Welcome aboard VorticonCmdr.

We'll be glad to discuss any lemmings stuffs with you, be welcome to share your experience with the games.