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Messages - Guigui

#1
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.
#2
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.
#3
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.
#4
Congratulations to the winners !

This was nice competing with you and watching Simon streams.
Hope to meet you again next year.
#5
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.
#6
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.
#7
Quick thoughts that come to mind.

Is no time limit better than infinite time ?

The color for spawn inter is a bit too flashy, it makes this info stand out too much.

I'll leave the capitalization to English expert, but also asks the question of spacing around the : character.
In France it is one space before and space after.
Author : Anonymous

The flashy color can actually be used for the time limit when there is one, because this info should stand out.
#8
Quote from: IchoTolot on July 07, 2026, 07:17:16 PMI thought a bit about the main 5 difficulty ranks, how do people feel about:

Belonging → Detachment → Withdrawal → Alienation → Isolation

The thrid step I found difficult.
I also thought about "Disconnection", "Estrangement" and "Apathy".
The first 2 are a bit close to the other words though and I think slightly prefer "Withdrawal" to "Apathy".

I'm not sure the successive ranks are supposed to show the path of increasing detachment ?
If yes, then I'd say the first step Belonging → Detachment is a bit brutal, whereas all the other steps show increasing degrees of detachment, this one shows two opposite words.
Maybe change belonging for a slighter form of detachment, or add an intermediate ?

Apart from that words sounds fine, and I'm still not sure I get the meanings right.


#9
I think it'd be better to continue the discussion on the 5 levels demo in the correct thread.

Quote from: HPWsoft on July 01, 2026, 04:56:37 AMFor Fizzles, I still want to keep the core direction mobile-first and more real-time than NeoLemmix. I do not currently plan to make paused skill assignment part of the main gameplay, because that would change the feel of the levels quite a lot.

But your concern about the moving skill popup is very valid. If later levels offer four or five possible skills at once, clicking the correct icon above a moving Fizzle could become too fiddly, especially on touch devices. That is something I need to handle carefully.

Possible solutions could be larger skill buttons, a more stable popup position, better spacing, limiting the number of visible choices depending on context, or another mobile-friendly selection layout. The goal should not be to make players fight the interface. If a level is difficult, it should be difficult because of the puzzle decision, not because the correct icon is hard to tap.

So I will keep the pause design as a separate question, but I fully agree that the skill selection UI must stay readable and reliable once more abilities are available.


Another solution to make assigning skills easier may be to allow to assign skills from the non-moving bottom skill bar in addition to the popup above fizzle ?
Select a (moving) fizzle, have the (non moving) bottom bar highlight which skills are currently available to that fizzle, click on the bottom bar to assign skill to the selected lemmings.
This could be a flow different from Lemmings and not too prone to wrong assignements.
#10
Curious to know if Ichotolot got intended solution on DECIMATION ?

At least curious to know if the left exit is used at any point during the level ?
#11
About planter bug on stage 5 demo, I'm sorry I cannot reproduce it now, and have no way to record it either.
It happened when I used all the planters, and the ending point of one plant was treated as a ice block (turn the fizzle around). It may be interesting to note that this bug only appeared for a single fizzle : all the others walked through that point with no problem, but a single one made the turn and was stuck in an infinite loop. I'm not sure sure if this one stuck was the one that made the plant itself...

About the whole pausing thing I must first say I am certainly way too much used to NL. Now that I pay attention to it, I notice that I tend to assign almost all my skills by pausing the game. Looking at other people playing I can say that, for instance, kaywhyn does not do that as much as I do.
Still I fear this can cause trouble to players, mainly because the fizzle you want to assign a skill is moving, so the button you have to click is moving too !
Later in game where there will be 4 or 5 skill icons available to assign in that moving pop-up bar above the fizzle, one will have to be very careful to click the correct moving icon !
#12
Lemmings Main / Re: Farewell lemmings fan.
June 30, 2026, 08:33:57 PM
Oh, it is sad to see you go that fast heart66.

Though I must say I totally relate to being addicted to some gaming stuff to the point of needing to be disconnected from it by someone else.

Once I was addicted to this mobile game called Puzzle and Dragons (best strategic match 3 puzzle game btw, try it, or not !). I could quit it when I gave my account to a player friend who takes care of it ... since more than 10 years now !

Then I was addicited to online chess.com. That was crazy playing chess instead of working on the computer, really bad for everyone. I asked the site to ban my account, then asked a friend of mine who's good at PC things to almost physically block this website access on my machine. I dont know how he did it (and dont want to), but now every time I try to access chess.com I get 404 error.

In both case, a short break from the addiction was enough to regain life control, meaning the addiction was not that bad but still needed fixing. So yes, if you find that the forum is taking too much away from your life and cant help yourself quitting it, asking for other people to do it is perfectly fine.

I also thank you for your level pack, me and the kids have fun playing through it slowly. The levels are accessible but always require little sneaky details that make them interesting, so yes a good time for everyone.

Cheers and thanks again for all heart66 !
#13
I'm sorry I have no real idea on the scoring and unlockables aspect of the whole game yet as I think it may be hard to give before playing a good chunck of the game and seeing how hard levels are.

I tried the 5 levels demo and, coming from Original Lemmings and NL, I find the lack of time manipulation tools awkward. I'd at least give the ability to assign a skill while the game is paused. It is kind of awakard to have to unpause the game to assing skills, then pause immediatly after to start thinking again.
Also certainly give a keyboard shortcut for the pause bc going to the pause button may loose wome precious time and make you miss the skill assignment deadline if you miss the button !

Finally in the level 5 of the demo with the builder-like I noticed a bug where some Fizzles will turn when walk on the extremity of a "bridge" set under them. I call it a bug bc some Fizzles turn at this spot when others dont.

Oh and I must also say this is a nice touch to have the builders "instant" in the sense that a fizzle coming right after a builder will be able to get on the bridge. This does differentiate Fizzles from Lemmings and will avoid many headaches to players.
One must also acknowledge that the very long time builders take in Lemmings is also the source of many good levels and tricks, but here this will make the game overall easier and I think this is what you're after.
#14
Oh great, thank you for clear answer kaywhyn. This will definitely spares me some headaches on the issue I'm currently facing !

If anyone has a little more indepth but not overcomplicated explanation about why this is impossible, I'd like to read it.

As for destructive cancelling each others, we could also mention 2 facing bashers that will cancel each others !
#15
mod edit: Changed topic title to be a bit more descriptive and to reflect the question regarding the 4th scenario in Guigui's post

Consider the joined picture where the bottom lemming will bash through, and the upper lemming will dig down. There are different outcomes :

1) If you trigger the digger early, then the basher can stop in the digger pit and only the digger will continue.

2) If you trigger the digger later, then the digger can stop in the basher tunnel and only the basher will continue.

3) I know this is also possible to have the digger and the basher crossing each other's way without any of them to stop. I think there was a level devoted to this in the NL Introduction Pack by IchoTolot.


Now the question is, what about the 4th outcome where both the basher and the digger will stop when they meet each other ? Is that possible ?

I cannot achieve it yet, but I'm not sure because the basher animation is quite complicated and it may depend on which animation frame they cross each other...