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Messages - Flopsy

#1
Contests / Re: Level Design Contest #34
September 27, 2026, 09:11:54 PM
I think the collab idea based on contest #3 is a great idea too, I never got a chance to participate in the original one but Wafflem did and he liked the format I believe.

Myself and Wafflem have made many levels using the Contest #3 format and it is such a good system for making levels that we have made 2 level packs based on the format (MegSEBytes and MegSEGAbytes). I'd be up for entering the contest but I'd need a new user to buddy up with as Wafflem won't be available, or is it random who we work with on the contest?
#2
20/9/26: Gotta Go Fast v2.00 is out.

A long awaited fix to Chilli Dog 5 "Whodunnit?" which has remained unfixed for nearly 5 years.

New pack download attached to first post in topic  :thumbsup:
#3
Just to expand on what Simon said, I am off on weekends anyway. Booked the Weekdays 22-26th Feb off so I am available all the days Simon says he is available above.

Going to be a good week!  :lix-winktongue:
#4
Contests / Re: Level Design Contest #34
September 18, 2026, 09:04:20 PM
Quote from: kaywhyn on September 18, 2026, 03:09:39 AMA previous rule can be used except C1, C3, C8, C12:3, C13:1, C13:3, C15:1, C17:1 (R3

I got this list from the contest 24 topic detailing the ruleset, I just copied over what that said.
#5
Looks like we picked a good date for this then. Hope you can make it geoo  :lix-cool:
#6
I know I kept meaning to make a Lix multiplayer session and this time I am bringing true on it!

Myself and Simon (and Kingshadow) have agreed to play on Saturday October 17th at 5pm UTC

All are welcome and for those who are new to it, it is recommended you download Mumble for the voice chat aspect of it (optional but will improve session experience!). The Mumble server info can be obtained by PMing Simon on the forums.

Who's interested in playing? (so we can know who to expect)
#7
Contests / Re: Level Design Contest #34
September 09, 2026, 11:11:15 AM
Quote from: Armani on September 09, 2026, 09:38:01 AM@Flopsy

I think R3 for Contest #13 should be changed from "Official tilesets only" to "Without using any official tilesets."
I'll leave the link to the Contest #13 topic here: https://www.lemmingsforums.net/index.php?topic=3359

 :forehead:  :thumbsup:
#8
I think Auto Screen Start is a great option to have but I find myself always having to tick it myself on every new level I make.

It's not a big deal but being able to have an option in settings to always have this option ticked would be of great help to me.

Apologies if there is already a way to do this but I didn't see it in settings.
#9
I am aware of the auto feature, I'm a little old school though and prefer to load replays from file, it's the way I test levels, I make multiple replays so I can back route test at the same time.
#10
When selecting to test levels in the editor, on the level preview screen. Selecting load replay or using the hotkey to attempt to load a replay fails to function and doesn't do anything. I have to resort to saving the level and go onto the NL player itself as a workaround at the moment.

This bug has been occurring for a while but I had to do an entire fresh install on NL last night due to computer failing to start NL at all. I noticed this bug was still occurring following this.

I'm running v2.2.1 of the Editor and v1.1.3 of NL CE.
#11
NeoLemmix Styles / Re: Yet More Faithful Styles!
September 06, 2026, 10:06:30 PM
Hey dex, loving the Cake tileset. You timed this release well to co-incide with the recent Contest rule which actually expects us to make a birthday cake style level.

It's a shame there is no flame to put on top of the candles, it would be a nice touch to this tileset if this were to be added. Especially seeing as the exit has lit candles on it  :thumbsup:

I did search other tilesets in the editor but nothing really fit, the closest match I got was the lanterns in the Proxima persia set but they were a little too big I found.

Otherwise this tileset is top quality and will make a great quality R2 contest level for me  :8:()[:
#12


So when I open the editor and click Rulers for the first time. This error pops up, I have to click ignore twice to clear it.

The first 9 slots in the editor piece display show the skill masks up to the glider one and the remaining 11 slots still shows terrain pieces (or whatever you were on prior to clicking Rulers).

Clearing the error will cause the ruler pieces to display in all slots again but with 2 pieces not displaying correctly.

The Ruler pieces still display but the vertical line one is blank for me and clicking this re-produces the error message again.
The horizontal line one is also not displaying correctly and is a bunch of dots, this also produces the error if clicked on.

#13
Contests / Re: Level Design Contest #34
September 05, 2026, 03:16:07 PM
After further analysis of R3's possibilities, I've determined that the following contest sets are comfortably possible.

9 - Only new NL skills (R1), Only 1 Lemming (R2), Exactly 2 types of skills (R3)
10 - No permanent skills (R1), Fun/Tame style - 6 skills at least with at least 10 uses (R2), Contains at least 2 different NL objects (R3).
11 - 2 Lemmings, at least 1 perm skill, no more than 1 use of each perm skill (R1), All skills have 1 use only, no pickups/preassigned (R2), No Constructive skills (R3)
12 - 1 minute time limit at most (R1), No Bashers/Fencers/Miners/Diggers (R2), VGAspec level (R3)
13 - Must reasonably tileset mix (R1), 2 intended solutions (like They Just Keep On Coming from Orig) (R2), NON Official tilesets only (R3). (Thanks Armani! :) )
17 - Must use a tileset you never used before (R1), 1 perm skill/1 const skill/1 cont dest skill/ 1 sacrificial skill/1 instant skill (R2), Level must be made with only one piece of terrain used over and over (R3)
20 - Symmetrical horizontal and vertical (R1), 10 diff skill types/5 of each at most/all must be used (R2), Fake Disjoint union - looks like disjoint but there is interaction between them via gaps in steel etc. (R3)
21 - At least 3 jumpers (R1), 1 hatch + at least 2 exits. Lemmings must equally use all exits eg. 30 lemmings - 15 in each of the 2 exits. (R2), Terrain resembles landmarks, famous characters, pop culture etc. (R3)
26 - Level contains only steel, objects are fine (R1), Infinite jumpers in skillset (R2), L2 tileset and L2 skills - must use steel terrain only to satisfy R1 (R3)

The following sets are considered possible somewhat but would have a very big restriction on what you can do and would be considered not comfortable.

15 - 2 levels, one is the inversion of the other (R1), Miniature size 240x120px 5 skills total (R2), No classic skills allowed (R3)
16 - Height must be 3x the level width (R1), 2 min time limit - lemmings must travel 640 horizontal pixels (R2), 3 hatches must save 2/3 of total lemmings (R3)
18 - You need to pick an official level which has only 1 hatch and 1 exit, no steel and no OWA. And it must only have 2 different skills on the skill panel (Thanks Proxima for proving it can be done)
List of levels which fit in Orig Lemmings only (thanks Proxima)
This list only includes Orig Lemmings, levels in Oh No and Holiday Lemmings could also be eligible but not listed here.
(Levels in parentheses have purely decorative steel; you'd have to ask the contest organiser whether this is okay)
<Levels in angle brackets have a purely decorative interactive object; same applies>
Fun 1, 2, 3, 4, 5, (6), 7, 8, (12), 13, 14, 16, 19, <20>, 22, 25, <26>, <(30)>
Tricky 1, 2, 3, 6, 7, (8), (11), 12, 14, 15, 16, (17), 18, 19, 21, 22, (23), 24, <(25)>, 30
Taxing 3, 10, 11, <(12)>, 14, 15, 20, (23), (24), 25, <(27)>, 29, 30
Mayhem 4, <7>, 11, <13>, 17, (19), 20, 21, 22, <(24)>
19 - Only 3 total non perm skills allowed, no limit on perm skills (R1), Level must spell out your name (R2), 1 regular Lemming, save req of 2, neutral/cloner use needed (R3)
23 - X of Y skills level - X>10, Y<5 or equal to (R1), Miniature level 240x120px 10 lems max, 1 min time limit (R2), 2 tilesets must be used and be clearly confined to one side of level and other on opp side. (R3)
30 - New tileset you haven't used before (R1), Only Bashers, Diggers, Miners can be used (R2), L2 Classic tileset level, 60 lems, locked RR, classic skills only (R3) You can technically only select this one if you have never made an L2 Classic level publicly before.
32 - 2 levels exactly the same with different solutions and skillsets (R1), LPVII tilesets only (R2), 10 total skills, at least 5 must be perm skills (R3).

It should be noted that Contest 24 is an interesting case because it allows substitution of a rule which is prior to Contest 24 with some exceptions.

24 - 1 new skill alongside the classic skills (at least 2 classic skills) (R1), 200,000sq pxls - reasonable amount of level must be used (R2), A previous rule can be used except C1, C3, C8, C12:3, C13:1, C13:3, C15:1, C17:1 (R3)

If picking contest #24, for 24R3, 15R3 isn't allowed due to it clashing with 24R1, whether or not you have entered a level for 15R3 before.

These sets are considered impossible pretty much.

14 - R1 states 3 hatches, R2 must have 2 hatches.
22 - R1 requires official tileset, R2 requires custom tilesets.
25 - R2 requires you to only use 10 terrain pieces total in the entire level but R3 wants a recreation of a physical object using terrain. Again may be possible but it's probably not going to look pretty.
27 - R1 restricts to constructive skills and bombers only, R2 requires you to use swimmers.
28 - R3 requires the level to be a miniature 160x100px yet you have to make the level depict an animal AND have 4 hatches with an exit in the centre. You're welcome to try this if you want but the level is going to be way too small for any of this to make a good level.
29 - R1 states no teleporters, R3 requires teleporters. This set is still possible in Lix though.
31 - R1 says you need to use new objects ---> you need non-original tilesets. you you are forced into "only classic skills&objects + custom tilesets" for R3 which is not possible (Thanks Icho!)
33 - R1 requires use of climber and floater, R2 says no permanent skills.

This list might be open to dispute but I've done the preliminary ground work for you to weed out the rules which might make good entries  :thumbsup:
#14
Contests / Re: Level Design Contest #34
September 05, 2026, 01:01:05 PM
Quote from: IchoTolot on September 05, 2026, 12:27:50 PMYou can use Proxima's topic for previuos contest's design rules as an rough overview - it goes up to contest #30 right now. For the exact rule details, please look into that contest's topic though.

I've added Contests 31-33's Rules in a separate reply at the bottom of this linked topic now.
#15
Contests / Re: Previous contest design rules
September 05, 2026, 12:56:14 PM
Added in the rules for Contests 31-33 due to R3 in Contest 34 revisiting the entire list.

C31R1: Make a level that uses at least 2 types of newly introduced objects. The 5 new object types are: - Portal - Assigner - Deassigner - Neutralizer - Deneutralizer
C31R2: Make a level under the following conditions: - You can only use destructible terrain pieces on the left half of the level. - You can only use steel pieces on the right half of the level  - Can also be top/bottom, doesn't have to be just left or right!
C31R3: Make a level with either: only classic skills&objects + custom tilesets OR only non-classic skills&objects + official tilesets
C32R1: Make 2 levels using the exact same terrain and objects, but with different solutions. The skills given, lemming count, possible timers, save requirement and release rate can vary between them.
C32R2: Make a level with one of namida's LPVII tileset. Those tilesets are namida_crypt, namida_dungeon, and namida_organic. Pick ONE. No slider/laserers. Only objects/music found in LPVII allowed.
C32R3: Make a level with at most 10 skills where at least half of them are permanent skills. "Total skill count" counts here: So like 5 climbers and 5 miners is a viable option.
C33R1: Make a 1-of-everything level in the classic 8 skills. All of the classic skills have to be used in the solution. Use one of the official sets: L1/ONML, L2, L3, PSP, etc. No tileset mixing allowed! Restricted to classic objects only, so no pre-assigned hatches, no limited exits, no pre-placed / neutral / zombie Lemmings, no pickups, no up OWAs, no down OWAs, no one-way forcefields, no teleporters, no updrafts and so on!
C33R2:  Exactly 2 entrances. Exactly 2 Lemmings - no neutrals/zombies. Exactly 2 exits - Both exits need to be used in the solution! A save requirement of 2/2 - no cloners allowed! No permanent skills (climber, floater, glider, swimmer, slider, disarmer and runner (Lix)). The Lemmings must work together in some way - so no complete disjoint-unions! The trapdoors/exits clearly need to function as 2 different trapdoors/exits and not basically the same trapdoor/exit. Otherwise the distance between them does not matter. So don't try to game the rule and stay within the spirit of it!
C33R3: Make a "classic" level in the L3 Biolab set (+ background) with only L3 features.