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Messages - WillLem

#1
NeoLemmix CE 1.1 Update

OK, it's probably as good a time as any to finally get CE 1.1 released!

Here's what's new:

:lemming: Skill Panel

• Updated Save Count;
  • There are now 2 options, count down from SR, and count up from 0
  • If counting down from SR, once 0 is reached, show "+ n" normally, and total saved on mouseover
  • If counting up from 0, show {SR - saved} on mouseover, and total saved normally

• Added checkmark to Exit flag for when SR is met

• Added '+' character to panel font

• Replay "R" is now clickable to cancel the replay (including during Replay Insert mode)

• Added (optional) mouseover hints to all skill panel buttons

• Lemming counts are capped at '999' ('-99' for negative numbers) across the panel to avoid visual bugs when the lem count exceeds this number

• We now show Skill Count + Type in panel when cursor is over a Pickup (e.g. 3 BUILDERS)


:lemming: Level Select Menu

• Added Playback Mode button; this can auto-play an entire folder of replays for a selected levelpack, with various playback options

• Updated Replay Renamer (now known as Replay Manager) to include additional replay renaming options (including the ability to append the pass/fail result of each replay) when performing a Mass Replay Check

• Added Reset All Progress button, which resets all progress for a selected level/group/pack


:lemming: .nxrp Windows-File-Association

• .nxrp replay files can now be associated with NeoLemmix CE. When associated, clicking one will open NeoLemmix CE and load the level & replay, ready to be played back immediately!


:lemming: Hotkeys/Controls

• Added a Skill Button hotkey, which allows the user to map hotkeys to skill buttons 1-10 (regardless of which skill is assigned to each button)

• Added Nudge Viewport (Minimap) Up/Down/Left/Right hotkeys, with fully customisable pixel amounts for each

• Added an option to use Modifier + Mouse Wheel to framestep forwards/backwards. See this topic for more details

• Added a hotkey which, when pressed, allows the Zoom to cycle continuously rather than stopping at Min/Max. See this topic for more details


:lemming: Same-Lemming Assignment Overwrite in Replay Insert Mode - see this topic for more details

• Added an option to allow overwriting to same-lemming when in Replay Insert Mode
• For now, we assume that the player wants to erase all future assignments to the currently-selected lemming (this may be amended later depending on user feedback)
• When future assignments will be cut from the replay, a message is shown in the cursor info display


:lemming: Other Features/Bugfixes

• Full cross-compatibility with NeoLemmix 12.14 directories is now assured; CE-specific resources are embedded into the .exe so that it can be run from a NeoLemmix 12.14 directory, missing Sleeper sprites are handled gracefully, and NLCE recognises "replays" and "Replay" folders, as well as "sounds" and "sound" folders

• Physics masks are now baked into the .exe (they are also available in gfx for visibility purposes, but are only read from the .exe)

• Pickup numbers ar no longer displayed after a pickup has been collected (mousing over it still shows amount + type)

• Pickup image size can now be specified in the object's .nxmo (if necessary). Default values are used if no value is given in the .nxmo

• Added Yippee / Boing exit sound option

• If time is up and a lem is mid-exit animation, they transition to Sleeper

• Projection shadows now take skill assigners/removers into account

• Projection shadows are halted if the simulated lem reaches the top of the level (fixes this bug)

• Talisman buttons once again display correctly on Preview/Postview

• Resetting Talismans (from Level Select menu) now resets the Talisman button/tree node image correctly

• Removed support for NeoLemmix147Settings

• Reworded "Hide" options to "Show" and inverted bool. Existing settings are preserved

• Default window size now allows 2x Skill Panel zoom when in hi-res

• All dropdowns in all menus now use the full height of the form

• Removed "Minimal" hotkey layout and replaced with "Advanced"

• Classic Lemmings 'hobo' font is embedded into the .exe for program-wide use

• Improved text spacing on Postview screen


:lemming: Styles Updates

• Added xmas style Sleeper sprite

• Crystal trap_03 has been fixed

• Secondary animations for Bubble, Rock and Crystal traps have been updated (see this topic for more details)



Get the latest version here.
#2
OK, I'm going ahead and marking this one as resolved for now. The feature is present in CE 1.1; we can make tweaks depending on user feedback, and of course Simon is welcome to suggest further refinements if necessary.
#3
Challenges / Re: [Challenge] Lemmings 900
May 08, 2026, 12:16:46 AM
I'll start this challenge off with Lemmings (1991) played in NeoLemmix CE 1.1-RC1. I'll start at Fun 1 and take on every level until the timer runs out.

Here are the results!

Results
Fun

1 10
2 10
3 47
4 10
5 50
6 48
7 50
8 99
9 100
10 20
11 59
12 78
13 20
14 79
15 99
16 62
17 38
18 65
19 99
20 50
21 99
22 100
23 79
24 30
25 100
26 0 (skipped)
27 41
28 99
29 98
30 60

Tricky

1 99
2 40
3 98
4 99
5 100
6 5
7 73

Grand Total: 2,313


I skipped Fun 26 as there are only 2 lemmings available. I should also have skipped Tricky 6 for similar reason. The WAFD levels are also suboptimal for time:lemmings, so these could be skipped. I'll probably revisit this at some point soon and go for a more optimal run.
#4
Challenges / [Challenge] Lemmings 900
May 08, 2026, 12:05:18 AM
This challenge is inspired by Snooker 900, a rapid-fire version of snooker in which frames last no longer than 15 minutes, and each shot must take no longer than 20 seconds. The player with the highest score at the end of the 15 minutes wins the frame.

The idea with this challenge, then, is to save as many lemmings as you possibly can in 15 minutes!

The challenge can be played on any lemmings engine, platform, port, emulator that you wish. Just be sure that you can either provide replays (acceptable) or recorded gameplay (ideal) to corroborate your result.

The rules:

1) You can choose any levels you like, and don't have to compile them into a pack (although it would save time during the challenge if you do compile them first!), but the levels must already exist and be publicly available on the Forums.

2) You CAN use rewind, fast-forward, framestepping, and any other player assists that your chosen platform provides in order to solve the levels as quickly as possible.

3) Saved lemmings for each level are 'banked' only when the level is either completed or manually exited from. So, if a lemming is saved and then the level is rewound to before the lemming is saved, then that same lemming is saved again, it counts as 1 lemming having been saved. Similarly, if the same level is reloaded at any point during the challenge, the count for that level is reset to 0 (zero).

4) You must publish your level list before starting the challenge. If it's a custom list, please list every level that you intend to include in the challenge. If it's a particular pack or rank from a pack, you don't have to publish the full list, just state which pack/rank you intend to take on. Post it here in this topic so others can see which levels you have chosen, and then edit the post with your results once the challenge is complete. Please post your results per-level rather than just stating a total. Other players may wish to take on the same playlist and see if they can beat your score, and you are of course more than welcome to improve on your personal best!

5) The results must show how many lemmings were saved in each level. You do not have to complete the level itself, you can quit out at any time - just make a note of how many lemmings you saved in that level and then move on. You do not have to play every level in your chosen list - if it takes the full 15 minutes to play just the first level, for example, then just post the results for that level.

6) You must publish either your replays, or the recorded gameplay, along with the results. NOTE: The replay/gameplay does not have to solve the level, but must be complete at least up until the point that the declared number of saved lemmings for each level is saved. If the replay/gameplay does not corroborate your result, the result will be considered invalid.

7) You may NOT pause the 15 minute timer at any time once the challenge starts. Loading screens and time taken to select the next level all count towards the total time and must not be discounted under any circumstances. You may restart the timer at any time if you wish to do so, but must also reset the total number of lemmings saved to 0 (zero).

That's about it for now. These rules may be added to or refined over time as people take part in the challenge.

So, pick your levels carefully, set your timer, and see how many lemmings you can save in 15 minutes!
#5
Lemmini / Re: [RetroLemmini] NepsterLems
May 01, 2026, 11:04:10 PM
Version 1.8 Uploaded

One level has been updated for general platform compatibility.

:lemming: Black Hole 21 Final Frustration
• Moved terrain to left of entrance inwards by 8px to make it easier for Builder bridges to connect
• Increased skill count from 20 to 21 of each
• Reduced save requirement from 100 to 90 so that the player can use up to 10 Bombers

2 replays are included, a save-95 and a save-100. This level is still extremely difficult to solve and execute, but it's now much more compatible with RetroLemmini. Since the level has been ported over from NeoLemmix, where it's possible to solve it using backwards framestepping, skill shadows, and various other player assists not present in RetroLemmini, it seems right to make these changes.

Get the latest version of NepsterLems for RetroLemmini here.
#6
Lemmini / Re: [RELEASE] RetroLemmini 3.0
May 01, 2026, 04:36:06 AM
Version 3.0 update

We're on the home stretch! :lemcat: I'm very happy with RetroLemmini as it is now and will most likely enter a period of maintenance-only development for the forseeable future.

3.0 is a major update, as there are significant updates to the physics this time around which may affect replays and levels. There are also a few UI updates and bugfixes.

Here's what's new:

:lemming: Physics

• Left-facing Builders now place bricks identically opposite to right-facing Builders. In practice, this means that the bricks are 3px further to the left than previously. This is a significant physics update which will affect most replays involving left-facing Builders, and could even affect levels which rely on pixel-precise left-facing Builders (hopefully there aren't too many of these!)

• To account for the update to left-facing Builders, all left-facing sprites have been updated so that the sprite position relative to the actual position of the lemming now mirrors right-facing lemmings more accurately. This doesn't affect physics, but does affect how the lemmings appear to the player when they're facing to the left.

• Miners now check sooner for steel collision during the 'swing' phase (fixes this bug). This may affect levels or replays which involve turning a Miner using a OWW.

• Gadget priority is now hard-coded by general type rather than by individual gadget, meaning that wherever they overlap, the highest-indexed gadget in each type is the one that takes effect in-level (see this topic for more details). This should fix any levels that were broken by the previous hard-coded gadget priority. Meanwhile, Exits continue to override everything else wherever a trigger overlap occurs.

• Only the top-most visible pixel interacts with one-way-arrow objects. This prevents "Allow One Way" flags on hidden, invisible, or eraser terrain/steel from affecting OWW trigger areas. Levels and replays involving complex OWW/terrain setups may be affected by this.

:lemming: UI

• Music & Sound volume control is now logarithmic rather than linear, meaning that it's easier to make fine adjustments to the volume at lower levels.

• Visual SFX images are cleared at the start of the level, preventing them from continuing to be displayed when restarting a level.

:lemming: Styles

• Added Up/Down OWWs to SEGA.
• Added several pieces to Special.
• Added half-size water to Bubble.
• Updated Up/Down OWWs in Pillar to look more like the Left/Right counterparts.
• Added white OWWs to Brick.

:lemming: Editor

• RL Editor version 1.6 is included with the download. See the Editor's "About" dialog for update info.

A reminder of what's new as of 2.9.


Get the latest version here.

#7
Quote from: hrb264 on April 27, 2026, 06:56:45 PMWill this be in the next update?

Yes, I'll aim to get a release ready for this weekend.
#8
We seem to have consensus on everything except the vine trap animation. Anybody have any ideas regarding this? It would be nice to have the OG styles sorted for the upcoming RotL re-issue, so ideas and suggestions are welcome at this time!

To be clear, here's what's been (more or less) agreed so far. Any of these can be further revised if anyone has any suggestions. But, if no ideas from others are forthcoming, I suggest we go ahead with these:


Bubble trap


Crystal trap


Chameleon trap

Rock trap will stay as it is (i.e. more frequent drips)

We just need to sort out the vine trap. I still think my version is enough of an improvement, but if anyone has any better ideas let's hear them.

-->
#9
NeoLemmix Styles / Re: Style updates topic
April 29, 2026, 03:43:34 AM
Update to 'special' - added crystal exit as separate base/top images for upcoming RotL reissue.
#10
A quick comment regarding numbers.

I'd like us to aim for 120 levels (4 ranks of 30) for packs 1 and 2, but if push comes to shove I can concede that it might end up making more sense for one of the packs to have 100 levels. I'd probably suggest that we flip the script here, though, and make pack 1 the 100-level pack with 5 ranks of 20 levels. Reason: pack 2 is supposed to be the more difficult pack. There are more difficult levels than there are easy levels, and there will be less of an upward difficulty curve between ranks for pack 2. Ergo, it makes more sense for pack 2 to be bigger, and have fewer ranks.

The alternative is to keep RotL as a single pack, albeit with fewer levels than the existing version. This is the least preferable option IMHO. I'd rather source some duplicates from packs made around the same time as the original RotL (essentially making the 2-pack version something of a "best of" collection) rather than end up with what would essentially just be a slightly less bloated version of the existing pack.

It shouldn't come to that though. Hopefully, between myself, mobius and kaywhyn, we'll be able to re-approve enough of Proxima's shortlisted levels to make the numbers up without it feeling too much like we're keeping levels just for the sake of it. If at least one of us genuinely likes the level, that's good enough for me.
#11
Quote from: Guigui on April 23, 2026, 08:55:37 PMYes you're right, the firewall was blockinh NL from launchung via NLEditor. Solved now, thank you.

Glad to hear it, I'll close this as resolved.
#12
Quote from: Guigui on April 22, 2026, 10:23:09 PMAny idea what the problem might be ?

I've been unable to replicate this. Editor 2.0 correctly opens playtest levels in both NeoLemmix 12.14 and NeoLemmix CE 1.1 on my system.

"L'opération a été annulée par l'utilisateur" translates as "the operation was cancelled by the user", which suggests that something is stopping NeoLemmix from running on your friend's computer.

Best guess is that AV/firewall is blocking the .exe from running, or Windows has the app marked as untrusted. To fix this, NeoLemmix.exe will have to be added to the 'safe programs' list in whichever AV your friend uses. If that doesn't fix the issue, report back and let me know.
#13
@Proxima The 1-20 draft is looking good so far. I have only these comments to add:

Quote from: Proxima on April 19, 2026, 02:03:20 AM1-7 The Small Jail: From v4. Should we cut out one group of lemmings?

I would say don't cut a group of lemmings. The level's symmetry is part of its aesthetic and appeal.

Quote from: Proxima on April 19, 2026, 02:03:20 AM1-19 Lem Dunk: From v4. Increased RR and lowered save requirement, since we can't use (NeoLemmix) RR below 50.

We can use RR <50 for the NeoLemmix version, no need to change it. IMO, the RetroLemmini version can be different in this regard.

Quote from: Proxima on April 19, 2026, 02:03:20 AMPipe Dream: Not sure about including this, but if we drop "Gotta Save 'em All!" this could replace it so we still have a bubble level in the first 10.

Of the two, Pipe Dream is easily the better level, but "Gotta Save 'em All!" has a better title. Feels like it (the title) should be used somewhere.
#14
NeoLemmix Levels / Re: [NFNL] Insane Steve's World
April 17, 2026, 03:09:13 AM
Quote from: Piedro0 on April 16, 2026, 10:24:44 PMNope, still not loading. Maybe it's because i'm using CE?

It's not a CE issue. ericderkovits has tracked down the cause of the error you're seeing: it has to do with the piece names in the style itself. In the actual style, the piece names don't have underscores, but in the levels that use this style, for some reason underscores snuck in.

Eric's now fixed this and sent the levels to me via Discord (which you're welcome to join). Download the attached levels and replace them in your copy of the pack.

@kaywhyn Would you be happy to replace these levels in the OP attachment? Thanks.

#15
OK, so Proxima mentioned on Discord that we can start suggesting levels for Pack 1 Rank 1, particurly those that might make good X-of-each repeats.

These would be my top picks:

9 Ways To Live - perfect start to the pack, an excellent take on tutorial levels in general
Over or Under - provides an interesting challenge, and multiple possible ways to solve it
Snowy Caves - snow levels usually aren't my favourite, but this one is very well put together. 20 of each is excessive though, 10-15 would probably be fine
Pipe Dream - this gets more interesting the more you look at it. I'd probably suggest reducing it to 3 or 4 of each
Lemmington Spa - presents multiple 'get down from there' challenges in a single level, but isn't too difficult for the first rank by any means
Surrealism - probably my favourite level visually, could be good as a 2 of each
Neighbours - rock levels usually put me off, but this one is very well done as a 'use this crowd to save that crowd' challenge
Let's Play Lemmings! - very good pillar level, well put-together and requires use of several different skills to get a basic solution. Shame it doesn't make use of the OWW, but other than that it's a decent candidate for inclusion
Crystal Caves - this one's a classic custom level, and makes for an interesting challenge given only 1 Basher
Lem Dunk - a favourite of mine, just a shame it isn't possible to save 100%! :(
Minesweeper Lemmings - include it for sure, maybe reduce the X to some amount that makes the level require floaters?
THE FEARSOME FOURSOME - excellent level, a great multi-tasker with many possible solutions, perfect for X of each

In general, my criteria for X-of-all repeats would be: how many different skills are needed to create a basic solution? If the level can be done with just one or two skills, it's perhaps either not worth including, or the X amount should be reduced so that other skills need to be used.

That's it for now, I'll report back more when I've worked through more of the pack.