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Topics - Guigui

#1
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...
#2
Hello,

A friend of mine installed NeoLemmix 12.14 and NLEditor 2.0 in the same folder. When he creates a level and tries to playtest it via the "Play Level" in the editor, he gets the following error :

Error: Starting NeoLemmix.exe failed or was aborted
Also in his main directory with NL and NLEditor, he has a file named ErrorLog with the following content :

20260422155035
System.ComponentModel.Win32Exception (0x80004005): L'opération a été annulée par l'utilisateur
à System.Diagnostics.Process.StartWithShellExecuteEx(ProcessStartInfo startInfo)
à System.Diagnostics.Process.Start()
à System.Diagnostics.Process.Start(ProcessStartInfo startInfo)
à NLEditor.NLEditForm.PlaytestLevel()

Any idea what the problem might be ?

For now he launches the created level manually with NL 12.14 to playtest, but it is quite annoying.

#3
I've always had a hard time deciphering which skill is included in a pickup, to the point that most of the time I have to actually pick it up to check which skill it is. Is that just me ?

Simple suggestion : display the skill type and its number in the panel when mousing over the pickup icon ?
So if you mouse over a pickup that gives 3 builders for instance, you'd see "3 builders" written in the panel, the same way you see lemmings types and skill description when you mouse over them.
#4
First I need to give many thanks for the new Style Refresh feature, it is brilliant.

Next in the styles selection folding menu, I understand that the original styles are at the top of the list, and that some special styles (named Special_xxxx) are at the the end.

Here come things :

1) Is it on purpose that the WL specific styles are also at the end ?

2) The lower-case styles are sorted after the upper-case ones. This makes it harder to find some styles if one does not remember how exactly they are written. Screen :



3) I created a new style named "Sonic", upper-case, and it appears among the lower-case ones. Screen :



4) In this new style "Sonic" I created no object at all, so it uses the default ones. But the exit does not appear in those default objects. Though the flag appears twice. This is the case with most styles I tried that do not include their own exit object. Screen :



5) Finally, the number of available styles is huge. Why not make the unfolding menu much higher to see much more of them at once ?

#5



My kids watched too much of me creating levels ! So they wanted to try to create levels of their own, and somehow succeeded.

Here is a compilation of 11 levels made by them that are awkward for sure, but actually enjoyable to solve. One may even need some thinking to do so ?

The .zip file is a bit heavy because it includes a very important soundtrack for one of the level, kids music tastes are what they are... Just unzip in your main NL folder.

The levels were 100% created by them, I just helped them using the editor and finding english names for the levels.

The pack is split in 2 ranks :
* Val from the first 3 letters of the name of my 7yo kid. He likes fire!
* Max from the first 3 letters of the name of my 10yo kid. He likes teleporters!


Here are two screenshots for you to taste their ingenious level design :

Val's Fire Burn More :


Max's Boat :


We hope you can spend a nice 20 minutes solving those levels and have fun deciphering how kids brain work.
#6
Sorry if this has already been suggested, I could not fin it.

As a third alternative to show the number of lemmings already saved compared to the required number, why not use a "saved/required" syntax in the skill panel ?

So for instance in Just Dig if you have already saved 3 lemmings, the panel would show "3/10".

The negative saved count in vanilla NL is nice, but still kind of weird to use a negative number. And the alternative offered in CE forces players to mouse over the saved count to see the required count. With "saved/required" you see all infos at once.
#7
Closed / [-][SUG][ED] Rename NLEditor to NLEditorCE
February 01, 2026, 06:49:26 PM
why not renaming the exe file NLEditorCE ?
The CE suffix would allow this editor to not overwrite the regular editor exe if they are run from the same folder as you're currently working on.
#8
Split from this topic: [SUG][PL] Modifier + Mousewheel = Forwards/Backwards Framestep



Humm, here comes another idea that might result in about the same effect but with maybe less programming hassle : just add a "zoom cycle" function.

When one presses the "zoom cycle" button, the game zooms in. Other presses continue to zoom in until you reach max zoom, at which point other presses start to zoom out and so on. This way one can reach any amount of zoom with some presses a single button. Then one can configure hotkeys as follows :

wheel up (no modifier) : time skip desired number of frame forward or backward
wheel down (no modifier) : time skip desired number of frame forward or backward
right click : zoom cycle.

This way you have total control of both zoom and time with the mouse only, and I guess the programming part is easier.
#9
Closed / [✓[BUG][PL] Lemminas sprites not working
January 24, 2026, 03:53:38 PM
Oh well I can now mention that the Lemminas pack you created does not load the Lemminas sprite correctly. When playing it displays an error at the beginning of the levels and revert back to default Lems sprite.

This occurs with both CE and NL installed in their own folder. Weird bc I played them Lemminas with NL some months ago and it worked correctly, did not make any change in NL since.
#10
I have levels with custom music which are put in subfolder of the "music" folder :
NLfolder/music/my_subfolder/my_mp3_files.mp3

In the .nxlv file, the line referring to the music looks like this :
MUSIC my_subfolder/my_mp3_file

When I launch the levels with the CE player the music works fine. But when I open the Editor version 1.44 and launch the levels through here, the music does not work. I get a random music from the "music" folder instead. Is there something I have missed here ?



Also as a suggestion, I think it'd be nice if the editor could allow to select files in subfolders in the music field. For now it only allows to select files that are in the main music folder. That was also the case for the regular editor and I had to edit all the .nxlv files manually to point to the subfolders correctly (or I missed sthg there too...)

#11
I love my mousewheel ! And while playing I am undecided wether to use it for the zoom in/out (default iirc), or for the frame stepping forward/backward. So why not use it for both ?

Ideally I think it'd be nice to be able to achieve the following settings :

* mousewheel up = zoom in
* mousewheel down = zoom out (this is already the case by default iirc)

* CTRL + mousewheel up = chosen number of frames step forward
* CTRL + mousewheel down = chosen number of frames step backward


#12
Lemmings Main / Games similar to Lemmings
December 21, 2025, 03:08:58 PM
If it does not already exist on the forum, why not share the games we played that are similar to Lemmings ? Strategy/puzzle games that have the same vibe of using your brain only to solve levels.
I put this topic in the general Lemmings thread since it is related to the game, feel free to delete or move it if not coherent.


I can start with  Zombie Night Terror (Nintendo Switch, Steam and more)



Do not let yourself fooled by the whole Zombies settings, this is a true Lemmings game.

In each level, you have to turn a certain number of humans into zombies.
To this end you have several tools at your disposal. For instance a syringe that turns a single human into a zombie, zombie managament tools that direct them where you want, make them explode to infect nearby humans and more.
Gameplay is very similar to Lemmings in the sense that you do not control characters directly, but give them tools to achieve your goals.
Overall a very nice game that scratches the same itch as Lemmings does : assign tools correctly and think to achieve your goal.

Only complaint may be the zombies settings and the resulting darkness of all environments. If you can handle this, then some fun can definitely be had with this game for Lems fans.

#13
Hey there WillLem and Simon. I would like to try the CE, but do not feel like having a folder for regular NL and another for CE. That would mean having duplicates of all levels, styles, and music (often heavy) folders ... a big mess for my ocd brain.

Is it possible to just put the NeoLemmixCE.exe file in the same folder as NeoLemmix.exe and have everything work for both CE and regular with a single folder ?
I tried it but I guess it creates a conflict because of the bass.dll which is not the same for CE and regular. Maybe just rename the bass.dll for CE and everything will work ?
#14

I am glad to present my level pack : Save One.

In each level of this pack you have a bunch of lemmings, but can only save one!
To this end, I had to resort to many tweaks in the level design : limited skillset, traps, locked release rate (gosh how powerful is this thing!), death awaiting around many corners.
Maybe this feature will have you think of the game in a different way than usual : play all for one and be glad when you hear the single yippee at the end.

Of course I am sure many of you master solvers will try your best to break the levels, and succeed... Even though I put much care in ensuring this is not possible, I am impatient to see how you will backroute some levels and save many Lemmings!

This small pack consists of 16 levels split in 3 ranks of roughly increasing difficulty : Eon, Neo, One. It uses only original styles, and mainly the 8 original skills.

Each rank has a "one-of-each-skill" level, a remixed level from the original Lemmings games (I Am A.T., Lemmings Ark, and Dolly Dimple) as well as a single talisman.

Also a level kindly created by guest-star IchoTolot appears in the pack !

Levels are considered by most players to be of moderate to hard difficulty, I hope some of the later ones will require you to think more than a little to clear.

Pack is attached in this post, with the required style. Unzip in your main NeoLemmix folder.

In order to lighten the bad mood where all lemmings will die but one I attached famous, fun and catchy musics to the levels. Can you recognize them all ?
Accept download and unzip in your main NeoLemmix folder :
https://drive.google.com/file/d/1hFaCTmUTf6kiE7t9m8ph6prst8MkFL_Y/view?usp=sharing

Many thanks go to IchoTolot for playtesting the pack a lot and giving me advices to improve all.
After that, JawaJuice and kaywhyn playtested the pack a lot more, thanks to them too.
And to Strato Incendus for letting me use his handmade musics of the original OST. I used 3 of his songs in remixed original levels.

Here are some screenshots of 3 levels, one in each rank.

One 4 : Falling Steps  Three brothers and sisters try to reach the exit.


Eon 3 : I Am E.Z.T.  Time to get your revenge on the T.!


Neo 2 : So Many Spikes Easy when you know how ?


I thank your for reading and hope you have fun with the pack.
#15
Hello all,

Those green checks you get when clearing levels/ranks/packs, I love to collect and see them.
But I lost them all, dont know how. My auto replays are still here though, in their dedicated folders.

So question : what did I do to lose the green checks, and how can I get them back ?
Also side-question : what is the difference between green check and orange check ?

Thanks for any help.
#16
Hello there,

I'm using a hopefully complete installation of Wine 9, on Ubuntu 24.04.
The NeoLemmix.exe game launches just fine with the command
wine NeoLemmix.exe
However I wanted to try the level editor, and wine NLEditor.exe  gets me a bunch of error I'm not sure how to interpret, pasted below.
This could mainly be related to the whole Wine-Ubuntu thing, but I'm asking here too in case anyone encountered a similar problem and can give advice on how to launch the level editor with my current setup :
coq@GC:~/Jeux/NeoLemmix/Editor$ wine NLEditor.exe
MESA-INTEL: warning: ../src/intel/vulkan_hasvk/anv_device.c:1252: The kernel reported a GTT size larger than 2 GiB but not support for 48-bit addresses
MESA-INTEL: warning: ../src/intel/vulkan_hasvk/anv_device.c:1252: The kernel reported a GTT size larger than 2 GiB but not support for 48-bit addresses

Unhandled Exception:
System.NotImplementedException: The method or operation is not implemented.
  at System.Drawing.Font.FromLogFont (System.Object lf, System.IntPtr hdc) [0x0009e] in <881e150859e047dba143982f9ad099a8>:0
  at System.Drawing.Font.FromHfont (System.IntPtr hfont) [0x00029] in <881e150859e047dba143982f9ad099a8>:0
  at System.Drawing.SystemFonts.get_DefaultFont () [0x0009e] in <881e150859e047dba143982f9ad099a8>:0
  at System.Drawing.SystemFonts.get_MenuFont () [0x00053] in <881e150859e047dba143982f9ad099a8>:0
  at System.Windows.Forms.ToolStripManager.get_DefaultFont () [0x00025] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItem.get_Font () [0x00027] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItemInternalLayout.CommonLayoutOptions () [0x00047] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripDropDownButton+ToolStripDropDownButtonInternalLayout.CommonLayoutOptions () [0x00000] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItemInternalLayout.GetLayoutData () [0x00000] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItemInternalLayout.PerformLayout () [0x00000] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItem.OnBoundsChanged () [0x00017] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripDropDownItem.OnBoundsChanged () [0x00000] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItem.SetBounds (System.Drawing.Rectangle bounds) [0x0002e] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripOverflowButton.SetBounds (System.Drawing.Rectangle bounds) [0x0005d] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItem.set_Size (System.Drawing.Size value) [0x0000f] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStrip.get_OverflowButton () [0x0006a] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.ToolStrip.get_OverflowButton()
  at System.Windows.Forms.ToolStripSplitStackLayout.get_OverflowButtonSize () [0x00015] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripSplitStackLayout.LayoutHorizontal () [0x0005a] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripSplitStackLayout.LayoutCore (System.Windows.Forms.Layout.IArrangedElement container, System.Windows.Forms.LayoutEventArgs layoutEventArgs) [0x0009c] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.Layout.LayoutEngine.Layout (System.Object container, System.Windows.Forms.LayoutEventArgs layoutEventArgs) [0x00008] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.Control.OnLayout (System.Windows.Forms.LayoutEventArgs levent) [0x00035] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ScrollableControl.OnLayout (System.Windows.Forms.LayoutEventArgs levent) [0x00023] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStrip.OnLayout (System.Windows.Forms.LayoutEventArgs e) [0x00076] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.Control.PerformLayout (System.Windows.Forms.LayoutEventArgs args) [0x00069] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.Control.PerformLayout () [0x00008] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.Control.ResumeLayout (System.Boolean performLayout) [0x00063] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStrip..ctor () [0x00102] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.MenuStrip..ctor () [0x00000] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.MenuStrip..ctor()
  at NLEditor.NLEditForm.InitializeComponent () [0x0001c] in <40f3c4fbcfec4904af7507f0bc9d0a39>:0
  at NLEditor.NLEditForm..ctor () [0x00032] in <40f3c4fbcfec4904af7507f0bc9d0a39>:0
  at (wrapper remoting-invoke-with-check) NLEditor.NLEditForm..ctor()
  at NLEditor.Program.Main () [0x0000e] in <40f3c4fbcfec4904af7507f0bc9d0a39>:0
[ERROR] FATAL UNHANDLED EXCEPTION: System.NotImplementedException: The method or operation is not implemented.
  at System.Drawing.Font.FromLogFont (System.Object lf, System.IntPtr hdc) [0x0009e] in <881e150859e047dba143982f9ad099a8>:0
  at System.Drawing.Font.FromHfont (System.IntPtr hfont) [0x00029] in <881e150859e047dba143982f9ad099a8>:0
  at System.Drawing.SystemFonts.get_DefaultFont () [0x0009e] in <881e150859e047dba143982f9ad099a8>:0
  at System.Drawing.SystemFonts.get_MenuFont () [0x00053] in <881e150859e047dba143982f9ad099a8>:0
  at System.Windows.Forms.ToolStripManager.get_DefaultFont () [0x00025] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItem.get_Font () [0x00027] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItemInternalLayout.CommonLayoutOptions () [0x00047] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripDropDownButton+ToolStripDropDownButtonInternalLayout.CommonLayoutOptions () [0x00000] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItemInternalLayout.GetLayoutData () [0x00000] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItemInternalLayout.PerformLayout () [0x00000] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItem.OnBoundsChanged () [0x00017] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripDropDownItem.OnBoundsChanged () [0x00000] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItem.SetBounds (System.Drawing.Rectangle bounds) [0x0002e] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripOverflowButton.SetBounds (System.Drawing.Rectangle bounds) [0x0005d] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripItem.set_Size (System.Drawing.Size value) [0x0000f] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStrip.get_OverflowButton () [0x0006a] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.ToolStrip.get_OverflowButton()
  at System.Windows.Forms.ToolStripSplitStackLayout.get_OverflowButtonSize () [0x00015] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripSplitStackLayout.LayoutHorizontal () [0x0005a] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStripSplitStackLayout.LayoutCore (System.Windows.Forms.Layout.IArrangedElement container, System.Windows.Forms.LayoutEventArgs layoutEventArgs) [0x0009c] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.Layout.LayoutEngine.Layout (System.Object container, System.Windows.Forms.LayoutEventArgs layoutEventArgs) [0x00008] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.Control.OnLayout (System.Windows.Forms.LayoutEventArgs levent) [0x00035] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ScrollableControl.OnLayout (System.Windows.Forms.LayoutEventArgs levent) [0x00023] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStrip.OnLayout (System.Windows.Forms.LayoutEventArgs e) [0x00076] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.Control.PerformLayout (System.Windows.Forms.LayoutEventArgs args) [0x00069] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.Control.PerformLayout () [0x00008] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.Control.ResumeLayout (System.Boolean performLayout) [0x00063] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.ToolStrip..ctor () [0x00102] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at System.Windows.Forms.MenuStrip..ctor () [0x00000] in <ec4eb079760f4b2cad3017bac4150f59>:0
  at (wrapper remoting-invoke-with-check) System.Windows.Forms.MenuStrip..ctor()
  at NLEditor.NLEditForm.InitializeComponent () [0x0001c] in <40f3c4fbcfec4904af7507f0bc9d0a39>:0
  at NLEditor.NLEditForm..ctor () [0x00032] in <40f3c4fbcfec4904af7507f0bc9d0a39>:0
  at (wrapper remoting-invoke-with-check) NLEditor.NLEditForm..ctor()
coq@GC:~/Jeux/NeoLemmix/Editor$

#17
EDIT : asking another question at he end of this thread.



Having quite a lot of fun with NL but unsure how the music things do work.

I've extracted a bunch of music packs in my music folder, which is now overcrowded with .ogg files mainly. Some of them are in dedicated subfolder like Lemmings_Plus_III and IV, some are just in the music folder.

Now when I play the game, I do always get the sames musics, mainly from the Genesis version. Seems like I do not have the music intended by the level creators.

So questions : how do I sort this music folder to get the songs intended by level creator ? Or is there even such an intended music per level ?
#18
Hello all,

I'm running NeoLemmix V12.14 on Linux Ubuntu, through the Wine (Windows emulator) program.

Everything works about fine, except that the Fast Forward option does not work.
The shortcut (4 or 5 by default) does not make the game faster. I can toggle on and off the dedicated button in the extended toolbar, but the game still runs at the same speed too.

Also worth noting that sometimes the game starts to lag quite a bit, drops in FPS. I then have to reboot to make it run at correct speed again.

Anyone experienced this with Linux+Wine and could give some help about those issues ?