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Topics - WillLem

#21
The next version of RetroLemmini (3.1) will no longer support variable level boundaries.

It's currently possible to set the boundaries to anything, but the default values are the only ones that actually make sense, at least from an engine maintenance point of view. Allowing them to be set to anything (particularly the top boundary, the physics for which is notoriously difficult to perfect) just causes unnecessary problems.

Furthermore, whilst variable boundaries might be a fun thing to experiment with, it's unlikely to produce any particularly good levels.

So, let's go ahead and set these values to defaults program-wide. Then, I can address the top-of-level physics properly and make sure there isn't anything unintended happening.

This topic is to provide users, creators and maintainers with an opportunity to voice any concerns or add to the discussion at this stage, before the next version is released.

Your silence = this will go ahead as planned, any levels affected by this change will be disregarded.
#22
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!
#23
Thanks to hrb264 for reporting this one on Discord.

The replay is for the DoveLems level Maze in a Clepsydra, but the glitch will happen wherever this precise setup occurs:

A lemming is walking across a platform <=2px in height.
The platform has a OWW facing the opposite direction of the walking lemming.
The walking lemming is assigned a Miner.

Expected outcome:

No terrain is destroyed. The lemming stops mining and turns to walk back the way they came (i.e. facing in the same direction as the OWW)

Actual outcome:

No terrain is destroyed, but the lemming completes a full miner swing and steps through the <=2px platform, falling through the other side. They remain facing in the same direction (i.e. the opposite direction to the OWW).



Possible cause:

Best guess is that the miner detects the OWW too late, and has completed a swing (during which their Y position is increased) before they react to it. We need to detect the OWW earlier and adjust the miner's journey appropriately.

#24
We need a volunteer (or several volunteers) to give the 2 attached style sets a hi-res retrofit.

The images have already been scaled up to 200% using nearest neighbour, so are currently identical to their low-res counterparts. The idea will be to add pixels around the edges, perhaps make the shading pop a bit more, and just generally upgrade the pieces to befit a hi-res platform such as RetroLemmini or Lix.

If nobody wishes to take this on, we can use the pieces as they are of course, but a hi-res upgrade by one of the community's artists would be a particularly nice bonus.

There's no rush on this, it will likely be several months before they're actually needed. If you want to get involved, feel free to grab the styles and have at them!

#25
Help & Guides / RegEx Dictionary
April 08, 2026, 12:35:52 AM
Here's a dictionary of RegEx commands / expressions which you might find useful if you do a lot of level editing using Notepad++ or similar.

1. Look for "maxReleaseRate = n" where "n" is anything other than 99
maxReleaseRate\s*=\s*(?!99\b)\d+

I'll add to this as necessary. If you wish to contribute anything, please do!
#26
I had an idea today whilst playing through Revenge of the Lemmings and just wanted to make a note of it here.

A new community collaboration pack called Lemmings Assemble. That's as far as I've got with it. I'll add more later pending discusson with Eric on Discord.
#27
This topic is for sharing replays for the DMA levels included with RetroLemmini:

Lemmings
Oh No! More Lemmings
Holiday Lemmings
Lemmings Extra
Genesis (MegaDrive) Lemmings
SEGA Lemmings
PSP Lemmings
NES Lemmings
ZX Spectrum Lemmings

Feel free to share any replay you like for any of these levels. Whether it's an interesting new solution, a 100% saved achievement, or a cheeky backroute!
#28
Lemmings Main / Co-op Game Mode Ideas for Lemmings
March 22, 2026, 07:20:43 PM
I imagine the following possibilities:

All players can control all lemmings but each player has a limited set of skills, so players must communicate and co-operate to maximise each player's skill usage.

Same again, except each player can only control a certain skill type or types. Again, communication would be required. Perhaps the players don't know what skills the others have, so must communicate to find out.

Multiple exits, multiple teams, players can only control one team, teams can only exit in their own exit, levels have a time limit so players must work together to make sure all teams have made it to their exit.

A mix of the above within the same game could work very well, perhaps as different modes that players can choose, or a random assortment so players don't know what's coming next and take each challenge as it comes. Anyone have any more ideas or suggestions? I'm very interested to see what people come up with.
#29
From ericderkovits, on Discord:

Quote from: ericderkovitsi just noticed in your snow tile set there are 46 terrain pieces (0 to 45), but in the snow.ini it says tiles = 37  so when playing a snow level it crashes. In the snow.ini, it should say tiles = 46
#30
Quote from: Airwave on February 27, 2026, 11:07:07 PM...

While writing this I just discovered the replay with 17 saved, which I recorded in version 2.7, doesn't work correctly in 2.8 and becomes unsynchronised. I'll record it again in 2.8 and upload both. It turns out the recording in 2.8 crashes while playing in 2.7. It seems all other replays are fine when played in 2.7 and 2.8 so I can only assume that glitch causes problems with replays.

One last thing, I noticed the replays in this thread from 2021 don't work in RetroLemmini. I guess they only work with older versions. I'm currently using version 2.8 and started saving replays with version 2.7.
#31
Lemmini / Menu bar theme & icons
February 27, 2026, 10:52:17 AM
Hi all,

I've decided to go ahead and utilise Java's menu item icons to make the menu bar a bit more fun to look at.

However, my pixel art skills are nowhere near as good as some of the work I've seen done by people on this Forum, and any lemmings time I get at the moment is pretty much all going on Forum moderation and programming, so I'd really appreciate the help on this one.

There are 11 icons altogether. I'm open to ideas as to what exactly the icons should be, but here are some ideas to get the ball rolling:

IconAbout - a book or a pair of glasses
IconCodes - a pair of sunglasses or a Sherlock Holmes hat
IconEntrance - this should definitely be an entrance hatch
IconExit - this should definitely be an exit
IconHotkeys - an inverted T-shape with arrows (arrow keys layout)
IconMouse - a mouse
IconOptions - a cog
IconPlayers - Cluedo tokens
IconReplay - a clapper board
IconRestart - a reload arrow
IconStyles - a folder with an arrow pointing into it (this is for "Update Styles")

I've made some very basic versions of the above, please feel free to edit them or completely recreate them.

Size-wise, they should be no larger than about 24(h)x32(w), but if you can make really great looking 32x32 icons, that's fine. The menu items automatically resize according to the icons anyway.

So yeah, if you fancy giving this a go, please download the .zip and see what you can come up with!



#32
NeoLemmix Main / [SUG] Add Exit to default style
February 24, 2026, 06:26:24 PM
In this topic, Guigui asked about an exit for the default style. It's the only main object not accounted for, and it seems worth adding one.

The questions, then, are - do we all agree that the default style should have an exit, and if so, which exit should we add? I'd suggest one of three options, in order of preference:

1) Crystal exit - it's the most generic-looking of all the OG-style exits, arguably the most recognisable, and tends to fit with most level designs.

2) Design our own - if we do this, I'd suggest using the Crystal exit as a base, and recolour it with as neutral a colour scheme as possible.

3) Pillar exit - since the other default objects (i.e. Entrance and Water) are from the Pillar style, it makes some sense to add the Exit from Pillar also. Counter-point would be that the colour of this exit is perhaps a bit too specifically identifying as Pillar, making it less suitable than Crystal.
#33
Lemmini / [Lemmini] Level Packs Archive
February 04, 2026, 03:11:22 AM
This topic is an archive of all packs for Lemmini, SuperLemmini and SuperLemminiToo.

Following the release of RetroLemmini 2.7, compatibility with older packs made for previous engines cannot be guaranteed until these packs have been updated and tested. So, we'll archive those packs here as-is so that they can still be used for the older engines, and continue to maintain the packs for RetroLemmini in their individual topics.

For the latest RetroLemmini-compatible versions of these packs, please visit the RetroLemmini Level Packs Catalogue.

Lemmini Level Packs Archive
Original DMA Games Remastered - A full remaster of Lemmings and Oh No! More Lemmings, enhanced and optimised for SuperLemmini by WillLem
Additional DMA Games - Additional levels from Genesis, PSP, etc. compiled by ericderkovits
Lemmings 2 Classic Tribe - Levels from L2 Classic Tribe compiled by kaywhyn and Ron Stard

Revenge Of The Lemmings - A Forum collaboration pack originally compiled by mobius, converted by ericderkovits

Reverse Lemmings - by ColorfulArty
SubLems - by ColorfulArty

Deceit's Lemmings - originally by Deceit, converted by kaywhyn

Catchapack/Dodopack - originally by Dodochacolos, converted by ericderkovits
DoveLems - originally by Dodochacolos, converted by ericderkovits
FranLems - originally by Dodochacolos, converted by ericderkovits

GeoffLems - originally by Geoffster, converted by ericderkovits

Lemmings Reunion - originally by IchoTolot, converted by ericderkovits

MazuLems - originally by Martin Zurlinden, converted by ericderkovits

MobiLems - originally by Mobius, converted by ericderkovits

Lemmings Plus I - originally by namida, converted by WillLem

NepsterLems - originally by Nepster, converted by WillLem and ericderkovits

Pacguy765's Challenge Pack - originally by Pacguy765, converted by ericderkovits

PimoLems - originally by Pieuw, converted by ericderkovits

Ron Stard's Rodents - by Ron Stard

Turrican's Remix Pack - by Turrican

The Complete Reverse Lemmings - by WillLem

Zemmings Vol. 1 - by Zanzindorf
Zanzindorf's Special Pack 1 - by Zanzindorf
#34
This came up during a Discord conversation between myself and Dullstar yesterday. We were discussion baking resources into the .exe, and it was mentioned that the physics masks (currently in gfx/mask) should probably not be in the root directory, but part of the .exe itself.

Quote from: Discord conversationDullstar — Yesterday at 8:39 PM
There WERE a few files in there that I'm surprised AREN'T baked into the .exe, because if they're actually used you definitely don't want to edit them.
Will — Yesterday at 8:39 PM
Such as what?
Dullstar — Yesterday at 8:39 PM
Basher masks, bomber masks... that kind of thing
If those are actually used, editing them would break physics.
Will — Yesterday at 8:39 PM
Yeah, they should definitely be baked in

I'm currently thinking it's worth going ahead with this for CE.

Thoughts?
#35
Lemmini / [RELEASE] RetroLemmini Level Editor 1.8
January 26, 2026, 10:44:45 AM
RetroLemmini Editor Release Topic

Download the latest version of the RetroLemmini Editor.

This level editor is based on the NeoLemmix Editor, and has been designed specifically to make levels for RetroLemmini. It features many of the Lemmini-specific controls you may be familiar with from the earlier NL 1.43 Editor such as support for steel areas, variable max fall distance, superlemming mode, etc. It expands upon this by adding support for direct playtesting (via F12)*, custom skillsets, visible trigger areas, level hints, and many other QOL features from the more recent versions of the NeoLemmix Editor.

*(N.B. You need RetroLemmini 2.6 or later for this to work).

RetroLemmini Editor supports .ini level files as well as the brand new .rlv format which can be used to file-associate level files with the RetroLemmini Editor (file-associating .ini files is not recommended due to how widespread the .ini file format is on Windows systems)*. The .rlv format is internally identical to .ini, and is fully supported in RetroLemmini 2.6 onwards.

*To file-associate .rlv levels with the Editor: Create a .rlv level, right-click it and choose 'Open With...' from the context menu. Then browse to the RetroLemmini Editor and choose 'Always'.

If you wish to mass-convert between .ini and .rlv, use the Cleanse Levels feature (which will also update your levelpack.ini to list the levels in the correct format).

Happy level creating! :lemming:  :lemming:  :lemming:

#36
It's in the title.  I always uncheck "post redirection topic" and I imagine that other mods do the same (since we don't see a lot of redirection topics, but we do see a lot of topics being moved). Maybe the check should be un-ticked by default?
#37
SuperLemmix / [SuperLemmix] About .sxlv level format
January 10, 2026, 10:09:03 PM
SuperLemmix now has its own dedicated level format (.sxlv) as of the next version (3.0).

This is internally identical to .nxlv, so levels can easily be converted between the two formats (in most cases by simply changing the file extension).

Meanwhile, .nxlv will continue to be supported by both SuperLemmix and the SuperLemmix Editor.

The reasons why I've decided to go ahead with this are these:

1) We can now much more easily determine what is a SuperLemmix level and what is a NeoLemmix level (with the latter always being compatible with both).

2) From now on, if a level made in the SuperLemmix Editor contains SuperLemmix-specific features (such as the Ballooner skill, Collectibles, Superlemming mode, etc), it cannot be saved to .nxlv. This is to help authors choose the correct format when saving a level (they may later decide to change the extension manually if they wish to do so for whatever reason).

3) For users with both SuperLemmix and NeoLemmix installed, it will now be possible to file-associate levels with either the SuperLemmix Editor or the NeoLemmix Editor (which has now been released as its own update). This will be much more useful when editing levels for a specific engine.

Finally, the SuperLemmix Editor can cleanse a full pack of levels with either .sxlv, .nxlv, or the original extension as the output format, so authors of existing packs can quickly convert their levels in the event that they contain SuperLemmix-specific features. Note that levels containing SuperLemmix-specific features will always be saved to .sxlv during a cleanse.

I hope that explains everything. Any questions, please ask!
#38
From Proxima, on Discord:

Quote from: ProximaThe "Clear Records" button in the level select menu doesn't remove completion ticks, at least in 12.12. Is this fixed in 12.14 or in CE?
#39
In the style updates topic, I've suggested some updates to a handful of the trap animations from the OG styles. As requested by Icho, here is a list of the proposed updates with viewable comparisons:

ohno_bubble zapper trap has a pulsating electric 'glow' effect.

-->

ohno_rock chameleon trap has less frequent blink and more natural eye movements.

-->

ohno_rock weed trap looks like the original and bobs up and down.

-->

orig_crystal electric trap has an electric 'shine' effect.

-->

orig_dirt rock trap has fewer drips.

-->

Plus, here are Proxima's backgrounds (also included in the proposed update as optional background tiles):
Backgrounds
Indigo:


Amiga Blue:


Crystal Blue:


Red:


Brown:


Olive:


Purple:

#40
Edit Simon: History that lead to this discussion:

geoo linked the 2013 list of games and editors.
WillLem suggested to improve the 2013 list.

Below is WillLem's original post. "This post" means the 2013 list.



We should ideally update this post to include newer engines that are currently in development, and remove those that are now outdated and no longer maintained.

Suggested additions:

SuperLemmix
RetroLemmini
GoLems

Suggested removals:

Lemmini / SuperLemmini (certainly no need for both of these to be on here)
jLevelBuilder
Cheapo

I'd also suggest that we point to the L1 topic from here as well.



EDIT: We could even merge the two topics into a single topic which links to all relevant ports/engines.etc.