Recent posts

#11
NeoLemmix Levels / Re: Lemmings in Weirdyland (20...
Last post by MASTER-88 - Today at 11:35:56 AM
Here we go. Step 1, 2 & 3 completed. And Work Step 4. Youtube playlists Guff, Drivel & Blather alls.
https://www.youtube.com/playlist?list=PLQ1Zrk-tMcTM

Step 4 Vexing. Some really good levels here.  :thumbsup:  Especially level 10 Evacuation Procedure. Sure my favorite level at this point. 8-)


Level 10 Evacuation Procedure
This level is perfect example very good EXTREME difficult level, still one builder remain, heck yeah this level was tough as hell, but still not "rage" level like death or glory. Evacuation Procedure is one most interesting level i ever played myself, not sure is it backroute, that very hard figured out and very hard executed, i´ll goes everybody rightside goal.

Few others was easier one. Did i´ll played this Nostalgia for misspent Crane pack before? Its migth different tool sets. Have to check out it.
EDIT: Check out this Crane remake level (fun 14) contains different tool sets..


EDIT 2
Here is few one. I think this level 9 Cotigo Ergo Lem is cheap backroute, or oterwise that was really easy level.

Fiddlecode
Another great and cunning level, its might intention solution

Cotigo Ergo Lem
Okay that was really easy level, but i think its might backroute





#12
Lemmini / Re: [✓][BUG] Disallow flipping...
Last post by Simon - Today at 09:15:05 AM
Makes me wonder how you're going to load from file a previously-rotated forcefield.

Load it rotated (as it was saved), and you can then rotate the tile to default rotation via UI, but then not re-rotate via UI? That would bring small extra concerns like how an undo stack must support undoing the rotate-to-normal, which is a re-rotation, even if manual re-rotation is forbidden.

Load it unrotated (enforce the default rotation of the tile-from-tileset on the tile-in-map)? Then load-then-save will gain a new side effect, it will now normalize according to a new rule. But level maintainers rely on load-then-save for some other normalization anyway.

Load it rotated (as it was saved) and then forbid all rotation: That would be contrary to what the bugfix intends.

NL 12.14's format is going to support these rotations whether we like it or not. Ah, this is RetroLemmini, not NL, and you have the luxury of purging it from the future format, too. Then it's mainly an issue for how you'll load old levels.

-- Simon
#13
Lemmini / Re: [+][BUG] Disallow flipping...
Last post by WillLem - Today at 03:10:07 AM
Force-fields can no longer be rotated, flipped or inverted in either RL Editor or RetroLemmini itself.

Fixed in RLPlayer commit dc52107, with Editor support in RLEditor commit c7717e5.
#14
Agreed, there's now a dedicated button for this.

Implemented in NLEditor commit 0d0d426.
#15
NeoLemmix Levels / Re: Lemmings in Weirdyland (20...
Last post by MASTER-88 - October 10, 2026, 10:43:33 PM
LOL This Level was nearly RAGE QUIT One. :devil:  But finally got it correct. 8-) Feels me quite happy. ;P That first part not was that bad, but 2nd is real PIXEL Perfect one.  :evil: 

Vexing  2 Death Glory part 2
Take me nearly 2 hours perform this timing correct. Even its quite easy figured out, but that execution here is pretty DAMN HARD, seriously 1:02 time limit, why not 1:05. :evil:

Played this pack first 20 levels and some random levels here and there. Timings here is brutals nearly everywhere. I think if we goes make that precise at end and longer levels, its might really tedious.  :P
#16
Other Projects / Re: Walkers: a Lix-based mobil...
Last post by Proxima - October 10, 2026, 04:22:52 PM
I appreciate that this may be a lot of work, but could you give us a list of included levels? As the maintainer of the lemforum pack, I'd like to be able to take a look over it and offer suggestions.

In particular, it sounds like you've discarded all levels that offer skills other than the classic eight. But some of the discarded levels are 20-of-everything levels that would (most likely) work just as well with the classic skills only; even some of the puzzle levels may be adaptable. And discarding levels carelessly is likely to leave gaps in the intended progression and difficulty curve.
#17
Other Projects / Re: Walkers: a Lix-based mobil...
Last post by Walkers - October 10, 2026, 03:23:31 PM
Quote from: Simon on October 08, 2026, 03:26:24 AMHi Jacob, thanks for showing this!

Walkers fills a niche. I've had a few bug reports that requested support for phones or tablets #485 #225, and I've never gotten around to any of it.

I hard-wired the mouse controls in a few places. Good job ripping them out.

Single-player Lix relies on two-handed play (second hand on keyboard) to remove the execution difficulty from harder levels. But the keyboard is unavailable on phones. Did you select easier levels in light of this? Or did you take everything that confined itself to the 8 skills?

From your screenshots and videos, the skill-assignment UI looks like it makes lot of sense on the confined screen. I cannot try the UI myself because I don't have these kinds of phones.

It's interesting that you can sell existing levels instead of your main contribution, the UI for phones. It makes sense for your closed system; the user can't separate the levels from the UI and really buys the levels with the UI. I've always told contributors how CC0 means that somebody might eventually come along, take everything and sell it. You're the first in those 15-20 years to sell it, and your UI makes a reasonable case.

You've understood the licensing situation: Music and font aren't CC0, everything else is CC0. Explicit attribution isn't required by CC0 but you're crediting me and the forums nonetheless. Thanks!

I assume the name change (Lix to Walkers) is to show unaffiliation in the most direct way.

Simon

Hi Simon,
Thanks for taking a look and for the thoughtful reply! And thank you for making Lix and the community's work available—it gave me the foundation for this mobile adaptation.
The level selection is based on compatibility rather than difficulty. I included all single-player levels that passed the supported-mechanics checks, excluding levels with unsupported skills, wrapping, traps, or legacy no-overwrite terrain. That left 210 levels, including eight tutorials. Harder ranks such as Hopeless, Insane, Black Hole, and Nightmare are still represented, so I didn't specifically choose easier levels for phones. Walker assignment is also supported alongside the eight classic skills.
Your point about two-handed play is helpful. Pause and rewind are available, but selecting compatible levels doesn't by itself establish that every harder level is comfortable to play on a touch screen.
On licensing, Walkers uses the CC0 code and assets, without Lix's music or font. The font is Pixelify Sans under the SIL Open Font License, with its license included. Crediting you, the contributors, and the level authors felt like the right thing to do regardless of whether CC0 requires it. My contribution is the mobile adaptation; the original game and levels deserve clear credit.
There wasn't any particular thought behind the name beyond knowing I couldn't call it Lemmings, so I settled on Walkers. Signalling unaffiliation wasn't a deliberate reason for the choice, although I can see why it reads that way. If you have a better name in mind, I'd be happy to consider changing it.
Thanks again!
Jacob
#18
General Discussion / yesterday was crazy...
Last post by lemmkeev20 - October 10, 2026, 02:56:40 PM
so let me explain... :D

so, i was in bed watching the pc-98 credits of lemmings

out of nowhere i feel that my bed was shaking
i thought someone or something was ???

as it turns out... it was an earthquake :-[

i was so scared :-[

but thank got it didn't lasted for too long :thumbsup:

and later i was fine :cute:
#19
NeoLemmix Levels / Re: NotaLems Level pack
Last post by MASTER-88 - October 10, 2026, 01:34:51 PM
Here is Full Pack Completion solutions in youtube playlist. All 90 levels and all talismans completed. Version 2.2.
https://www.youtube.com/playlist?list=PLCU3XDNg_nkw

Really enjoy this pack. Nice levels. No any bad levels here. I´ll tecnically liked every levels. Some real favorites pick upped.
Easy Mode favorite was Level 23 Intemediate skill knowledge. That was quite genius level.
Medium mode favorites.

Level 5 Chains, Level 24 Grass is the Green. Level 26 Inferno Room & 29 Potholing. Also have to say Level 13 Pendulum was really genius level, but some real multitask things make it little bit annoying to start. Potholing & Pendulums was sure two hardest levels your pack IMO. Harder than any tough mode levels.

Tough Mode favorite ones. Level 3 No Justice (another really hard level here, but keep me interesting. Level 8 Pair of Ashes, great speedrun level, its sure hardest level executed your pack and its coolest completion replay. Pair of aches was only level which really contains sharph timings all around.

Level 9 Calacatta Monument. Sure one coolest looking level. Level 19 Chains that Bind. Another super cool design and fun level to play. Level 28 Red Room another really tough level. With level 3 No Justice that was hardest level to figured out on Tough mode. Also like Tough 18 Spectular. Quite cunning level.

How about final level? I´ll disagree IchoTolot. I´ll personally liked your final level.
QuoteThere are a few levels I don't like and the prime example is "Tough 30" - It just feels like a few levels duct-taped together and quite a lot of the things I already saw before and it felt a bit like a chore.
Yeah, that should be the theme of the level, but it's just really exhausting and not that interesting

IMO that was quite interesting level. This theme was great and unique. Its quite long level, but not too hard, but requires some approach. That mean i have start level over again when wasted some skills. Its still not that frustrating. You got this idea work well here. Nice theme and very unique.

All around fun pack. I´ll ranked it Medium/Hard myself. Its sure not very hard or Extreme difficult. Might also quite good pack beginnerers, because its not contains much sharp timings things.
#20
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by lemmkeev20 - October 10, 2026, 12:56:39 PM
Quote from: UltimateLemmings on October 10, 2026, 12:32:04 PMNot sure what you mean? Are you a NeoLemmix contributor or developer? I can't help you any further than provide you with the resources to backport it to NL.

nothing of that, just a silly neolemmix player that is working on its first pack: X-tralems (no promotion)

btw about the set up, im talking about the animations, folders and that

what i mean is that i want to set up the macintosh styles folders with the terrain, animated objects and that

basically putting the folders in where should they go like the trap animations, lemming animations for the theme section, hatch and goal animations and that

thats what i mean :D