Recent posts

#11
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by JawaJuice - November 20, 2025, 12:29:37 PM
Quote from: kaywhyn on November 20, 2025, 11:47:40 AMKeep in mind that the Medium difficulty classification for Guigui's pack was suggested by Icho, who is quite possibly the best level solver in this community. He made Lemmings United, one of the most difficult packs currently in existence, and for which I'm one of three people who solved all of it. Icho was also the one who pre-tested Guigui's pack.

Hey kaywhyn :) Apologies, it wasn't my intention to question Icho's judgement or ruffle any feathers, but as someone who has completed literally every other pack on the forum with 'Medium' designation, I thought I would offer my perspective. I'm aware that Icho is one of the best solvers on the board, as well as a very accomplished creator, but is it not possible that what someone of his skill considers 'not too difficult', many others like myself might struggle with? I believe it was Icho that designated DoveLems Medium as well, and I found that pack pretty hard towards the end. Ultimately, difficulty designation is subjective and depends entirely on who's playing it. I would also just mention that Icho initially said on this thread that he thought this pack should be either Medium or Medium-Hard. I feel the latter is more appropriate but yes, that's just one man's opinion. Everyone is of course free to disagree! ;)

QuoteYea, Quest From Kieran is a very difficult pack. If you gentlemen had been struggling so much with it, I think my suggestion to Kieran that the pack is Medium - Very Hard is quite accurate then! I pretty much knew from the very first level that it was going to be a hard pack. I also struggled in plenty of places but eventually was able to get to the end.

Yes, I think you were spot on in suggesting Medium-Very Hard for that one. It let me know going in that it was gonna get really difficult, but I still thought I'd give it a crack! I enjoy Kieran's approach to level design.

QuoteFinally, I silently took a look at the two levels that you reported from LemFan's pack as not possible to solve and I too couldn't solve them. You're absolutely right that it seems due to either not enough skills or the wrong skill types provided that make them unsolvable. That report of yours was what made me make a topic on the NeoLemmix Main board about always making a solving replay for any completed levels an author makes ;)

Ah! If someone of your solving ability is saying that as well, then I think that settles it - I'll check out your topic. I also tried LemFan's Lemmings Obliterated pack and while I finished most of it, there are about half a dozen levels I don't believe are solvable. I would have posted about it, but I didn't think anyone would be too interested since no-one has mentioned playing the pack.

Incidentally, I don't know whether you missed it, but I also posted my replay for your AWESOME Fire Level to the random levels thread. I'd be interested to know whether it's the solution you intended.
#12
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by kaywhyn - November 20, 2025, 11:47:40 AM
@Guigui

Just letting you know that I still plan to get to your level pack, but that all depends on when I'm able to finish Dexter's Lock & Key. My LP of that is currently on hold since that pack is whooping my behind very badly. Says a lot when it's me that's getting stumped! However, I have said plenty of times that Icho and Armani are both far better level solvers than me. I acknowledge and accept that I'm not the best level solver of the game, and that's all right. It was never my aim to be the best level solver, though I suppose that I do have the distinction of having so many packs solved :laugh:

It's funny, because back when I was a kid I thought I was pretty good at Lemmings. Didn't take me long to realize that I'm not as good as I thought I was was when I first started getting into custom level packs for Lemmings. MazuLems was my very first custom pack I played, but I was a high schooler at the time, and I also played it on Dos. It was really difficult for me, but I eventually was able to get it all solved. I then played some custom level packs, the mini 10-level packs for Dos, and same affair, where some of the ones I played are known to be quite hard, so for some I wasn't able to solve at first but when I came back to them years later I was able to.

@JawaJuice

Quote from: JawaJuice on November 19, 2025, 03:53:29 PMI gotta say, @Guigui, there's no way this pack is Medium difficulty, imo. I've completed all Medium packs released to date, including DoveLems (which I also thought was a hard 'Medium') and this has given me considerably more trouble than any of them! On my last attempt, I cleared the first rank but couldn't complete any levels from the second rank. Thought I'd give it another crack just now, but I see your update means two of my replays from before no longer work! I will persevere with it though :-P

Keep in mind that the Medium difficulty classification for Guigui's pack was suggested by Icho, who is quite possibly the best level solver in this community. He made Lemmings United, one of the most difficult packs currently in existence, and for which I'm one of three people who solved all of it. Icho was also the one who pre-tested Guigui's pack.

Quote from: JawaJuice on November 19, 2025, 04:54:56 PM
Quote from: Guigui on November 09, 2025, 12:19:27 AMQuest From Kieran I left aside for the moment, kind of discouraging to me in the last rank.
I also started Lock and Key by Dexter, but it is hard too, cannot get past level 3...
I think I have better time with simpler packs for now.

For what it's worth, I've tried Quest From Kieran a few times myself and given up every time when I hit the final rank. It's a very hard pack at this point. I found his Abandoned Zone more accessible - did manage to complete that one. I struggle with pretty much everything Dexter has released - Lock and Key was too hard for me as well. The only pack of his (and ∫tan x dx) that I have managed to finish is Lemmings Faithful.

Yea, Quest From Kieran is a very difficult pack. If you gentlemen had been struggling so much with it, I think my suggestion to Kieran that the pack is Medium - Very Hard is quite accurate then! I pretty much knew from the very first level that it was going to be a hard pack. I also struggled in plenty of places but eventually was able to get to the end.

As for integral of tan xs' and Dexters' packs, yea, I would agree about their earlier packs being hard ones. I've completed them all, though with a lot of backroutes for LemRunner. Even though I'm currently stumped by Solitude 5 of Lock & Key, just from the first 5 levels I say that Dexter's pack is much harder than LemRunner!

Finally, I silently took a look at the two levels that you reported from LemFan's pack as not possible to solve and I too couldn't solve them. You're absolutely right that it seems due to either not enough skills or the wrong skill types provided that make them unsolvable. That report of yours was what made me make a topic on the NeoLemmix Main board about always making a solving replay for any completed levels an author makes ;)


You probably both noticed my signature that includes my channel. A lot of my recent stuff has been posting video solutions to custom Dos/Lemmix packs that I've finally managed to solve completely after being on and off about them for the past several years until I finally succeeded in the last few weeks. Those packs I have video solutions of are all quite difficult!     
#13
SuperLemmix Bugs & Suggestions / Re: [?][BUG][ED] Level Arrange...
Last post by WillLem - November 20, 2025, 09:33:43 AM
I'm about 90% sure that the culprit is in fact the new Piece Browser window, which has the styles dropdown embedded. This control can eat hotkeys if recently focused, so I've had to take steps to make sure this doesn't happen (whilst continuing to allow the form to respond to hotkeys in general).

The fix is to essentially mimic what happens with the main editor form itself: we pull focus to/from text-based controls when the mouse is not interacting directly with those controls. I've replicated this behaviour on the Piece Browser form and it seems solid.

I'll get the hotfix out later today.

Fixed in commit 159ca64.
#14
SuperLemmix Bugs & Suggestions / Re: [?][BUG][ED] Piece Browser...
Last post by WillLem - November 20, 2025, 06:48:38 AM
Resolved. We needed to ensure that we were passing the windowed state (or not) of the Piece Browser control when resizing the main form. This was already done for all but one repainting method call, but it's sorted now.

I'll get this hotfix out tomorrow. In the meantime, a workaround is to simply resize the Piece Browser window itself to force it to update.

Fixed in commit fdc9397.
Also fixed an unhandled exception when minimizing the Piece Browser window in commit 332c0f2.
#15
SuperLemmix Bugs & Suggestions / Re: [?][BUG][ED] Piece Browser...
Last post by WillLem - November 20, 2025, 05:37:27 AM
Quote from: GigaLem on November 20, 2025, 01:30:39 AMThe piece window also blanks out when the level editor window closes or opens, or when the editor is minimized

Confirmed. I'll get on a fix for this tonight.
#16
SuperLemmix Bugs & Suggestions / [✓][BUG][ED] Piece Browser bla...
Last post by WillLem - November 20, 2025, 05:36:57 AM
Split from this topic.



Quote from: GigaLem on November 20, 2025, 01:30:39 AMThe piece window also blanks out when the level editor window closes or opens, or when the editor is minimized
#17
SuperLemmix Bugs & Suggestions / Re: [?][BUG] Level Arranger Wi...
Last post by WillLem - November 20, 2025, 05:34:31 AM
From Discord:

Quote from: DiscordWill — 5:13 AM
Try this and see if it works:
1) Open a new level and select desired style
2) Open the Level Arranger window and make sure it's in focus
3) Press "1" to add a piece to the level
4) Press "C" to duplicate the piece
5) Press direction arrows to move the piece
What happens?

GigaLem — 5:18 AM
strange, that worked, could there be conflicting hotkeys perhaps

Will — 5:19 AM
Possibly. It could be that certain controls "eat" key inputs and don't pass them to the main form. I've made sure that both Level Arranger and Piece Browser preview keys and pass the events to the main form, but when you have moving parts like this it's very easy for things to go wrong
Best thing you could do to help is please pay attention to exactly what's going on when the problem occurs: is a particular window or control in focus? What was the last thing you clicked with the mouse? Stuff like that helps to narrow things down

GigaLem — 5:22 AM
This time it was the level arranger window and the hot keys worked

Will — 5:22 AM
OK, try this then:
1) Open a new level and select desired style
2) Open the Piece Browser window and make sure it's in focus
3) Press "1" to add a piece to the level
4) Press "C" to duplicate the piece
5) Press direction arrows to move the piece

GigaLem — 5:25 AM
When the piece browser is selected, it did dupe the piece but it also changed the style assuming I was pressing C to type in the style

Will — 5:28 AM
Yeah, I've noticed that as well. I'm thinking that's probably a focus issue

GigaLem — 5:28 AM
Now that I did what you asked, the hot keys work when the arranger window is open. Like before it wasn't working but opening a new level made them and im like...huh?!

Will — 5:29 AM
To be fair, there may well be certain scenarios which cause the hotkeys not to work. Clicking a control might cause that control to be in focus, ad it might be eating the hotkeys. If it happens again, try to remember what was the last thing you clicked, and have a look at which window is in focus
I'll obviously investigate it thoroughly myself as well, but any input you can provide will be helpful
#18
SuperLemmix Bugs & Suggestions / Re: [BUG] Level Arranger Windo...
Last post by WillLem - November 20, 2025, 04:52:58 AM
Quote from: GigaLem on November 20, 2025, 01:30:39 AMI have to click on the main editor itself to use hotkeys simply because when I try to use them in the window, nothing happens or it only moves the view point of the level

I haven't been able to replicate this one; both forms have key preview and send events to the main form. It's possible that the individual controls might be eating the key events in some cases, I'll have to look into that. Which window is active when the hotkeys aren't working?

I'm currently thinking that having these pop-outs as separate forms migt not actually be the best way to do it. I'm looking into whether these can be actual widgets which are still part of the main form.
#19
SuperLemmix / Re: [RELEASE] SuperLemmix 2.8....
Last post by WillLem - November 20, 2025, 02:54:53 AM
2.8.9 - The Turbo Upgrade! :lemming::lemming::lemming:

To get this update, please download SuperLemmix as normal from here.

This update includes a number of significant features and bugfixes. It is strongly recommended that you update from 2.8.5 this this latest version.



Changelog

:lemming: Level Select Bufixes/Optimisations
• Many optimisations to improve the overall speed and responsiveness of the Level Select menu, it's now much snappier, even with very large level packs and collections
• Improved talisman panel layout & position
• Bugfix - The correct "X of Y levels completed" is now shown for all tree nodes (previously, it was only correct for parent packs as opposed to individual groups)
• Bugfix - Added and updated feedback labels & buttons throughout the menu
• Bugfix - Compilation packs are now marked as compilations

:lemming: Level Search Bugfixes/Optimisations
• The search process is now much faster: 2-5 seconds maximum for initial search, basically instantaneous for subsequent searches, even for very large level collections (tested with a folder of more than 9000 levels!)
• UI now stays responsive throughout the process
• If the search yields no results, the list is displayed anyway (with a "no results" message) and the "Close" button is shown so that users can return to the level treeview

:lemming: Replay Editor
• It's now possible to select all future events with the same lemming index as the original event
• Multi-select is now possible
• It's now possible to return to the starting frame (after skipping to a different one) without having to close the dialog
• Bugfix - 'Current Frame' label is correctly updated when skipping to a frame

:lemming: Amiga Theme
• Improved skill panel graphics
• Single-digit skills are now shown as "0x" instead of "x"

:lemming: Physics
• Ladderers now transition to Shrugger when the action stops; more consistent with other construction skills, and allows Skip-to-Shrugger hotkey to be used for Ladderers
• Jumpers now interact with Splat Pads during the downwards phase of their movement arc
• Extended Reacher distance back up to 19px following an unintended drop to 18px
• Non-invincible swimmers that are already swimming now don't continue swimming when they reach a fatal water object (Blasticine, Vinewater, Lava), but *do* continue swimming when they reach Poison and become a zombie
• Fixed this Swimmer bug, and various others relating to re-triggering of the swim action state

:lemming: Menu Screens
• "Show Skills Used" button added to Postview screen when in Playtest mode (shows a list of the skills used during the current playtest)
• It's now possible to tile / stretch the background using title.nxmi
• Improved some tooltip hints in config & level select menus

:lemming: Bugfixes
• We now only play the time up sound if time is up and gameplay has moved to the next frame (prevents it from cueing on exit to postview)
• Data loss prevention - If multiple instances of SLX are open, settings & userdata are now preserved correctly
• Pressing Esc repeatedly in quick succession from any menu screen allows the game to close without crashing
• Physics doesn't update if an attempted assignment fails because there is an existing assignment at the current frame (Assign Fail provides feedback)
• Physics always updates when attempting an assignment to a highlit lem
• Further improvements to Rewind button handling
• Cursor should now stay normal whilst in config menu and level select screens (further testing is needed to confirm reliability of this fix: I haven't been able to replicate it)
• If a Sleeper is removed from the level, the number of "lemmings out" is now updated correctly
• Rescue results postview text is correctly updated when in test mode and the level has talismans (we needed to make space for the talisman buttons)
• Explosion from Blasticine and Zombies-hit-with-projectiles now doesn't destroy surrounding terrain if a (Time)Bomber detonates simultaneously



See also: Editor Release Topic for full info on Editor updates



To get this update, please download SuperLemmix as normal from here.

As usual, it's worth downloading this update as a fresh install with everything included.

A reminder of what's new in SuperLemmix 2.8
#20
SuperLemmix Bugs & Suggestions / [✓][BUG][ED] Piece Browser Win...
Last post by GigaLem - November 20, 2025, 01:30:39 AM
I've been trying out new versions of the SLX editor for its NL support complete with its QoL features however I came across a couple of bugs in its recent version

Hotkeys not accepted - I have to click on the main editor itself to use hotkeys simply because when I try to use them in the window, nothing happens or it only moves the view point of the level