Recent posts

#11
Community Edition / Re: [RELEASE] NeoLemmix Commun...
Last post by WillLem - June 20, 2026, 12:18:15 AM
1.1.2 Hotfix Update

Feature updates and bugfixes. Here's what's changed:

:lemming: Options

• 'Hide Backgrounds' is now 'Show Backgrounds and Decorations', and encompasses decorative objects (Paint, Animations, etc) as well as Background images

• Added option to toggle Colour Cycling for gadgets in Clear Physics Mode

• Colours in Clear Physics Mode can now be user-customised using data\ce-clearphysicscolours.nxmi. Simply edit the hex values of the listed colours to tailor them to your liking! See this post for more details

:lemming: Hotkeys

• Added hotkey for 'Select Unassigned Lemming' - this can be used to select any lemming that is either a Walker, Ascender or Faller, and not an athlete. There is no default key, so be sure to set it yourself if you wish to use this hotkey

:lemming: UI / Bugfixes

• Data Loss Fix - NLCE tolerates the absence of 'NLCESettings.ini', and recognises 'settings.ini'
• Data Loss Fix - Hotkeys are now saved and loaded as 'NLCEHotkeys.ini' ('hotkeys.ini' is still compatible, but will not be overwritten)

• If a level has missing pieces and a preview text screen, the missing pieces are handled before proceeding to the preview text screen

• Replay Insert Mode - 'CUT X TASKS' is shown on all frames, including the assignment frames, when mousing over a lemming with future replay assignments

• Level Select Menu - Title and Author fields are reset correctly after using the 'Edit Level' button to edit a level

• Updated default fall distance ruler. See this topic for full discussion and details

See also: NeoLemmix Editor 2.1 Update



Get the latest version here.

#12
Game Bugs & Suggestions / Re: [+][SUG][PL] "Select Unass...
Last post by WillLem - June 19, 2026, 11:38:20 PM
Select Unassigned Lemming hotkey added. This will choose a lemming that is either Walking, Ascending or Falling, and which does not have a permaskill assigned to them.

There is no default assigned as yet, so it's added on an 'assign it yourself' basis. We can always change this later.

Implemented in NLCEPlayer commit d9335a3.
#13
Game Bugs & Suggestions / Re: [+][SUG][PL] Clear Physics...
Last post by WillLem - June 19, 2026, 11:33:27 PM
Colour-cycling is now optional.

Implemented in NLCEPlayer commit 49cfd1c.

Static CPM colours can be user-specified in ce-clearphysicscolours.nxmi. See above post for details.

Implemented in NLCEPlayer commit 1359ae5.

This can now be considered resolved, then. Users can choose whichever colours they wish for gadgets, trigger areas, and the various lemming states, whilst in CPM.

#14
Lemmini / Re: [RELEASE] RetroLemmini Lev...
Last post by WillLem - June 19, 2026, 08:11:40 PM
Version 1.7 Update

A small but significant update this time.

:lemming: Previous/Next Level Buttons

• Added '<<' and '>>' buttons for navigating between levels in the current directory. These buttons instantly open the previous/next available level for editing!

:lemming: Bugfix

• Changed default top boundary to 2px to match the hard-coded value in RetroLemmini.

Please Note: RetroLemmini no longer supports variable level boundaries, but the Editor will continue to soft-support them to make it easier for level designers to adjust their levels (if necessary).



Download the latest version of the RetroLemmini Editor.

#15
Lemmini / Re: [RELEASE] RetroLemmini 3.1
Last post by WillLem - June 19, 2026, 08:06:46 PM
Version 3.1 update

More physics updates, UI tweaks and - at long last - a Replay Checker!

Here's what's new:

:lemming: Replay Checker

• When loading a replay, the replay is first checked for pass/fail status (this is lightning fast and invisible). The result is then displayed in the window caption, including the number of lemmings saved (thanks to hrb264 for this suggestion!).

• This feature will form the basis of an in-development Mass Replay Checker, which will be able to check multiple replays in batch. Let's ensure that the single-check feature is stable first!

:lemming: Replay Format

• The player's name is now stored in the Replay file.

:lemming: Physics

• When a Builder is turned by a Blocker, the current step is drawn again to ensure that the bridge fully connects. This does not affect replay timing as the step is drawn instantly, but it may affect replays which used the glitch in order to separate a lemming from the crowd.

• Removed support for variable level boundaries: RetroLemmini will ignore these values wherever they are present in a level file, and instead will default to Top = 2, Bottom = 20, Left = 0, Right = -16.

• Builders are prevented from building past (Y = 4).

• The Top Boundary is taken into account when determining Walker -> Hopper transition, meaning that lemmings cannot step above (Y = 2), and will instead turn around.

• Bugfix - Skill assignment to OhNoing Blockers is now disallowed (as per regular OhNoing lemmings).

:lemming: UI

• When in Debug mode, the Frame value and X/Y position of [the lemming under the cursor] is shown in the panel info in the format "F:n X:n Y:n".

• Bugfix - Window caption is reset when cancelling Replay mode.

:lemming: Lemming Sprites

• 'Jumper' renamed to 'Hopper'.
• 'Flapper' renamed to 'OhNoer'.
• 'Flipper' renamed to 'Hoister'.

• All left-facing lemming sprites have been restored to their original positions and are instead offset in-code to match the 3.0+ Builder physics. This does not affect the actual in-game position of the lemming, and is a purely aesthetic tweak to ensure smoother animation, and to restore the original sprites (which should NOT have been changed - I don't know what I was thinking!).

:lemming: Editor

• RL Editor version 1.7 is included with the download. See the Editor's "About" dialog for update info.

A reminder of what's new as of 3.0.


Get the latest version here.

#16
Live Event Scheduling / Re: Simon will stream Level of...
Last post by Guigui - June 19, 2026, 02:45:29 PM
Quote from: Simon on June 16, 2026, 06:33:26 PMGuigui backroute-fixed his So Many Spikes, we'll see if we have time to return to that.

This is the new version of So Many Spikes, also available in the current Save One pack.
Not sure if IchoTolot needs to bother updating the LOTY pack that close to the end of the playing phase.
#17
Other Projects / Re: Level Editor for the Sega ...
Last post by Adrian060756 - June 19, 2026, 09:19:39 AM
Love ya Squidgy! I made and finished a full ROM hack out of this editor so big thank you goes to Squidgy.

It's the most marvellous creation i've ever seen!

Want to play my ROM hack? https://romhackplaza.org/romhacks/lemmings-mega-edition-sms/

If you don't like it, you can always build and release your own levels.
#18
Game Bugs & Suggestions / Re: [+][SUG][PL] Clear Physics...
Last post by Simon - June 19, 2026, 06:25:20 AM
Quote from: WillLem on June 18, 2026, 11:00:59 PMDarkened the green to 004400 as suggested.
The lems are also lighter (77-77-FF)
Better?

Yes, looks good! Happy to playtest it. Thanks!

Light lemmings make more sense to me than dark lemmings. But I haven't tried to guess Proxima's reasons for dark lemmings. I'll let you know if I find counterarguments to light lemmings in the future.

Dark-green gadgets against the black air are still easily visible to me at your (0, 0x44, 0). I have no answer for buried gadgets.

-- Simon
#19
Game Bugs & Suggestions / Re: [+][SUG][PL] Clear Physics...
Last post by WillLem - June 19, 2026, 03:01:11 AM
The following Clear Physics Mode shades can now be user-specified:

$LEMMINGS
  NORMAL $FF7777FF
  ATHLETE $FF00FFFF
  NEUTRAL $FFAA00FF
  ZOMBIE $FF777744
  SELECTED $FFFFFF77
$END

$GADGETS
  SHAPE $FF004400
  TRIGGER $FFFF00FF
$END

Note that "SHAPE" in the GADGETS section will only be applied when Color Cycle is off. TRIGGER is automatically darkened when overlapping, and to match the usual checkerboard pattern.

There is no need to specify shades for Zombie-Athletes, Selected-Neutrals, etc. Let's keep it clean and simple.
#20
SuperLemmix / Re: (SLX) Heart66 Pack (İn Dev...
Last post by WillLem - June 19, 2026, 12:36:50 AM
Here are 3 solutions for your level. One is most likely close to what's intended, one doesn't use Ballooners at all, and another only uses 6 Spearers.

For a level such as this, my advice would be to keep the open skillset, allow multiple possible solutions, and make use of the talisman system to enforce certain solutions (for example, 'No Ballooners' or '6 Spearers Max' talismans!)

The level doesn't really lend itself well to 'intended skillset only' mainly because the Spearer is a very versatile skill, and the Ballooner a relatively unpredictable one. Let the player find their own way to solve it, then.

It's a very good SuperLemmix level! I look forward to your others.

Some other general comments that you may find helpful:

:lemming: Please name the .sxlv with the title of the level and the position of the level in the pack. Example: 001_BALLOONERS_VS_SPEARERS.sxlv. This isn't necessary, of course, but it's a very useful habit to get into.

:lemming: Don't worry too much about difficulty at tihs stage. Just make the levels that you want to make, and you can gauge the difficulty later when your pack has been playtested by someone who doesn't know the solutions! ;)

All the best with your pack!