Recent posts

#11
Editor Bugs & Suggestions / Re: [BUG][ED] Display bug in E...
Last post by Flopsy - October 18, 2026, 04:13:04 PM
I do have the feature ticked but it doesn't explain why the pieces are out of alignment still
#12
NeoLemmix Levels / Re: Amiga Classic Special 2 (5...
Last post by MASTER-88 - October 18, 2026, 02:09:52 PM
Little backroute patch.

Bedlam level 3 Magnificent performance

Bedlam 3
Figured out very easy backroute here, will fix it new zip, new tool sets make it differents compared old one, climber is removed, its really break this level.
#13
Forum Games / Re: Corrupt-a-Wish
Last post by lemmkeev20 - October 18, 2026, 11:54:36 AM
Quote from: The64Watcher on October 18, 2026, 12:13:24 AMi wish the tomato watcher actually made more lemmings videos

isn't him doing that  ???

i wish all new world of lemmings had all the tribes...
#14
Editor Bugs & Suggestions / Re: [BUG][ED] Display bug in E...
Last post by Guigui - October 18, 2026, 11:46:53 AM
I may state the obvious but : did you check the "highlight grouped pieces" option ?
#15
Editor Bugs & Suggestions / [BUG][ED] Display bug in Edito...
Last post by Flopsy - October 18, 2026, 10:15:52 AM


I encountered this bug when grouping pieces when making other levels and the pieces would change colour to green when you use the group function. This doesn't always happen but it was pretty common.

I then returned to a contest level I made and I was going to make finishing touches, and then realised this display bug had occurred on this level, the bottom half shows how it appears in the editor preview, it didn't look like this before about a month ago when I worked on this level, I only discovered this when I loaded the level again recently.
The top half is how the level looks in the player when I load the level, so there is a clear difference between the editor and what is displayed in the player itself.

UPDATE: This seems to be more reproduceable if you group pieces then save the level. Then close down the editor and reload the level, might also be dependent on grouping more pieces together than just two. A level I was working on yesterday and reloaded today, the grouped pieces are all showing up in green.
#16
Lemmini / Re: [RELEASE] RetroLemmini 4.0
Last post by WillLem - October 18, 2026, 09:27:01 AM
Version 4.0 Update

A small but very significant update. Styles are now handled differently so that they are smaller and easier to maintain.

If you're using an earlier version of RetroLemmini, it's strongly recommended that you update to Version 4.0.

Here's what's new!

:lemming: Style Handling

• Objects no longer need to have a separate 'om_' image with the trigger rectangle. Instead, we use maskX, maskX, maskWidth and maskHeight in the style's .ini to set the trigger rectangles.
• If you're a style creator, you can use the Editor's trigger area rendering capability (go to View > Show/Hide Triggers) to make sure you've set the correct values.
• Objects are now named 'stylename_o_n' instead of 'stylenameo_n'. This is so that styles can have names ending in 'o' without potentially causing problems.
• All included styles have been updated to this system - levels and replays are unaffected.

:lemming: Force Fields

• It's no longer possible to Rotate/Flip/Invert Force Field objects. This is to keep the graphics consistent with the physics.

:lemming: Entrance Hatches

• Under the new style handling system (see above), lemming spawn points are now set by the maskX and maskY values for entrance hatch objects. The spawn point is shown both in the Editor and in the updated Debug mode.
• It's no longer possible to Rotate entrance hatches (they can still be Flipped/Inverted!). If any existing levels use rotated hatches, I'm happy to add a new rotated hatch object to the 'special' style.

:lemming: Up/Down One-Way_Arrows

• Upwards and Downwards-facing One-Way_Arrows have been added to all OG styles courtesy of EricDerkovits. Some of the images need to be upscaled to hi-res, which will be done over the next few weeks. You can keep the styles up to date by going to 'Help > Update Styles'.

:lemming: More Java Exception Eliminations!

• When a level doesn't load, we now show exactly which resource is missing that's causing it not to load.
• The lack of a second value in the 'sound' section of a triggered object's .ini entry is now tolerated by being defaulted to 1 (so, the sound will play on the first frame of the animation unless another frame is specified) - see this topic for details.
• Improved error messages for missing resources.

:lemming: Debug Mode

• Object trigger areas are now shown when in Debug mode. Please note - this should not be routinely used when playing levels as levels cannot be legitimately counted as 'solved' in Debug mode; the feature is intended for use when creating and maintaining levels and/or styles. I may consider adding this as its own feature (a 'Physics View' similar to the one in NeoLemmix), but there would have to be a lot of vocal support for this from RetroLemmini users; I'd very much prefer to keep it as a Debug-only feature.
• The panel info layout is improved and now shows object type when mousing over an object.

:lemming: UI/Bugfixes

• The browser now always opens at the 'levels' folder when adding an External level.

See also - RL Editor release topic for the latest version of the dedicated RetroLemmini Level Editor.
N.B. - You must update to Editor 2.1 for cross-compatibility with RetroLemmini 4.0 - a copy of the Editor is included when downloading the RetroLemmini update to ensure that you're good to go.


Get the latest version of RetroLemmini here.

#17
Lemmini / Re: [RELEASE] RetroLemmini Lev...
Last post by WillLem - October 18, 2026, 09:21:50 AM
Version 2.1 Update

Skipped version 1.9 to go straight to 2.1 due to a significant update to Style handling.

If you're using an earlier version of RetroLemmini, you must update to Version 4.0 for Editor 2.0 to be cross-compatible.

With that established, here's what's new in the Editor!

:lemming: Online Updates
 • The Editor can now check online for updates! This happens automatically once per week when starting the Editor, or can be done manually using 'Help > Check For Updates...'

:lemming: Style Handling
 • In accordance with RetroLemmini 4.0, the Editor now looks to the style's .ini folder to find object trigger areas. This system replaces the 'om_' object mask images so that styles can be smaller and easier to maintain.
 • Furthermore, objects are now expected to be named with the updated suffix '_o_' rather than 'o_' as before.

:lemming: Hotkey Config
 • Added 'Clear Current Key' button.
 • Bugfix - 'Edited' label persists until changes have been saved successfully.

:lemming: UI / Bugfixes
 • Added default title 'Untitled' when creating a new level.
 • Rotate/Flip/Invert is now disallowed for Force Fields to keep behaviour consistent with RetroLemmini.
 • Rotate is now disallowed for Entrance Hatches (they can still be Flipped/Inverted).
 • '_pg' object gfx no longer show up in 'Terrain'.



Download the latest version of the RetroLemmini Editor.

#18
Lemmini / Re: Feedback on a new style?
Last post by hrb264 - October 18, 2026, 07:39:42 AM
Thanks so much for taking a look! I thought I had changed all the levels that required the 'metal' objects so they included the objects that were provided, but will take a look at that again thanks :)
#19
Lemmini / Re: Feedback on a new style?
Last post by WillLem - October 18, 2026, 05:21:57 AM
Hi hrb264, thanks for taking the time to create this new style and level pack for RetroLemmini! It's great to see some creativity and personality in these levels, and you've done well to bake in a consistent theme throughout - pun very much intended! :)

The levels themselves are fun to play and showcase the Jewish theme well with clever titles and interesting layouts. The levels are not as easy as they look at first, and present a challenge similar to that of the "Tricky" levels in that they provide plenty of skills but also plenty of obstacles and irregular terrain to work your way around. Nice work!

As for the style, it's very inspired, very colourful, and certainly decent enough for a first effort at creating a style, which is a very difficult thing to master. I like the background color and the fact that the builder bricks are red - this is good attention to detail and really helps it to feel like its own thing.

I do have some suggestions that would improve things a bit:

You could try making all of the pieces half the size they are now. You wouldn't lose any detail at that resolution, and you'd probably find that the pieces would become a bit more versatile as well.

The objects need a fair bit of work. There are some inventive ideas for traps that fit the theme very well, but I'd definitely suggest resizing these so that they're a bit more lemming-sized and can therefore have a more appropriate trigger area. Also, the animation frames need to all be exactly the same size and offset relative to one another to keep the animation smooth and consistent. I'll happily take a look at these with you at some point - creating animated objects is no easy task!

Also, the 'metal' style is required to play a couple of the levels. You mentioned that since you're only using one piece you might add it to 'shalom' and maybe recolour it to fit your theme even more - I'd say that's definitely a good move.

Other than that, this is a very good first set of levels and style pieces. Keep up the good work! :lemcat:



I've taken the liberty of re-uploading the levels and style with the style re-named to 'shalom' instead of 'shalomx', since RetroLemmini 4.0 and Editor 2.0 can now play nicely with style names that end in 'om'. The objects also needed a tiny bit of empty space cropping off the bottom so that their height is divisible exactly by the specified number of frames - this has also been done for you. The animations themselves and positions in the level remain identical.

I'll be happy to help you develop your style further if you wish.
#20
Lix Multiplayer Dates / Re: Lix Multiplayer Session - ...
Last post by kaywhyn - October 18, 2026, 04:48:04 AM
Thank you Flopsy for organizing the Lix session and to everyone for being so welcoming to me for my very first Lix multiplayer session! I had a wonderful time and enjoyed it very much! :thumbsup: That means a lot, considering I'm not much of a multiplayer person and don't have much experience with such games myself :P 

Looking forward to the next one whenever that'll be. No rush at all, I'll keep an eye out on the announcement ;)

Also wow, congrats on 1,111 posts Flopsy! :laugh: :thumbsup: