Recent posts

#11
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by IchoTolot - Today at 08:39:05 AM
Sadly I was away at that Sunday, but I found some time and watched the vod ob Twitch now!  :)

Great job at the event!  :thumbsup:

I link the vod here for everyone: https://m.twitch.tv/videos/2891496470

It should be around the 4-5 hour mark.
#12
Community Edition / Re: Mac Graphics From Ultimate...
Last post by WillLem - Today at 05:59:31 AM
Quote from: namida on October 12, 2026, 11:28:01 PM
Quote from: WillLem on October 12, 2026, 11:11:56 PMmaybe we could support hi-res-only styles in CE. If a level uses them, temporarily switch to hi-res whilst that level is playing.
This would break 12.14 compatibility.

How? Unless I'm mistaken, the compatibility direction is that all 12.14 content must be playable in CE, not the other way around.

If I'm not mistaken, there's no reason we couldn't support hi-res only styles if people agree it's a good move. That would mean we could simply supply these gfx as "mac_dirt, mac_crystal, mac_fire, etc..." and keep them as independent styles (which I would prefer tbh).

Quote from: UltimateLemmings on Today at 12:12:40 AMIf you need help sorting the graphics in a format better suited to NL I am happy to assist.

That would be very helpful!

Maybe a few of us can take a style each and go ahead and prep all the graphics. That would certainly be better than one person doing all the work by themselves.

I'd like to nominate Crystal as my chosen style if I'm involved (dibs!) :)

Quote from: Proxima on Today at 12:28:58 AM
Quote from: namida on October 12, 2026, 11:28:01 PMBut, could they be used ... for supplied, rather than upscaled, high-res graphics for the default styles?

That was the idea when Will and I started doing exactly that a couple of years ago, with a copy of the Mac graphics sourced from, I believe, ccexplore. We got through most of the pillar style, and I still have those graphics on my installation of NL.

The only issue (as far as I remember) is that many of the Mac gfx aren't the same shape as the Amiga/DOS gfx. The low-res ones would provide physics anyway, but it could look very odd if the hi-res counterparts don't match.

Another issue is that some of the Mac gfx don't look as good as the Windows '95 upscaled versions IMHO. Others look perfectly fine with NL upscaling, and others still look great simply resized with 2x Nearest Neighbour.

I'd probably suggest that, if we were to take on this project properly, we should take each piece and choose whichever looks best out of the following:

1) 2x Nearest Neighbour resize
2) Windows '95 version
3) NL's hi-res upscaled version
4) Mac version

I wouldn't be too concerned about asset clash here either: I have a handy tool that can perform color swaps in multiple images simultaneously, so we could easily normalize the color scheme for all pieces regardless of their origin.

That's my two cents. I anticipate disagreement, so - if we're just blindly using all the Mac gfx - we should at the very least ensure that all of the pieces are the same shape as their Amiga/DOS counterparts.

Or, we could just go ahead and add these as independent mac_* styles and support hi-res-only style sets in CE.

Or, we could add them as independent styles and then resize them by 50% for the low-res versions if people don't want hi-res-only styles to be supported.



NOTE: As a hi-res user, I feel particularly strongly about what happens here. Watching this space.
#13
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by spaceagemeats - Today at 01:34:39 AM
my iPad is ready!
#14
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by UltimateLemmings - Today at 01:04:13 AM
👀

#15
Community Edition / Re: Mac Graphics From Ultimate...
Last post by Proxima - Today at 12:28:58 AM
Quote from: namida on October 12, 2026, 11:28:01 PMBut, could they be used (at least as a starting point) for supplied, rather than upscaled, high-res graphics for the default styles?

That was the idea when Will and I started doing exactly that a couple of years ago, with a copy of the Mac graphics sourced from, I believe, ccexplore. We got through most of the pillar style, and I still have those graphics on my installation of NL.
#16
Quote from: WillLem on October 12, 2026, 03:33:40 AMMoved this post from the Community Edition release topic.

Perhaps Ultimate Lemmings should have its own board? I haven't had a chance to fully test it yet, but from what I've seen so far it looks incredible.
Would love for UL to have its own board. I am just about to start iOS testing, including special modes for the iPhone Duo and even Apple TV support. This is unlikely to get out of testing and on to the App Store, unless I can find a workaround using non IP protected graphics and / or maybe supply your own ROMs/sources like other ports around.

If you need help sorting the graphics in a format better suited to NL I am happy to assist.
#17
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by UltimateLemmings - Today at 12:08:10 AM
Ultimate Lemmings 1.9.4 is out!

This update makes rescue celebrations less distracting, fixes saved Golden Path sessions, and adds clearer replay information.

Changes since 1.9.2

  • Calmer rescue celebrations. The golden lemming aura is at least 70% softer, with a very faint golden haze around terrain and scenery. Reduced-motion and reduced-flash settings are respected.
  • No music switch for 100% rescue goals. Levels requiring every lemming show only a brief glow and keep their current track, avoiding a short celebratory music change before the next level. Classic and both sequels share this rule.
  • More control over distractions. Accessibility settings now let you turn off Show song info and Fade Menu button. Song information fades in gently and does not block gameplay clicks.
  • Clearer update alerts. Available compatible updates appear in the home menu, including while an automatic download is underway. Checks run at launch and hourly by default, while retaining your saved update preferences.
  • Less rendering work during fast-forward. Background glow builds off the main thread and uses cached images. Both sequels reuse bitmap pixels, and The Tribes avoids rebuilding unchanged skill-panel images.
  • Golden Path resumes the saved session. Continue finds your saved journey after another solo or Hot Seat session. It restores the saved players and turn, while keeping the departing run saved.
  • Command-Z rewinds one step. Available through the shared Mac gameplay controls.
  • Clearer replays. A compact upper-right panel shows remaining skills and the last three successful skill uses with exact ticks. Chronicles shows held tools and names recorded tool uses.
  • A better Golden Path difficulty order. Time waits for no Lemming and This Corrosion, including their known variants, now sit late in Expert. Identified routes based on engine quirks cannot enter Intermediate. Golden Path now contains 295 lessons.
#18
Community Edition / Re: Mac Graphics From Ultimate...
Last post by lemmkeev20 - Today at 12:00:15 AM
Quote from: namida on October 12, 2026, 11:28:01 PMBut, could they be used (at least as a starting point) for supplied, rather than upscaled, high-res graphics for the default styles?

yes they can! (just that they can only be used as proper styles :forehead: and thats what i want :forehead:  :forehead:  :forehead:  :forehead:  :forehead:  :forehead:  :forehead:  :forehead: )
#19
Community Edition / Re: Mac Graphics From Ultimate...
Last post by namida - October 12, 2026, 11:28:01 PM
Quote from: WillLem on October 12, 2026, 11:11:56 PMWhich brings me to an idea: maybe we could support hi-res-only styles in CE. If a level uses them, temporarily switch to hi-res whilst that level is playing.
This would break 12.14 compatibility.

But, could they be used (at least as a starting point) for supplied, rather than upscaled, high-res graphics for the default styles?
#20
Community Edition / Re: Mac Graphics From Ultimate...
Last post by WillLem - October 12, 2026, 11:11:56 PM
Wow, yeah...

Looking at the folders, it would take a while to get those sorted into proper styles. Also, the images are all hi-res so wouldn't be supported in NeoLemmix or CE without low-res counterparts. We could of course use the existing gfx, but what would be the point? - this is a style that's meant to be seen in hi-res.

Which brings me to an idea: maybe we could support hi-res-only styles in CE. If a level uses them, temporarily switch to hi-res whilst that level is playing.

I'm currently looking at implementing a low/hi-res on-the-fly debug switch anyway, so... this could be even more of a reason to go ahead with it.