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#11
Lemmini / [✓][BUG] Choose Level Doesn't ...
Last post by kaywhyn - March 17, 2026, 09:45:31 AM
To reproduce:

On RetroLemmini v2.9, play and complete an entire level pack. Doesn't matter what pack. Must finish the whole pack by having the pack marked as "completed." When this happens, clicking "choose level" via "Levels" in the menu bar doesn't open at all. Finishing an entire rank when there are still incomplete ranks for the pack doesn't trigger the bug.

Or, when launching RetroLemmini v2.9, double-click a level in a pack that is marked "completed" and make sure it goes into the level preview screen. Once there, try going to "level" => Choose level. Same thing, doesn't open.

When selecting a level from a completed pack by the level select menu, either by clicking the "choose level" button or via level => Choose level, notice that the level isn't selected when single clicking. However, the game still loads the level fine when double-clicking, as it goes to the level preview screen. At the same time, if you went to the level select menu via the huge "choose level" button on the main menu, the button "unselects" when double-clicking the level by becoming "undark" again.

Checked RetroLemmini v2.8 and the "choose level" menu not opening bug is not present there.
#12
Lemmini / Re: [RELEASE] RetroLemmini 2.8
Last post by WillLem - March 16, 2026, 03:50:55 PM
Version 2.9 update

Further UI improvements (including custom-made menu icons courtesy of Zanzindorf!), some new features, and some stability updates.



:lemming: Menu Bar:

• Added brand new icons created by Zanzindorf :lemcat:
• Added hotkey text.
• Applied new dark blue theme.
• Restructured popup menus.

:lemming: Level Select:

• Added new 'trophies' image to the Level Select menu, which is displayed per-pack, per-group, and per-level. This shows if a level/group/pack is not started, is started and is in progress, or is completed. Pay attention to the Floater lem to see it in action!
• Fixed order of included level packs (doesn't affect existing progress or replays).

:lemming: NEW - Mouse Config Dialog:

• Added a dialog to setup mouse buttons (this replaces the 'swap middle/right buttons' option).
• It's possible to assign Pause, Drag-to-Scroll Viewport, Select Walker, Scroll Speed, and Release Rate -/+ to whichever buttons you like.
• Support for Middle, Right, and Forward (X1) / Backward (X2) buttons.
• 'Click air to cancel replay' is now optional.
• It's still possible to use the scroll wheel to select skills (this is set in the same dialog), and it's also now possible to use the scroll wheel to change the Debug Draw brush size.

:lemming: Direct Drop (Max Exit Physics)

• It's now possible to activate Direct Drop on a per-level basis, supported in Editor 1.4 (and later) and applied by the level author.
NOTE: Direct Drop is a controversial physics phenomenon which was present in some official Lemmings ports (including Windows '95 Lemmings upon which RetroLemmini is largely based). If using this feature, it is recommended that you do so sparingly, and be aware that it may open your level up to unintended solutions!
NOTE ALSO: Direct Drop is set by the level author, and the player will be notified in the Preview screen if it is active in the current level.


:lemming: Mods

• It's now possible to use the 'lemming.ini' file to specify custom lemming names for sprites.
• Sprite recolouring is now fixed for modded sprites (Xmas, Lemminas, etc) following the 'per-level' mods update.

:lemming: Skill Panel

• If the lemming under the cursor is a Bomber, this is now shown in the panel cursor info.

:lemming: Hotkeys

• Updated default Debug/Max Exit Physics hotkeys to use (Alt) instead of (Ctrl).

:lemming: Replay Options:

• Auto-saved Replays can now be given a custom name (this is tag-based, and can be applied in Settings).

:lemming: Styles:

• New pieces added to Marble and Pillar (including Up/Down One-Way-Arrows).
• Fixed Brick One-Way-Arrows mask (unlikely to affect existing content, but double-check your Brick levels!)
• New styles 'lemminas_pink', 'starlight' and 'sugar' added to main set. These are also accounted for in 'styles.ini' for Editor purposes.
• We no longer use the 'Revision' property to keep track of styles updates (this is now handled via the Styles Updater - more work is needed here, but for now updating the styles periodically via Help > Update Styles is the best way to ensure that they're up to date).

:lemming: Bugfixes/UI:

• When using RMB to erase in Debug Draw mode, the viewport is no longer dragged (even if RMB is set to Drag View Area, Debug Draw takes priority).
• One-Way-Arrows are now always displayed facing the correct direction, regardless of whether they have been rotated, flipped or inverted (which is also no longer supported in the Editor). This was originally implemented in 2.8 but wasn't working correctly - this has now been fixed.
• More sophisticated use is made of the Window Caption to display errors during a replay - the cause of the error is shown, and it's also noted if the level has been 'closest-matched' (this further reduces unhandled exception errors and popups, and provides better feedback in general).
• If a style piece is missing, the user is taken back to the main menu and advised to update styles (rather than getting an unhandled exception popup). This may be further improved in a future update (i.e. download the appropriate style only, if available, and load the level), but for now it's better than kicking the user out of the app entirely.
• RetroLemmini is now re-initialized after downloading styles. This allows a level with missing style pieces (which have subsequently been downloaded via the Updater) to be loaded without rebooting RetroLemmini.
• If a replay was made in SuperLemmini 0.103 - 0.104a, we now assume it to have untimed bombers rather than falling back to user option (prevents unnecessary replay breakage).
• Hatch sound is now played once (as opposed to per-hatch-instance which creates ugly audio overlap).

:lemming: RetroLemmini Editor 1.4

• This update ships with the latest version of the dedicated RetroLemmini Editor. For details on updates, see the "About" dialog in the Editor, or the Editor topic.

A reminder of what's new as of 2.6.



We're another few steps closer to RetroLemmini being completely unhandled-exception-free!

Get the latest version here.

#13
Lemmini / Re: [RELEASE] RetroLemmini Lev...
Last post by WillLem - March 16, 2026, 02:53:18 PM
Version 1.4 Update

More updates, new features and bugfixes.

:lemming: Direct Drop (Maximum Exit Physics) support added
• It's now possible to set Direct Drop (Maximum Exit Physics) on a per-level basis*. With this property activated, lemmings will always interact with the Exit's trigger regardless of state/action, meaning that falling lems can exit in midair and from otherwise unsurvivable drop heights (aka Direct Drop), and will prioritise an Exit's trigger over any other object wherever they overlap.
NOTE: Direct Drop is a controversial physics phenomenon which was present in some official Lemmings ports (including Windows '95 Lemmings upon which RetroLemmini is largely based). If using this feature, it is recommended that you do so sparingly, and be aware that it may open your level up to unintended solutions!
NOTE ALSO:  Direct Drop is set by the level author, and the player will be notified in the Preview screen if it is active in the current level.
* (Requires RetroLemmini 2.9 or later).


:lemming: Control Hints
• When the mouse is hovered over a control, information about that control is now displayed in the status bar. This can be toggled on/off in Settings.

:lemming: Level Pack Compiler - Automatic Updates/UI
• The Level Pack Compiler now silently checks for updates every 30 days and automatically downloads the latest version.

:lemming: Style Manager/UI
• Added 'Remove' button so that styles can be removed from the list.
• Bugfix - 'Sort Alphabetically' becomes available only when multiple items are selected.

:lemming: Skillset
• Added support for 'Infinity' skill amount (applies when the numeric control is set to 100).

:lemming: Bugfixes/UI
• Corrected Y-Position of hatch spawn point.
• 'Show Missing Pieces' menu item is now only present when relevant (i.e. when the level contains missing pieces).
• Transformations (rotate/invert/flip) no longer apply for One-Way-Walls (matches RetroLemmini 2.9 behaviour).



Download the latest version of the RetroLemmini Editor.

Also be sure to grab the latest version of RetroLemmini.

#14
Lemmini / Re: Menu bar theme & icons
Last post by WillLem - March 15, 2026, 10:34:38 PM
Quote from: zanzindorf on March 15, 2026, 10:27:15 PMLol I forgot about the keyboard. Attached should be a fix for that.

Perfect, thanks :)
#15
Lemmini / Re: Menu bar theme & icons
Last post by zanzindorf - March 15, 2026, 10:27:15 PM
Quote from: WillLem on March 15, 2026, 01:01:17 PMHere's everything as it looks at this point. Let me know your thoughts:

They look great in-menu :thumbsup:

Lol I forgot about the keyboard. Attached should be a fix for that.

CodeFlipped_64x64.png
#16
Contests / Re: Level of the Year: 2025!
Last post by IchoTolot - March 15, 2026, 08:42:54 PM
Be sure to remember working on you nomination list!  :)
#17
NeoLemmix Levels / Re: [NeoLemmix] Oh Wow! More N...
Last post by 92Dexter11 - March 15, 2026, 06:25:18 PM
QuoteYou're so welcome and thank you, Dexter! I am so pleased that you like it and I do want to thank you greatly for making all of us the tilesets, they're so beautiful! :thumbsup: This wouldn't have been possible without you.
:thumbsup:


QuoteSo are you going to plan on making any more tilesets/styles? I'd do it again as a sequel/expansion pack.

I did recently start work on a new set of Lemmings Faithful tilesets, but then lost all enthusiasm and motivation and took a bit of a break. They will be released eventually since I've already made a lot of headway on them, but I have no idea when that will be.
#18
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by WillLem - March 15, 2026, 05:44:43 PM
It's been one week. Could do with some feedback on this from anybody that uses NeoLemmix. Thanks :)



Meanwhile, how's this for "erase future assignments" feedback?

#19
Other Projects / Rustlings: a WIP lemmings engi...
Last post by DirtyHairy - March 15, 2026, 04:56:24 PM
I am currently working on a cross-platform reimplementation of DOS Lemmings in Rust that reads the original data files and acts as a drop in replacement for the original binary. I have yet to add the actual gameplay, but the interface and the basic engine are now in place and ready for some rodents to move in, so I thought I'd share a few screenshots ;) If you're curious you can find the project at https://github.com/DirtyHairy/rustlings
#20
NeoLemmix Levels / Re: TomatoLems [Difficulty: Ea...
Last post by IchoTolot - March 15, 2026, 04:33:22 PM
Here are my replays for V2 of this pack.

Great levels in here and by far not all easy pushovers!  :thumbsup:

I had the most problems with Tense 08 "Risky Business" and found it much harder than the repeat. Don't know if it's a backroute though.

My solutions are attached to this post as usual.  :)