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#11
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by Plodderuk - July 25, 2026, 01:20:00 PM
Probably my final post re OYML. I have solutions for a few more levels in the final 'Havoc Highway' rank, plus an extra 'save all' solution for the final level.
So overall this leaves me with 8 out of 100 OYML levels I have not managed to solve on my own, 4 in the 4th rank 'Wicked Webroad':
 level 4_06 Agoraphobia
 level 4_08 Lemmings Are Grounded
 level 4_14 Methods Of Masters - MASTER88 says this is a relatively straightforward level, and the required strategy does seem obvious, I just can't execute it successfully
 level 4_16 There is No Time To Waste
and 4 in the final rank:
 level 5_09 Fiery Cells - solved by IchoTolot with a solution different to that intended, but I can't see how anything substantially different could work
 level 5_10 I Am MT - a Digger-fest, but with other challenges beyond me
 level 5_15 Scorching Terminal - again, solved by IchoTolot with a solution different to that intended, see my comments under the Spoiler tag
 level 5_19 Decimation - I have a solution but it draws on others' work.
Havoc Highway levels 12,15,16,19,20
Level 12 "Offerings Could Save Others": I delayed taking a close look at this level, for fear that it might be a miniature version of level 10's Digger-fest. But actually it presents a much more interesting challenge. In particular it needs some tricky choreography near the exit, where 3 different activities need to be synchronised.
Level 15 "Scorching Terminal": it becomes clear that: (a) the advance lemmings have to take the low road; (b) the crowd have to take the high road. The problem is that each road ideally needs a Cloner, but only 1 Cloner is available. For (a) the required path is relatively easy to see but executing this without using excessive skills or the Cloner is very difficult. The intended solution apparently requires 2 special tricks, and I know the one involving the Cloner, but not the other one so I fall 1 short of the Save requirement.
Level 16 "Gloomy Night": the hairtrigger chameleon traps, triggering every 5 frames, make it enormously difficult to meet the save requirement. It becomes clear that evading 2 of the 5 traps on the obvious route to the exit will not be enough, even with a tightly packed crowd. At least 1 of the 2 traps nearest the trapdoor needs to be bypassed completely. With no Diggers or Miners, the only way to bypass from above is with a Platformer - otherwise a way is needed to use Bashers or Fencers acting from below. For a long time my best efforts, using Glider-Shimmier to get the advance lemming over the gap on the right, and platforming above 1 of these 2 traps, still left me 2 short. There is a route that bypasses both the near-trapdoor traps and gets the required number to near the exit, but with no way of accessing the exit. So I looked for a 'from below' approach using the Shimmier in a more conventional way. This took me to a solution which, in all its key components, is the same as IchoTolot's. This approach succeeds only if the crowd are released in exactly the right way - I got lucky at the first attempt, then failed in my next 4 attempts to recreate the approach.
Level 19 "Decimation": trial runs show that, within the time limit, it is impossible to save the final 8 or so lemmings via the right-hand exit, using the conventional route; and that they cannot be saved via the left exit unless an advance lemming clears the way first. I cannot claim much, if any, credit for my solution, as it draws on the first 5 seconds of IchoTolot's solution and the use of the Miner in MASTER88's 'Common Mistakes' YouTube video showing unsuccessful solutions.
Level 20 "Havoc Highway": my additional solution saves all 103 lemmings. Inevitably this takes a bit longer than just meeting the Save requirement, and needs a few more skills; but there are still 6 skills and over 6 minutes to spare.
Revised set of solutions for the final rank are attached. My thanks again to MASTER88 for the brainteasers.

OYMLr5v3_plukz.zip
#12
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - July 24, 2026, 08:52:47 PM
1.01 Version started are ready. I´ll look out every solutions once yet.

I´ll later post all fixed things under spoiler tags. Step 3 seems contains most backroutes entire pack, though all those not was very bad ones. Technically few levels was totally broken my 1.00 version. Step 1 Level 19 and Step 5 Level 3. Also Step 4 Level 13 walking on hot coal was pretty broken too.

And its look Step 5 Level 3 Lethal Sidewalk finally work correct, added new toolsets and some improve objects. That was some hard level to fix.

I´ll back later when public my 1.01 version. ;P
#13
Tech & Research / Lemmings in html-in-canvas rel...
Last post by VorticonCmdr - July 24, 2026, 08:40:29 PM
I am guessing that everybody in this forum knows https://www.elizium.nu/scripts/lemmings/ and the various web versions there are. Well today I made my take on it public which I was working on for the last two weeks or so.

You are the first to hear about it and I would love to hear your feedback!

Some things I did which hoping to give back to the community I learned so much from:
  • video modes: VGA/EGA/CGA/Tandy video mode
  • music modes: Amige (.mod)/CDI-I (.mp3)/Adlib/Tandy
  • sfx modes: Adlib/Tandy/? (OGG)
  • a graphics pack editor (work in progress)
  • a level editor inspired by the original level editor(work in progess)
  • asset explorer
  • exploded assembly viewer
  • 2-player network mode (not playtested)

I am sure there are still some bugs but I simply couldn't wait any longer I had to tell/show you guys. So without much further ado: Github and Github pages
#14
Other Projects / Re: [RELEASE] Lemmings: a PICO...
Last post by Buzzard - July 24, 2026, 06:46:52 PM
Thanks so much!  :cute:  Really appreciate the kind words, and I'm glad you enjoyed it! I had a lot of fun making it, so it's really great to see people enjoying it too. Thanks for checking it out!  :)
#15
Other Projects / Re: [RELEASE] Lemmings: a PICO...
Last post by Erickk64 - July 24, 2026, 03:55:33 PM
I played it a little and wow, this is a pretty great demake! :thumbsup: It really feels like something that would be released when lemmings was being ported to everywhere ;)
I'm familiar with PICO-8 and the impressive stuff that people make in it, and this is another gem of those.
Despite not liking the NES version that much, I still greatly enjoyed this port, I think you did a really great job!  :thumbsup:
#16
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by IchoTolot - July 24, 2026, 02:19:04 PM
I agree with Guigui here that having everything in a single-mode can be very confusing for newer players and even seasonded ones at times.

As this seems to be a more advanced thing anyway and as dumb as it sounds:

I think having the 'Replay-single-mode' as an optional setting could be the best thing here - maybe as a sub-option to "click air to stop the replay".

Advanced players can choose to activate it.

It won't confuse newer players at first and at later stages when they get more familiar with the program they can choose to opt in.


I would regard the new player issue higher as the advantage to experienced players here.
#17
Other Projects / Re: Looking for Testers for th...
Last post by HPWsoft - July 24, 2026, 01:01:14 PM
Quote from: Strato Incendus on July 16, 2026, 04:30:41 PMNever would have expected that yet another Lemmings clone could look so interesting. Great job! :thumbsup:

@mobius: I quickly discovered you first neet to click the fizzle and then the icon that pops up above its head. I guess this might be more challenging on levels that require quick skill assignments in succession.

I like your new take on the Builder, though! :) Reminiscent of the Ladderer in SuperLemmix, but of course the other way round.

Thank you very much! That is a great compliment, especially here in a Lemmings-related forum.

Fizzles is definitely inspired by the general idea of guiding small creatures through handcrafted puzzle levels, but I am trying to give it its own identity rather than make a direct Lemmings clone.

The control flow is one of those differences: in Fizzles, the player selects the individual Fizzle first, and then chooses the ability from the popup above that Fizzle. This was mainly designed with mobile controls in mind.

You are right, though: this can become more challenging when several skill assignments need to happen in quick succession. That is something I have to be careful with in level design and balancing. My goal is not to create unfair reaction tests, but the interaction should still keep some real-time tension.

I am glad you like the new take on the Builder. In Fizzles it became the Planter, because I wanted the bridge to feel more organic and connected to the world. The instant bridge also changes the pacing quite a lot compared to the classic Builder idea, which is intentional.

Thanks again for taking a look and for the feedback!
#18
Other Projects / Re: Looking for Testers for th...
Last post by HPWsoft - July 24, 2026, 12:57:10 PM
Quote from: mobius on July 16, 2026, 01:13:00 AMI took a brief look;

firstly; the graphics are amazing, great job on that. Music is great and fitting too. I almost get a Ori feel to it.

Unfortunately I'm totally confused; I can't even figure out how to make a fizzle do anything. Click on a skill doesn't do anything, I can highlight a fizzle but nothing else. How do you assign??

Thanks a lot for taking a look, and thank you for the kind words about the graphics and music. The Ori comparison is a very nice compliment.

The control flow in Fizzles is intentionally different from classic Lemmings.

In Fizzles, you first click or tap a Fizzle. Then a small ability popup appears directly at that selected Fizzle, and you choose the ability there.

So it is:

select Fizzle first → then select ability

not:

select ability first → then click Fizzle

In Level 1 there is already a small hint for this: if the player does nothing, a Fizzle is selected and a hand appears above it to show where to interact. But your reaction shows that this hint may still not be obvious enough, especially for players coming from classic Lemmings controls.

That is useful feedback. I will look at the onboarding again and think about how to make the first interaction clearer without adding too much text.

Thanks again for testing and for pointing this out. If the first action is unclear, that is definitely something I need to improve.
#19
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by WillLem - July 24, 2026, 10:22:29 AM
Guigui makes a good point.

Replay Insert mode arrived after the standard mode, when advanced players wanted more out of it.

Thus could be tricky for newcomers, sure. UI is key.

I'll come back to this.
#20
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by Guigui - July 24, 2026, 09:39:28 AM
I also use LMB to 1 frame skip a lot. I even set RMB to 1 frame back skip.

Now that I come to think of it, the clash for LMB is actually triple : cut replay, skip, assign.
I switch to hotkey for skip only when I want the cursor to be over a lemming during the skip, so this does not clash with assign.
I only see the replay as a mean to get faster to a certain point in the level to try something else after I cut it. In this sense the replay cut is a point of no return after which I take back the control of the level.
Insert replay changes a lot of things in that regards, but I'm willing to try it.


I fear how beginners will understand his though.
Every single new player I know, me included, had a hard time understanding the replay idea where getting back in time does not forget the future.
Now we add another layer where taking back the control of the level by playing it via assignment does not forget the future either. An example of how this may be very hard to understand :
- this obstacle may be handled with either a bomber, or a builder.
- lets try the bomber. ... Well this was not such a good idea.
- rewind, it is handy instead or restart all, thanks, and try the builder.
- skip the builder animation, it is handy thanks.
- what ?? I end up with an already destroyed bridge and I have lost a lemming ??

This is very weird when you think of it this way, fear this may unsettle newcomers.