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#11
SuperLemmix Bugs & Suggestions / [?][BUG][ED] "Could not read e...
Last post by roltemurto - April 01, 2026, 07:22:13 PM
Quote from: WillLem on April 01, 2026, 01:38:24 AMGlad to hear it worked, thanks for reporting back quickly! I'll get a hotfix release out soon :)

Great news. Since you're still polishing it, I like to report another thing you may wanna look at;

I get the "Warning: Could not read editor options from SLXEditorSettings.ini. Editor uses the default settings."

This happens even though the folders and files are NOT read-only and the exe runs as administrator. I am not sure if it's related to my locale again, but I keep having to customize my settings each time.
This is what my updated ini file looks like;
# SLXEditor settings
 EditorMode          Auto
 DefaultAuthorName      E
 DefaultTemplate       
 ValidateWhenSaving     True
 Autosave               2
 AutosaveLimit          5
 PieceBrowserMode       ShowData
 AutoPinOGStyles        True
 PreferObjectName       False
 InfiniteScrolling      False
 ShowRandomButton       False
 UseAutostart           True
 GridSize               1
 GridColor              MidnightBlue
 TriggerAreaColor       Pink
 CustomMove             64
 Button_Tooltip         3

 Form_Maximized         True
 Form_Width             872
 Form_Height            469

 ShowAboutAtStartup     True
 ShowControlHints       True
 AllTabsExpanded        False
 HighlightGroups        False
 HighlightErasers       False

 LevelArrangerOpen      False
 LevelArrangerMaximized False
 LevelArrangerLocation  301,71
 LevelArrangerSize      2126,1089

 PieceBrowserOpen       False
 PieceBrowserMaximized  False
 PieceBrowserLocation   643,381
 PieceBrowserSize       1425,148

 Display                Triggers
 Display                Rulers
 Display                ScreenStart
 Display                Background
#12
Lemmings Main / Lemmings Blockers – A New Puzz...
Last post by Baldem1990 - April 01, 2026, 03:02:28 PM
Welcome! A new game called Lemmings Blockers has been soft-launched in the United Kingdom! Lemmings series meets modern puzzle games!
#13
Lemmings Main / Re: [RetroLemmini] ROTL III: L...
Last post by kaywhyn - April 01, 2026, 10:57:24 AM
Right, a few days ago WillLem asked for my input on if things sound good on what he's proposed in regards to the general development of this pack being something that will come of it. Here's what I honestly think:

I think what's been put forth so far are excellent suggestions and valid points from which to base development decisions on for when work does get underway, especially on a long overdue update for the v4.0 of the RotL pack. Before any work goes towards Lemmings Assemble, however, I think it's best if WillLem first focuses on the two mini-packs of 120 levels each first. After those are done and maybe deciding on some more things on the third pack, then see if you still feel like it's best to collaborate our efforts on updating the V4.0 New Formats Nl version of RotL for Lemmings Assemble to closely resemble and follow. I certainly don't mind and would agree here that we should, but I believe you also mentioned that people who want to contribute to the Lemmings Assemble pack are free to create levels for it. If so, it does sound like it'll be its own project independent of the New Formats NL version of RotL. Again, see if you still feel like it's best to collaborate our efforts between v4.0 RotL and Lemmings Assemble after you do and finish the first two packs of 120 levels each first ;) Level creation for Lemmings Assemble might not even be necessary, given the amount of unique levels Proxima was able to find after comparing the levels in the v2.0 and v4.0 of the RotL packs and compiling the results in an Excel spreadsheet being way more than enough!

As has been pointed out, RotL is a very huge undertaking for anyone alone, especially given the current sizes of all of them being over 200 levels each. A lot of collaboration is needed among several people so that RotL is as good as it can be. Of course, it won't always be possible to come to a consensus on everything, but we do what we can!

Ultimately, just remember that there's no rush or even any real urgency to do this, especially as the v4.0 RotL pack is at least completely playable, though possibly way too huge on the number of levels. I agree with Proxima that doing nothing with it anymore isn't the way to go, as it's been in need of a long overdue update for a while now. Even though the level ordering is far better than in earlier versions of the pack on different formats of NL and even the Lemmini version, the very first RotL pack there is available, it's still far from perfect on that. Not only that, backroutes need to be fixed, deciding what levels to cut, if any, and what their replacement should be, etc.

To be clear, I think this project that WillLem proposed is a great idea. I just think it's best to focus on a few things at a time so as not to overwhelm oneself, though this is likely just me talking, as I personally like taking my time and baby steps with anything I do :P   
#14
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by Plodderuk - April 01, 2026, 10:05:58 AM
Have now completed the 3rd rank 'Wild Wreck Way.'
Spoiler
Level 1 "Room of Levitation": this caused me a lot of trouble. Platform from the bottom, climb and shimmy at the far right, then dig and somehow find a way to get the group up to the exit? Or platform from the top and get over the traps? And how to hold back the masses without using too many skills? My solution to the second issue uses 2 Shimmiers and 2 Stoners; and leaves 3 skills spare, so maybe it's a backroute.
Level 2 "Deep Dark Mineshaft": with so few skills and options available, it should be easy to find the solution by a process of elimination. But the second advance lemming has to be timed just right to reverse the first and get in the right place for a faller from the stone to Bomb the trap without removing too much of the bridge.
Level 3 "Windy Well": A way down is needed for those lemmings from the top trapdoor. But with only 1 Miner, and no Blockers, most of the work has to come from below. There are 2 challenges here. One lemming from the bottom trapdoor has to be really economical in its use of Fencers and Stackers. And at the top, the bridging needed for all but the first 5 spawners prevents the early ones from reaching the shaft, which calls for an alternative way of getting them home.
Level 4 "Diamond Mine": the challenge here is to get 2 Climbers close together – but not too close – so one can be made a Stoner which becomes a platform for the other. The set-up makes this tricky to achieve within the time limit. I ended up with 8 seconds to spare.
Level 5 "Diabolical Run": a breather level. Trial and error identified which lemming had to be made the Digger so that the first could advance well ahead of the others.
Level 6 "Under The earth": this was tough. I thought I'd found a clever Builder-Stoner-Shimmier-Slider trick with the advance lemming, but then realised that being a Slider took that lemming to its doom. So it had to be repurposed and the trick replaced by something simpler.
Level 7 "Sacfrife": it took me a while to ensure that, of the lemmings rescued from the left pit, not a single one goes off to its doom on the left. In the end the solution was easier than I expected. BTW, not sure what the title means – Sacrifice?
Level 8 "Triple Trouble": skills to spare here. Initially I over-complicated things looking for a clever way of rescuing the bottom lemming that can't be made a Swimmer, when actually there is a simple way.
Level 9 "Rampage In Fossil Canyon": a level I struggled with. It's easy to save all but the Blocker, and set up the Blocker to head in the right direction once released. But saving the Blocker needs 4 of the 8 terrain-removing skills, and a Basher is also needed at the top. That leaves only 3 terrain-removing skills to get the crowd up to the bridge; frame-perfect precision and a bit of lateral thinking are needed for this.
Level 10 "ACT FAST!": relatively simple. I managed to save 1 more than the requirement, with a massive 0.24 seconds to spare.
Level 11 "Capital City Web Ville": I usually struggle with webs. This time, I had to decide whether to use one of the Shimmiers to halt a Miner, or use it to follow the first advance lemming – which turned out to be the right option. The Sliders come into play by allowing the advance pair to Bomb in exactly the right places. Then Miners or Diggers are used on the left side of the web to allow a handful to reach the right side where they can help free the group. Once this is worked out, it is straightforward to save 76 and get the talisman. And with a different approach to containing the crowd at the start, 77 can be saved.
Level 12 "Mole Miles": another breather level, and easy to get the talisman.
Level 13 "Extra Steps is Accetable": options are limited here, so it does not take too long to rule out some options and find the one that works.
Level 14 "Meeting Point": by far the most annoying level of the rank, for me. The strategy is clear, but the execution very difficult, with one Digger having to be cancelled by another, timed so the pit is deep enough that the 4th lemming cannot go to the right but not so deep that the crowd falls into the water. It took me ages to find the right combination of release rates, Digger selection and location, and Platformer timing. Though at least there was scope for some calculations to find the combination. Later on, a Basher-Platformer from the right and Basher from the left have to be synchronised perfectly, and this is purely hit and miss – the Platformer's final tile kept on being removed by the Basher from the left, even after that Basher had finished and become a Walker; why is a mystery.
Level 15 "Lagoon of Erruption": it took me a while to decide what route was best for the lemmings on the right. For those on the left, the issue was how to release 3 advance lemmings, suitably timed.
Level 16 "Boiling Climb": I enjoyed this level. Stoners have to be used in 4 different ways: to contain; to reverse, with a Slider; to redirect a Shimmier; and to bridge a gap.
Level 17 "Lemmings Dream Wonderland": another example of the required strategy being clear – because no alternative could be viable – but the execution difficult. It took me ages to achieve the pixel-perfect precision needed for this.
Level 18 "Rules of Freefall": as with quite a few of Master-88's levels, it pays to look very closely at the terrain. The Builder does more than just bridge the gap. I did not find a use for the Climber.
Level 19 "Hot As Loaf": another tough one, as you'd expect from the rank position. The first challenge was how to use the Slider and Shimmiers economically, via the Cloners, to forge an advance path. The second was to ensure the crowd all head left on exiting the shaft – easy enough to arrange with a Builder over the shaft so they can only enter the shaft from the right, but not so easy when that Builder is needed elsewhere.
Level 20 "Frigit Crusade": an enjoyable challenge to finish the rank. Also a very honest puzzle in the sense that the skills provided, plus careful consideration of the opportunity provided by the terrain, lead you to the solution, enabled by precise timing of Shimmiers exiting the pit.
Solutions attached.
I'll probably take a break from OYML before attempting the next rank.

OYMLr3_plukz.zip
#15
Lemmini / Re: [RetroLemmini] Revenge of ...
Last post by kaywhyn - April 01, 2026, 09:13:31 AM
Download for the March/April 2026 update for the SuperLemmini conversions of RotL can be found here:

https://www.lemmingsforums.net/index.php?topic=7351.msg108415#msg108415

Brief description included in the OP in this topic. See readme file for Rearranged pack for complete details as the changelog is huge.
#16
Lemmini / Re: [Lemmini] Level Packs Arch...
Last post by kaywhyn - April 01, 2026, 08:56:42 AM
Revenge Of The Lemmings - originally compiled by mobius, converted by ericderkovits

A Forum collaboration pack.

March/April 2026 Update

Posting an update to both of eric's SuperLemmini conversions of Revenge of the Lemmings that adds some missing levels from v2.0 to Rearranged and removes the unnecessary extra levels/files from the download, in particular the levels from the Extra ranks and duplicate music tracks, in order to reduce pack size for the Rearranged pack. Changelog is especially huge for it, so see the readme file I included for that :P

Also link for the music pack for the Rearranged pack, as it's too large to include in the attachment:

https://www.dropbox.com/scl/fi/x6lfq0jhbj2z9aakxrfgy/Revenge-of-the-Lemmings-Rearranged-music.rar?rlkey=nm1bq8c8yhxm45qlcs0ibs709&st=8pwp07rs&dl=1

All of the music for the SuperLemmini conversion of the Lemmini RotL (the non-rearranged one) are included in the attachment ;)

Rearranged replays have been updated to include only my replays for levels that I added, used the condensed NL level map size, the former secret levels of the Extra 1 rank that moved to the end of the main ranks, and any levels that changed to match the RotL v2.0 NL version of the level stats-wise.

Updated the link in the OP to redirect to this post. Will likely put the levels of the Extra ranks into the RotL v4.0 Outtakes for NL since they're levels that can be found in the other conversion pack, i.e, the extra levels of RotL can be found in the Rearranged conversion pack and vice versa.
#17
Fan Corner / Lemming Fool? Scratch Animatio...
Last post by Baldem1990 - April 01, 2026, 02:56:41 AM
This is my Scratch project from March 31, 2025. It's one year old at this time the topic was made. This is the link: https://scratch.mit.edu/projects/1155206251/
#18
Lemmings Main / Re: [RetroLemmini] ROTL III: L...
Last post by Proxima - April 01, 2026, 02:20:55 AM
It sounds like we're agreed on the rank names for pack 1 (although these are not set in stone, so anyone is welcome to speak up still!)

For pack 2, I like "Ruckus", and the sequence Ruckus - Frenzy - Armageddon does work better than Pain - Frenzy. We don't have to keep all the original seven rank names.

However, while "Calm" fits well with the others, it's already been used by three other packs. We could replace it with "Quiet"; or since pack 2 is overall harder, we could do something like Ruckus - Frenzy - Berserk - Armageddon.

For pack 3, "Cunning" has been used by four other packs. "Brutal" would be very good but it has been used twice. I need to think more about this one.
#19
Lemmings Main / Re: [RetroLemmini] ROTL III: L...
Last post by namida - April 01, 2026, 01:53:54 AM
Quote from: Proxima on March 31, 2026, 07:47:47 AMOf WillLem's suggestions (above), "Kind" and "Clever" are non-duplicates.

My suggestions:

Pack 1: Picnic, Hootenanny, Riot, Carnage
Pack 2: ?, Pain, Frenzy, Armageddon
Pack 3: Kind, Devious, Menacing, Absurd

"?" obviously isn't a suggestion, it's a blank to fill in later  :P  "Absurd" is inspired by WillLem's "Ridiculous", but changed to a synonym to avoid a duplicate.

"Pleasure" feels like it would fit there and keep the "nice thing for the first rank's name" approach the other two have (although "Hootenanny" could perhaps also be considered "nice"... there again, it's the first pack, maybe the first pack should have two "nice" ranks).
#20
SuperLemmix Bugs & Suggestions / Re: BUG (SOLVED): TR locale ca...
Last post by WillLem - April 01, 2026, 01:38:24 AM
Glad to hear it worked, thanks for reporting back quickly! I'll get a hotfix release out soon :)