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#11
In Development / Re: so you actually made it he...
Last post by namida - September 16, 2026, 04:57:22 AM
Alternatively: If you're making levels this quickly, consider building a pack instead of releasing them one-by-one.

Just because many (not all!) creators follow a structure similar to the original games with huge numbers of levels in a pack and multiple ranks; doesn't mean you have to. A "pack" can also be (for example) 30 levels with no particular order or grouping. In fact, traditionally this was the more common format - most older packs are much smaller, it's only really around the time NeoLemmix took off that big packs became the norm, and even then, they're not every pack.
#12
Community Edition / Re: [RELEASE] NeoLemmix Commun...
Last post by WillLem - September 16, 2026, 12:56:49 AM
1.2 Update

Although technically a hotfix, we'll move the Minor version number on because that should've ideally been done last time! :forehead: Anyways, here's what's new:

:lemming: Styles

• The background tiles added to orig_* and ohno_* styles in CE Version 1.1 RC-1 have now been removed from those styles
• The tiles remain available in special and proxima_tile, and...
NLEditor 2.3 ensures that they are visible from the relevant orig_* and ohno_* styles for which they are intended - this is so that the tiles are still convenient to access, but - even more importantly - levels created using these tiles will be now be compatible with NL 12.14
• Meanwhile, 'amiga_blue' and 'dos_black' from special are now globally available from any style as of NLEditor 2.3
• Please see this topic for more details


:lemming: Skill Panel

• The 'Load Replay' button can now Save Replay (if clicked with RMB) and Edit Replay (if clicked with MMB). The panel button hint has been updated to reflect this


:lemming: Level Select

• Level Search now includes Author (as well as Title) in the search results
• The search results are now displayed until the user clicks 'Close' rather than disappearing to treeview when a result is clicked


:lemming: 'Clear Physics Mode' is now 'Physics View'

• A fall distance helper has now been added to entrance hatch spawn points
• All relevant assets/settings/hotkeys now refer to PhysicsView rather than ClearPhysicsMode and may need to be updated manually - apologies for any inconvenience this may cause, but it only needs to be done this one time
• The change has been made for several reasons, not the least of which is that the previous use of the word "clear" implies that the physics are otherwise unclear, which usually isn't the case. The rename simply reframes this as a tool that can be used or not rather than something which is necessary to make the game rendering "clear"
• The Physics View logic has also been refactored behind the scenes for maintainability. The functionality is identical to the user, but is now easier for the dev to work with
• The state of Physics View is reset to OFF between levels
• The panel icon has been updated


:lemming: UI / Bugfixes

• Replays can once again be loaded normally when Playtesting (CE will still try to load the Auto_Playtest replay if it exists, but manual loading is now restored alongside it)


See also: NeoLemmix Editor 2.3 Update



Get the latest version here.

#13
Community Edition / [RELEASE] NeoLemmix Level Edit...
Last post by WillLem - September 16, 2026, 12:30:49 AM
NeoLemmix Editor Version 2.3 Update

(Please see the next post).
#14
In Development / Re: so you actually made it he...
Last post by WillLem - September 15, 2026, 10:23:25 PM
Quote from: lemmkeev20 on September 15, 2026, 08:00:23 PMbut where do i share them?

If you just want to post one level at a time, I'd suggest just replying to this topic (or one of your others) with your new level. The topic will get bumped every time you post to it, and you can change the topic title every time if you want to, so people will always be informed when you've made a new level.
#15
In Development / Re: so you actually made it he...
Last post by lemmkeev20 - September 15, 2026, 08:00:23 PM
yeah... thats right
but where do i share them?
#16
Fan Corner / something i made in ms-paint
Last post by lemmkeev20 - September 15, 2026, 07:58:39 PM
everyone, say hello to mr lemmdo!
#17
Community Edition / Background tiles have been rem...
Last post by WillLem - September 15, 2026, 05:43:35 PM
This is about the original styles only (orig_* and ohno_*) and does not concern custom styles.

Since NL's Style Manager is effectively the authority on style contents, it's not a good idea for CE to provide tiles which don't exist in the NL versions of those styles.

So, the background tiles that were introduced in CE Version 1.1 RC-1 have now been removed and will no longer ship with CE's copies of the OG styles. If you have copies of these styles with the tiles included, please do not use the tiles in any of your levels as they will no longer be supported by either NL or CE. It's also a good idea to delete them from your copy to prevent any possible confusion, or replace the styles with those from the next CE update (due to be released later today).

If you do wish to use the tiles, they are available in 'special' and 'proxima_tile', from where they will work in both NL 12.14 and CE. The next Editor update (due to be released later today) will make these tiles automatically available from the relevant 'orig' and 'ohno' styles so that it's not necessary to manually search for them. Simply click the Backgrounds button and the tiles will still be there as previously, albeit referenced from the correct style (either 'special' or 'proxima_tile').

Note also that the backgrounds which exist in the NL styles (crystal_level.png, nessy.png, etc) will still be available as before. This topic is only about the colored tiles which were introduced in CE Version 1.1 RC-1.



Meanwhile and on a similar note, the alternative trap animations will continue to be shipped with CE's copies, but can currently be overridden from Style Manager. If you agree that these updates should be accepted into the OG styles, please show your support by replying to the topic otherwise nothing will happen.
#18
NeoLemmix Styles / Re: [STYLES] Updates to second...
Last post by WillLem - September 15, 2026, 05:35:21 PM
@Moderators - Please pin this topic until it's resolved.

@namida - It looks to me like those who have replied are happy for the agreed animation updates to go ahead. If you approve, let me know and I'll send over the full set again following your approval (rather than just add another .zip of files to this topic unnecessarily). Meanwhile, the proposed backgrounds are now handled by the Editor, so no longer need to be added to the OG styles manually and can therefore be ignored.

@Everyone - If you agree that these updates should be accepted into the OG styles, please show your support by replying to this topic otherwise nothing will happen.
#19
Lix Multiplayer Dates / Re: Lix Multiplayer Session - ...
Last post by geoo - September 15, 2026, 02:04:03 PM
I might actually join!  :lix:

This is one of ~3 days in October where I might actually be available.

Hope it works out, looking forward to bashing some blockers! (which is wildly ineffective)
#20
Lix Levels / Re: NepsterLix
Last post by kaywhyn - September 15, 2026, 12:25:18 PM
Quote from: Simon on September 15, 2026, 05:42:42 AMLemmings 1 runs at 17 physics updates per second, I believe NL is the same. You get more work done in 1 NL second than in 1 Lix second. Lemmings 1 takes about 3.1 seconds to first spawn. That allows you ~3,007 physics updates in NL after first spawn.

Correct, NL is pretty much based off of Dos, so yes, 17 frames a second.

QuoteLix runs at 15 physics updates per second, first spawn is at 60 ticks, and C++ Lix (from year 2016) counts time limits starting from 30 ticks. If we insist on 3 minutes at normal Lix speed, C++ Lix would have allowed 2,670 ticks after first spawn, which is 2,730 ticks from the artificial zero 4 seconds before spawn.

Thanks for the info ;)

QuoteNepster's reference solution takes 2,739 to win and even has a manual nuke at 2,808. That wouldn't have passed under the strict 2,730 tick 3-minute bar. You were faster at 2,662, you proved it's possible to put 2,730 into the title and still have it doable, but Nepster's reference replay would fail to solve. What to do?

Let's put 3,000 into the title? Round number, and it's only 3.5 seconds tighter than Lemmings 1's 3 minutes. The reference replay accomplishes it comfortably with 17 seconds to spare. And everybody else's solution passes, too.

I'll change the 3,180 in the commit to 3,000.

Yea, I would agree there with 3,000 as a good solution here for the Time Out level. We can always change it back or to something else later on if Nepster ever returns in the future and clarifies what the time limit should be used for the level. It's also not a big deal if it's necessary to slightly tweak Nepster's replay to have a replay proof for the level again, but yea, there isn't really any reason why we need to break anyone's replay solution here because it doesn't finish on time for the level, especially if they all finish within the same tick range.