Recent posts

#11
Lemmini / Re: [+][BUG] Basher/steel inte...
Last post by hrb264 - January 12, 2026, 11:20:39 AM
Yea I've played a few of the holiday lemmings levels and i noticed that the steel in that was a bit weird in comparison to the steel in most of the other levels I've played?
#12
Lemmini / Getting a builder to turn arou...
Last post by hrb264 - January 12, 2026, 11:00:02 AM
I'm currently playing the Lemmings Plus 1 pack by @namida on retrolemmini and I'm really enjoying it so far, it's everything I really liked about playing lemmings as a kid and I really like the new levels. However there's one particular level that requires a blocker to turn around a builder while it's building a bridge, and I cannot figure out where to do it? The spot I think where you have to do it, the game will not let me select the walker when I'm trying to turn it into a blocker and it just selects the builder instead even when I use framestepping and move my cursor all around where the lemmings are. But more often it just won't turn the builder around even when it's standing in front, I know it's possible as I did it by accident the first time but something else went wrong with the lemmings and I had to start again?
#13
Lemmini / Re: [+][BUG] Basher/steel inte...
Last post by WillLem - January 12, 2026, 07:42:06 AM
I've once again confirmed today that steel does not behave as intended in *Lemmini*.

Simple Autosteel = Steel is always steel, wherever it exists, even if behind terrain. This works fine
Autosteel = Steel is only steel where it's visible. This does NOT work; we get Simple Autosteel behaviour instead
Manual = Steel is only steel where a steel area has been manually added. This works fine

Meanwhile, Classic Steel works but is essentially just badly-behaved steel areas that don't align properly with pieces and which can sometimes be destroyed given the right setup. This will be removed from RetroLemmini at some point, although the currently-in-the-works Level Editor (yep, you heard that right!) will continue to support it behind the scenes for backwards compatibility.
#14
General Discussion / My new phone
Last post by Baldem1990 - January 12, 2026, 12:52:29 AM
Three days ago when this post was released, my phone was bent and unresponsive, so I got my new phone Samsung Galaxy S25 Ultra. Next time, I will trade in my old Samsung Galaxy Note9 that has been with me for five years and a half at T-Mobile.
#15
Community Edition / Re: [RELEASE] Level Editor for...
Last post by WillLem - January 11, 2026, 05:15:10 PM
NeoLemmix Editor Version 1.44



Download the latest version of the NeoLemmix Editor

This is a continuation of the development of the NeoLemmix Editor, and includes many features and bugfixes implemented in the SuperLemmix Editor such as Piece Search, customisable hotkeys, improved layout, support for custom preset skillsets, and much more.

It is intended for use only with NeoLemmix 12.14 or NeoLemmix CE.

Here's the full list of 1.44 features:

NeoLemmix Editor 1.44 changelog
Version 1.44 Updates

:lemming: Piece Browser
 • Added 'Steel' tab
 • 3-way option 'Data/Descriptions/Pieces Only' switches between showing additional piece data, descriptions (previously 'Show piece names'), or just the pieces
 • Added option to show type rather than name for objects
 • Added option to either scroll piece browser infinitely, or stop at the lowest/highest pieces in each tab
 • Added resizing info to the tooltips
 • Info labels are now drawn with a filled background to ensure visability

:lemming: Piece Search
 • Search for specific pieces by name, style, object type, and various other properties

:lemming: Pieces Tab
 • Clicking (and selecting) a piece now opens the "Pieces" tab)
 • Piece Metadata is now displayed, showing name, style, type and size
 • Added a "Load Style" button to load the style of the selected piece into the browser

:lemming: Skills Tab
 • Custom Skillsets - Added a button for "Save As Custom Skillset" which allows the user to save the currently-applied skillset as a custom preset. When saving, entering the name of an existing custom skillset will overwrite the existing one
 • Custom Skillsets - Added a dropdown menu for custom preset skillsets (using NLCustomSkillsets.ini)
 • Random Skillset - Added button for Random Skillset, which creates a skillset of up to 10 skills at random, using specified amounts per-skill
 • Set All Non-Zero Skills to [N] - Added a new button to change all non-zero skills to N, where N can be specified using a numeric control
 • Clear Skillset - Added button to clear the skillset, resetting all numerics to 0

:lemming: Hotkeys
 • Fully-customisable hotkeys - Choose your own hotkey layout for the Editor's features!
 • Duplicate Up/Down/Left/Right - Duplicate piece(s) to the immediate N/E/S/W of the selected piece(s)
 • Custom Move - Move selected pieces by a custom amount (specified in the F10 settings menu - the default is 64px)
 • Move by Grid Amount - Previous hotkeys to move pieces by 8px now move pieces by the specified grid size
 • Group/Ungroup Pieces - Added Group/Ungroup Pieces hotkeys
 • Horizontal-Only Move - Move selected pieces along the X-axis only
 • Vertical-Only Move - Move selected pieces along the Y-axis only
 • Set Screen Start to Mouse Cursor - Set the screen start to the mouse cursor position
 • Expand/Collapse All Tabs - Expanded or collapse the Globals/Pieces/Skills/Misc tabs
 • Select All - Select all pieces in the level area (Ctrl+A by default)

:lemming: Level Validation
 • Added a setting to toggle automatic level validation on/off when manually saving a level
 • Expanded validation checks and fixing options
 • Validation now has a minimum time limit of 1 second
 • Dialog now alerts the user that the lem count is higher than the pre-placed lem count (where relevant) rather than just showing "missing hatch"

:lemming: Talisman Creation
 • Added support for "Max Skill Types" talisman
 • Dialog now shows only the skills that have already been added to the skillset
 • Renamed 'Add Requirement' button to 'Add This Requirement to List' for further clarity
 • A default title is added if the Title field is empty

:lemming: Style Manager
 • Easily create your own styles.ini layout with an in-built GUI-based tool. Pin styles to the top or bottom of the list, move them, rename them, etc.

:lemming: UI
 • Scroll wheel can be used to change items when mousing over a dropdown list (without clicking)
 • It's no longer possible to type into dropdown lists (to prevent accidental typing). However, it's now possible to use A-Z keys to quickly jump to a style/author when the list is active
 • All secondary windows can now be closed using the [Esc] key
 • Zoom factor is now 1 instead of 0 when opening the Editor
 • Increased maximum zoom level
 • Editor now opens Maximized by default
 • Auto-start checkbox is no longer checked by default, but its state is remembered per-level when closing and re-loading the Editor
 • Level Arranger Window - The Level Arranger can now be opened in its own pop-out window to accompany the Level Arranger. It's external-display compatible, and size & location are remembered between sessions
 • Piece Browser Window - The Piece Browser can now be opened in its own pop-out window to accompany the Level Arranger. It's external-display compatible, and size & location are remembered between sessions
 • Highlight Grouped Pieces - It's now possible to highlight all grouped pieces
 • Highlight Eraser Pieces - It's now possible to highlight all pieces designated as 'Erase'
 • Trigger area colours - It's now possible to choose between 5 different trigger area colours
 • Pre-placed Lemming - Added pink (X, Y) location pin to pre-placed lemming)
 • Helper Icons - Added helper icons to show pre-placed-lem/hatch/exit skills & properties
 • Preview/Postview Text Input - Widened and heightened the text input dialog, also added a "Preview" button to show how the text will appear on the screen in-game

:lemming: Layout
 • Larger scrollbars for easier access when fine-editing a level
 • Theme/style dropdowns widened for easier reading
 • Tabs widened for easier reading
 • Set minimum window size to 900 x 600)
 • "Clear Backgrounds" button moved to above the Piece Browser for better access
 • Improved Settings dialog layout
 • Revised toolbar menu layout
 • Updated all menu dropdrowns to display the hotkey to the right
 • All dialogs (Hotkeys, Options, About, Validate Level, etc) now appear center-screen

:lemming: Miscellaneous
 • Refresh Styles - It's now possible to refresh the styles without closing and re-opening the Editor. So, if a style is modified during a level editing session, it can be refreshed without interrupting workflow! This feature is accessed via a menu item and customizable hotkey (Ctrl+Shift+F8 by default)
 • Save As Image - Added Save As Image option (plus hotkey) to the File menu; this saves a .png image of the currently loaded level
 • Cleanse Levels - Added "Cleanse Levels" menu item - this automatically re-saves all levels in a specified pack to ensure compatibility with NL
 • Level Size - Maximum level width increased to 6400px, maximum height decreased to 1600px
 • Maximum Lemmings Count - 999 is now the maximum number of lemmings supported by the Editor; this is to match NL Player skill panel display

:lemming: Bugfixes
 • Bugfix - Missing Piece Handling - Levels with missing pieces no longer create multiple popups; instead, a status bar is used to inform the player that the level has missing pieces
 • Bugfixes - UI
 • Increased minimum selectable grid size to 2px
 • Settings form now stays on top when active
 • Improved mouseover handling for dropdown lists
 • Fixed bug affecting the position of the screen area in relation to the scrollbars when zoomed in
 • Character limits increased to NL Player UI limits: Title (62), Author (60), Talisman Title (54)
 • Cursor anchor is now correctly preserved when zooming in and out
 • Bugfix - Preview/Postview Text - Text is now displayed centred for better previewing
 • Bugfix - Flipped/Inverted/Rotated Pieces
 • Fixed trigger area repositionings for flipped/inverted/rotated objects
 • When flipping a hatch horizontally, the Flip Offset value is calculated and written to the level file so the Player (NLCE Only) can match its position as seen in the Editor)
#16
NeoLemmix Levels / Re: [NeoLemmix] MiniLems (64 L...
Last post by WillLem - January 10, 2026, 11:43:20 PM
Quote from: kaywhyn on January 07, 2026, 08:32:58 PMI have solved all of the levels :) My replays are attached.

Thanks for the LP, replays and feedback! I watched the first half of the LP with pizza, I look forward to seeing your Taxing/Mayhem solutions later :)
#17
SuperLemmix / [SuperLemmix] About .sxlv leve...
Last post by WillLem - January 10, 2026, 10:09:03 PM
SuperLemmix now has its own dedicated level format (.sxlv) as of the next version (3.0).

This is internally identical to .nxlv, so levels can easily be converted between the two formats (in most cases by simply changing the file extension).

Meanwhile, .nxlv will continue to be supported by both SuperLemmix and the SuperLemmix Editor.

The reasons why I've decided to go ahead with this are these:

1) We can now much more easily determine what is a SuperLemmix level and what is a NeoLemmix level (with the latter always being compatible with both).

2) From now on, if a level made in the SuperLemmix Editor contains SuperLemmix-specific features (such as the Ballooner skill, Collectibles, Superlemming mode, etc), it cannot be saved to .nxlv. This is to help authors choose the correct format when saving a level (they may later decide to change the extension manually if they wish to do so for whatever reason).

3) For users with both SuperLemmix and NeoLemmix installed, it will now be possible to file-associate levels with either the SuperLemmix Editor or the NeoLemmix Editor (which will soon be released as its own update). This will be much more useful when editing levels for a specific engine.

Finally, the SuperLemmix Editor can cleanse a full pack of levels with either .sxlv, .nxlv, or the original extension as the output format, so authors of existing packs can quickly convert their levels in the event that they contain SuperLemmix-specific features. Note that levels containing SuperLemmix-specific features will always be saved to .sxlv during a cleanse.

I hope that explains everything. Any questions, please ask!
#18
Contests / Re: Level Design Contest #33 -...
Last post by IchoTolot - January 10, 2026, 04:03:19 PM
The solutions to my levels are all intended!  :thumbsup:

Most of the extra pick ups on my R3 serve the purpose that you are able to solve the level for both exits, but yeah a few of those are just not viable to get.
#19
NeoLemmix Main / Re: [STYLES] Updates to second...
Last post by IchoTolot - January 10, 2026, 04:01:13 PM
They both seem fine to me now.  :)

ohno_rock vine will be a tricky case though.
#20
NeoLemmix Main / Re: [STYLES] Updates to second...
Last post by WillLem - January 10, 2026, 02:15:22 AM
Made some revisions to the crystal and bubble traps following Icho and Proxima's comments:


ohno_bubble zapper trap now glows more slowly


orig_crystal trap has a more subtle shine effect, and the glow is combined with the previous electric "spray" effect

The ohno_rock vine trap still needs a revision, I'll see if I can come up with anything.