Recent posts

#11
Game Bugs & Suggestions / Re: Stats in panel (lemmings, ...
Last post by WillLem - August 08, 2026, 07:07:45 PM
Quote from: Simon on August 04, 2026, 08:18:26 PMClock turns red at arbitrary time (1 minute? 15 seconds?) and turns purple when it's not sufficient for winning. Instead, ditch the arbitrary threshold. On different maps, different thresholds will feel like too short anyway. Consistently use red for insufficiency.

Purple is essentially 'overtime' as opposed to 'insufficient time to win'. It's only there because gameplay doesn't end when time is up, and it might be useful for the player to know by how much their attempted solution exceeds the time limit. Red could be confusing here, especially since the timer counts upwards at this point.

Instead, red is used to mean 'time is nearly up'. We could adjust when this happens depending on the total time limit, but it seems better to keep it consistent for all levels.

Quote from: Simon on August 04, 2026, 08:18:26 PMSave requirement is printed in blue ... This removes the meaning of other colors

Save count is printed in blue until it is met, then it changes to green. Yellow probably makes a bit more sense but then visually blends with the time limit counter when it is yellow. Could we try teal instead?

Quote from: Simon on August 04, 2026, 08:18:26 PMLemming count is yellow when there are neutral lemmings. Why is this important? Why do we have to pay attention? I would understand it becoming yellow when there are only neutral lemmings left.

Agreed, this has never fully made sense to me either. Let's make it change only when neutrals are left.

Quote from: Simon on August 04, 2026, 08:18:26 PMLemming count also becomes cyan in some cases? When and why?

This is when there are only neutrals left (I think...?).



Bottom line: agreed, we can look again at the panel's colour scheme.

#12
NeoLemmix Main / Re: Help converting these leve...
Last post by WillLem - August 08, 2026, 06:41:22 PM
@Proxima - I'll probably start including your compilation with CE, after making the updates you've suggested in your OP.

Every now and then, someone asks about the OG levels. Many people probably don't ask, but still want them. Let's just provide them once and for all.
#13
Community Edition / Re: [?][BUG][PL] Skill names a...
Last post by WillLem - August 08, 2026, 06:32:40 PM
The strongest likelihood is that those packs include a version of 'panel_font.png' which is missing the '+' symbol (which was recently added in CE).

If you go to the root folder of the pack in 'levels', check to see if there is a copy of 'panel_font.png' and, for now, either delete it or rename it to something else. That should fix the issue.

I can't think of a sensible way to deal with this engine-side tbh. CE could perhaps see if the target .png is the same width as the one it expects, and - if it isn't - load the default instead. There might be a better way.
#14
Help & Guides / Re: Trying to 100% ONML
Last post by Guigui - August 08, 2026, 04:25:27 PM
I can not play the level right now and have not tried  the 100% on it.

First idea that comes to mind would be to flood the wall area, assign diggers fast enough so that one Lem gets through by stepping up a less than 6 pixels step, then have him dig cleanly at the end to allow climber.
Not sure how to stop the first diggers though, I may be totally wrong here  :-[
#15
Help & Guides / Re: Trying to 100% ONML
Last post by Proxima - August 08, 2026, 11:49:07 AM
NeoLemmix does not imitate the physics of DOS Lemmings exactly. Levels that are 100%able in DOS Lemmings might not be in NL. This is why we keep separate maximum saved records for NL; the ONML levels haven't been added to that yet, because no-one has yet gone through them to confirm what is possible.
#16
Help & Guides / Trying to 100% ONML
Last post by STT - August 08, 2026, 07:44:44 AM
Hi everyone,

I'm doing a playthrough of ONML and trying to 100% the levels. However I am getting stuck on some. I am playing with an older version of NeoLemmix that lets me play ONML as a single level pack.

According to this board Crazy 1 is 100%. In spoilers is what I have attempted so far:

Crazy 1 - Quote: That is a Good Level!

diggerStaircase.png

I immediately set release rate to 99 and then back to 1 to isolate 2 lemmings. When the first lemming is right up against the wall I pause and start frame stepping. He becomes a digger. I let the second lemming enter the blocker field and blocker the digger. The second lemming is now stuck in the wall. I can assign a digger to release the blocker and make a step. However the second digger is one pixel to the right, if he continues all the walkers will fall into the vanilla coke. I can repeat the blocker-digger release trick but this creates a 1 pixel overhang on the right so I cannot climber the last lemming out.

I cannot make a digger staircase with as the walkers are too slow and they will get trapped. One plan was to make a digger staircase and blocker cancel them. If there is no pixel overhang the final digger can be allowed to hit the metal and climber out.

Am I on the right path with this? Any hints (without giving it 100% away if possible)?
#17
Community Edition / [✓][BUG][PL] Skill names are d...
Last post by weirdzod - August 07, 2026, 09:06:46 PM
Skill names are displayed with characters shifted by +1

I'm using NeoLemmix Community Edition 1.1.2.

I've noticed a strange issue with the skill names displayed when hovering the mouse over skill pickups in some custom levels.

Instead of displaying the skill name correctly, the characters are shifted by +1. For example:

BUILDER → CVJMEFS
CLIMBER → DMJNCFS

So this doesn't appear to be a font/encoding issue where the text becomes random; every character is consistently shifted one position forward.

I've noticed this in some custom levels/packs downloaded from the forums, including Lemminas and FM24. I haven't determined yet whether the issue is related to something specific in those levels/packs, or whether it can occur in other custom content as well.


Version: NeoLemmix CE 1.1.2
Affected feature: Skill Count + Type / pickup mouseover
Examples: Lemminas, FM24
Expected: BUILDER
Actual: CVJMEFS

I haven't yet determined whether this is caused by something specific in the affected custom levels or is a CE bug affecting certain level data.
#18
Non-Lemmings Projects / Pushover
Last post by VorticonCmdr - August 07, 2026, 01:31:07 PM
I worked on another classic puzzle game: Pushover

You can find a HTML port of the game engine at Github and it's playable on Github pages but you need to have the original game files. (I bought the game for less than 5 Euros on gog.com not sure if you can extract the original game files from a Steam copy.)

I was able to RE the whole thing and even found two previously undocumented secrets:
  • there is an unused tile set called "cavern" with no levels
  • there is a cheat/debug code nobody seems to have written/published anything about. In the main menu you can enter the level code + BOWIE and then OK and the level will automatically play through following a "solution tape" included in every level file. (there are, interestingly enough, a handful of tapes which don't resolve)

#19
NeoLemmix Main / Re: Help converting these leve...
Last post by weirdzod - August 06, 2026, 05:28:16 PM
Thank you so much, really, now I can actually have these levels in NeoLemmix.
#20
NeoLemmix Main / Re: Help converting these leve...
Last post by Proxima - August 06, 2026, 04:20:54 PM
If you want to play the levels from the original games in NeoLemmix, this conversion is the most up-to-date and recommended.