Recent posts

#11
Lemmings Main / Re: Thoughts on "3D lemmings"?
Last post by Kapus - Today at 03:21:44 AM
I had it as a kid but I thought it was a little too convoluted and confusing to play. Definitely didn't like it as much as the original Lemmings games or even Paintball. I haven't played it since then, though, I'm interested in going back to it now that I have about 20 years of distance from my original experience.

The soundtrack is stellar though, I still listen to it to this day.
#12
Lemmini / Re: SUNSOFT Levels on Lemmini?
Last post by Kapus - Today at 03:15:32 AM
Thank you so much for understanding and for the warm welcome! I haven't been on a forum in about 12 years so I get a bit nervous about following etiquette.

I am happy and excited to be here!
#13
Fan Corner / Re: Another miner from old MS ...
Last post by WillLem - Today at 02:21:24 AM
Nice work! The fact you've pushed the limits of MS Paint to create this makes it particularly impressive :thumbsup:
#14
Lemmini / Re: SUNSOFT Levels on Lemmini?
Last post by WillLem - Today at 02:16:53 AM
Quote from: Kapus on August 22, 2026, 03:54:58 AMSorry for the needless post!

Hi Kapus, welcome to the Forums! :)

No worries at all - your post is not needless. We'd much rather you ask and then figure it out yourself anyway than not ask at all. If nothing else, it may help other users who might have the same question but have not yet found the answer.

Enjoy RetroLemmini, and please feel free to post again if you have any questions, comments or issues - we're here to help!
#15
Game Bugs & Suggestions / Re: [+][PL] Preview Screen tex...
Last post by WillLem - Today at 02:11:03 AM
Thanks for the feedback :)

Quote from: Proxima on August 21, 2026, 05:33:41 PMFor the buttons, maybe green for the mouseover colour?

At present it's teal, which looks a bit better than green (which I did try). It gives the appearance of the text 'lighting up'.

Quote from: Proxima on August 21, 2026, 05:33:41 PMhere's what you need to know, now start playing.

Fair enough :P

Quote from: Simon on August 22, 2026, 11:07:52 AMHow consistent are blue buttons with other screens? Does it even matter?

The only other screen with these buttons is the Postview screen, which also allows per-line recoloring (in NLCE). I have had to recolor the Postview screen text to contrast with the buttons, so this will likely be another topic to come back to later.

Quote from: Proxima on August 21, 2026, 05:33:41 PMWhat is good spacing between the preview picture and the title below it? Looks a little tight

Agreed, I've moved it down a bit (NLCEPlayer commit e38151e).
#16
Lemmini / Re: [DISC] Rewind button?
Last post by WillLem - Today at 01:43:12 AM
Quote from: Simon on August 22, 2026, 11:37:03 AMThe game design sets the entire stage. Execution difficulty yes or no during forward-only play? Timed bombers suggest yes, the existing control features say no.

The appropriate rewinding power follows from that and shouldn't be a standalone design decision.

Agreed, but I don't want RetroLemmini to become another replay editing machine. If anything, it's a shame that forwards framestepping was added. I accept it because even Amiga Lemmings has a pseudo 'forwards-framestep' (pressing and holding pause causes the game to repeatedly step forward one frame at a fixed rate).

Adding the ability to step backwards one frame at a time allows replays to be finely edited (thus inviting all of the UI quirks we're currently wrestling with in NLCE), and - worse - allows for levels which require framestepping shenanigans as part of their solution. RetroLemmini demands that levels can be solved in real-time, with a minimum of player-assist tweakery. I'd prefer to keep it that way.

Having said that, a way to hop backwards to a point before a mistake is a good compromise that most users do seem to want. Having said that, hrb264 has expressed that she would prefer RetroLemmini not to go down this route, and as an actual user her viewpoint is of particular importance.

I'm still 50/50 on it. And, having looked at the code briefly to see if the replay system could be leveraged to make Rewind possible, it's not trivial given the current state of the Lemmini codebase. Yes, it could be offered, but at present it would take a lot of work and the question of whether or not we should do it at all hasn't been fully resolved.
#17
NeoLemmix Styles / Re: New 'Common' Style
Last post by WillLem - Today at 01:27:40 AM
These look great! I particularly like the 'pickup vendors' :lemcat:
#19
NeoLemmix Main / Re: Down OWA from orig_fire co...
Last post by WillLem - Today at 01:22:17 AM
Thanks Dex. I've added this to the styles included with CE. For regular NeoLemmix, this will need to be added to the style manager.
#20
Lix Main / Re: Lix 0.10.34 released
Last post by Simon - August 22, 2026, 11:56:31 PM
Lix 0.10.34 released.

:lix-cool: Download for Windows 64-bit -- recommended
:lix: Download for Windows 32-bit -- fallback for ancient machines
:lix: Download for Linux 64-bit
:lix-evil: Source code
:8(): Changelog
:8:()[: Issue tracker

How to update
Quick and dirty: Extract over your old installation. Level moves will then result in duplicate levels that remain in your level tree.

Clean method: Extract to new directory, then copy these directories from old Lix into new Lix:
user/
replays/
...and any levels that you've built yourself or added manually.

  • Edge scroll speed is now proportional to the screen/window size. The same setting will scroll by more pixels on a bigger screen/window.
  • Remove the tooltip that told you how to use the hold-to-sroll feature. Before, every time you edge-scrolled, Lix would tell you how to scroll with the hold-to-scroll feature, e.g., with the right mouse button.
  • In insert mode, when you're about to replace the future of a single lix, the top of the screen tells you how many future skills you replace.
  • When you load a replay from disk or re-watch a completed level, you don't see "Replaying. Click to play from here." at the top of the screen. Instead, the mouse curser's sidekick icon has a little letter R. Once you click, the R turns into the regular scissors cursor, the top text appears, and the next click will cut the replay.
  • When you tweak skill assignments, the sound for a replayed assignment will now always play, and the assignment arrow will always appear. Before, they would only appear when you tweaked an assignment to a target time to which it hadn't been tweaked before. When you tweaked an assignment back and forth, sound and arrow would be missing on the second time.
  • Re-introduce the two options whether air clicks cut the replay. One option applies when the tweaker is open, the other when it isn't open. The default is: Air clicks always cut, both with or without the tweaker.
  • Code: The internal replay data structure now carries the lix's tribe color with every assignment in addition to the assignment's player number. This denormalizes the internal replay data structure, but it makes several parts of the program more straightforward. The networking protocol still sends plies only with player numbers to stay compatible with all Lix versions 0.10.x. The replay file format still saves the assignments only with player numbers to stay identical to the existing format.



<SimonN> Now the most important problem. What animal will go in the thread.
<Mindless> It's gotta be a dinosaur this time.
<SimonN> Dinosaur because Lix has turned 20.
<Flopsy> Oh dear, the Jackbox joke will have to change now. It used to be "Lix, 10 years in development and no end in sight" usually accompanied by a skeleton lying in ruins as a picture.
<SimonN> I pin the first lines of L++ to April 1, 2006. Yeah, over 20 years and no end in sight. I've been doing this for half my life now.


-- Simon