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#11
Contests / Re: Level of the Year 2025: Pl...
Last post by Simon - June 25, 2026, 08:36:02 PM
Quote from: kaywhyn on June 25, 2026, 01:45:16 AMyou made a typo with my username.
Would love it if you can fix it

Fixed! Sorry.

Quote from: kaywhyn on June 25, 2026, 01:45:16 AMgroan in anger while you were trying to solve Oh Yes!

I don't remember a particular annoyance on Oh Yes Molten Problem. Can you point to a timestamp in the June 21 stream?

I'll wager that it was general exhaustion. It was a hot day, the stream had been going for 3 hours, the level (Oh Yes Hardcore Molten) had no obvious method of attack (zero climbers when it looks like you want to start with climbing), and I had spent energy on Dexter's No Looking Back.

It's also possible that I was grunting about something in the NL user interface. Again, I don't know any particular UI shortcoming that hit during Oh Yes Molten Problem.

I think my main annoyance in the June 21 livestream was: The blue goo in the organic tileset is steel. Such a misleading tileset design. The player really needs to know this.

Thanks for watching the recordings!

Quote from: kaywhyn on June 25, 2026, 06:21:17 AMPalace of Ice
distinguish between solid terrain vs background

I would have liked to force a black background on Palace of Ice. The light grey background made it hard to see the platformer bridges.

Other issues are subtler and harder to explain. I should eventually write proper feedback for Giga. E.g., I had some issues with gadget recognition, many gadgets in Giga's tilesets had straight walls walls and were snugly fit into the landscape. To the unlearned eye, that makes them look like terrain. It was fine after learning it, even if I had to learn it for every level anew, and I liked the levels in the end.

-- Simon
#12
Contests / Re: Level of the Year 2025: Pl...
Last post by kaywhyn - June 25, 2026, 06:21:17 AM
All rightie, I have now played and solved all of the LOTY2025 nominated levels. My entire replay collection is attached :)

Here, I needed to resolve Dexter's The Split and Epilogue levels, as my solutions were determined to be backroutes when I solved them in his Lock & Key level pack. My new solutions to these levels are in the zip. The former still seems to be a backroute, while the latter seems to be good now! ;)

The rest of these levels I have previously played, except for Gigalem's levels and Crane's in the Mixed rank. In addition, I had previously solved GigaLem's Lawful Neutral and Re-Enlistment from when he posted them while the new 12.13 objects were still in experimental NL, but here I needed to solve them again due to them being remade in a different graphic set. As usual, Gigalem's levels are visually quite impressive, but my biggest gripe with them that I've been saying for practically all of his Festival Millas packs is it's extremely difficult to tell what's solid vs what's background in them. At least without using CPM. Also, I'm not going to lie, but Lawful Neutral and Palace of Ice really stand out and glare out way too much and were way too distracting for me that they hurt my old eyes too much to be able to focus on playing them properly while trying to solve them. Please consider toning down and making the visuals clearer so that it's easier to distinguish between solid terrain vs background, and especially so that it doesn't hurt and strain one's eyes too much! Then again, I've been wearing glasses for almost 30 years now, so I've been blind for a really long time!

As for Crane's level, I was able to solve it and obtain the talisman to boot all without having first opened it up before playing! :laugh: Nice one and certainly one of the easier levels than the usual affair by Crane.

Nicely done to all the nominated authors and best of luck to everyone! :thumbsup: Will try and record and post videos showing off the levels and my solutions in the coming days! ;)  
#13
Contests / Re: Level of the Year 2025: Pl...
Last post by kaywhyn - June 25, 2026, 01:45:16 AM
JawaJuice and Simon got intended/acceptable solutions to all my levels except for Oh Yes! A Hardcore Molten Problem. Both solved it with different backroutes. Thanks for catching and showing me them! I've attached an updated version of the level which hopefully fixes the backroutes. Simon's backroute was easy to fix with a flamethrower, while JawaJuice's was what I thought was impossible to fix without hackish changes needed around in the starting area. That is, until I looked in an entirely different area and spot to modify which should now hopefully force the intended solution. How it boggles the mind! :laugh:

I'm also attaching Oh No! Another Hardcore Molten Problem as well since the rule here is that we make two levels which have the exact same layout and objects and hence one is a repeat of the other but with differing skillsets and, entirely up to the author, can also differ in number of Lemmings, RR, etc. JawaJuice got the intended/acceptable solution for Oh No!, so no resolving of that level needed. Just Oh Yes! needs resolving! ;)

For Simon, yes, Oh Yes! is intended to be played first while Oh No! is the repeat version. Hence b_jonas was right!

The feedback I've received on this pair of levels is that Oh Yes! is the harder of the two despite the Oh No! level kind of referencing ONML in the title and its much higher difficulty compared to L1 :P Needless to say, I've subverted it here! :laugh:

Shame you didn't have the music I intended playing on them. They're both remixes of an official Lemmings track! :P In particular, Oh Yes! has a Rainbow Island remix, while Oh No! has an ohno_5 remix ;)

Quote from: Simon on June 21, 2026, 10:44:28 PMkaywhy's Oh Yes! A Hardcore Molten Problem: We conjecture that our solution is a backroute.


Seems you were in a hurry that you didn't even notice that you made a typo with my username. I expected better from you, considering you're one of the admins of the Forums! :P Would love it if you can fix it though. I tend to get very worked up when people make a typo of it despite it being a nickname I'm using for my online accounts :P

I also don't know if it's a bad thing that I made you groan in anger while you were trying to solve Oh Yes! Then again, I know it's a tendency for German people to do that but that it doesn't necessarily mean they're mad out of frustration. You did after all compliment me in the end that I managed to make a hard level with it even though you solved it with a backroute by joining heads with some people who were in the chat during the stream. Thanks, I appreciate it! :thumbsup: 

Quote from: JawaJuice on May 27, 2026, 11:13:56 AM'kaywhyn's Organic National Park' gave them a good run for their money though; had me stumped for ages, that one!

Wow, thanks for the compliment! :thumbsup: I know you mentioned it to me in a PM, but honestly it really surprises me that that particular level of mine managed to stump you for a while :P The intended solution requires way more precision than ever, but here you can thank Crane for that! :laugh: He kept backrouting the level so much and hence why it looks and feels pretty hackish with all the changes I made! :P     
#14
Lemmini / Re: [RELEASE] RetroLemmini 3.1
Last post by WillLem - June 25, 2026, 12:23:19 AM
Version 3.1.1 hotfix update

Releasing this one quickly as it involves a user data preservation fix.

Here's what's changed:

:lemming: Bugfix - Past replays (those created pre-3.1) involving Bombers no longer crash the game

:lemming: Added a Special Thanks section to the 'About' window to credit anyone who's helped make RetroLemmini what it is today :lemcat:

A reminder of what's new as of 3.0.


Get the latest version here.

#15
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by UGO - June 24, 2026, 07:09:55 AM
Quote from: namida on June 24, 2026, 01:44:03 AMif you have "many" talismans on a level
Three talismans.
#16
NeoLemmix Main / Re: [STYLES] Updates to second...
Last post by Simon - June 24, 2026, 06:48:02 AM


The chameleon with your subtle eye movement will be good. In real life, they like to sit motionless like that, too.



The bubble trap is still flashy, all blades light up at the same time. How will it look when you make the blades light up one after another, with the leftmost blade first and the frontal needle last? It needn't be the brightest color either, otherwise it would again be flashy.

I didn't understand the wobbling blades in the first animation. It's not a chopping/grinding machine; it's a laser gun. It did a reasonable job still without being annoying, and it's hard to improve.

-- Simon
#17
NeoLemmix Main / Re: [STYLES] Updates to second...
Last post by namida - June 24, 2026, 01:48:20 AM
I think that animation would look a lot better if some horizontal movement was applied to offset the appearance of it moving backwards/forwards as it rises/falls.
#18
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by namida - June 24, 2026, 01:44:03 AM
Quote from: UGO on June 23, 2026, 08:46:30 PMIt's a good idea but this is not the solution for my level... There are many talismans and the player needs all solve-skills from the beginning.

You just need to expand on this a bit more, actually. You need to make it so the level itself can be solved without the pickup skill, but it is not possible to solve the level and collect the pickup skill unless you also use the pickup skill. For example, perhaps the pickup skill is a climber skill that's placed in a pit the lemming will have to climb out of.

You could however achieve this, still as a talisman rather than making it the only solution, without any new features. To do this, look at ways you can make the pickup skill substitute for an otherwise-required skill, and have a talisman for not using that other skill. For example - let's say we had a level that, at some point, there is a large wall you need to bash through. You could achieve this "must go to a specific point" by placing another skill that can destroy that wall - a Fencer, Miner, Laserer, or possibly even a Digger as a way to go around it - and then having a talisman for "No bashers".

Proxima's suggestion with the preplaced lemming also works on a technical level, but may feel a bit more "forced".

Also worth noting: Talismans don't always get the most attention. Many players will just solve the levels and not bother with the talismans. This is likely to be even more the case if you have "many" talismans on a level, especially if they're all fairly similar in nature.
#19
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by UGO - June 23, 2026, 08:46:30 PM
Quote from: Guigui on June 23, 2026, 02:21:26 PMThe more usual way to do this is to place that pickup skill where you want the lems to go, then make the use of that skill mandatory to solve the level. Like put the exit behind a wall, dont give a basher skill at first, and put a basher pickup where you want the lemmings to go.
It's a good idea but this is not the solution for my level... There are many talismans and the player needs all solve-skills from the beginning.

Quote from: Proxima on June 23, 2026, 04:54:06 PMI still believe that the methods I suggested could work or could be made to work, for pretty much any level. In case it's not clear, I'll go over the steps more carefully:
* Choose a skill that is not currently used, for example, digger.
* Add a section, enclosed from the rest of the level, with a pre-placed lemming and a separate exit. Set up this new section so the lemming can only be saved with a digger.
* Add a digger skill pickup.
* Now, if for example there are 20 lemmings in the main level, you can have a talisman for saving 21. This requires getting the pickup skill.
Good idea. This could be a solution.

Quote from: Simon on June 23, 2026, 06:50:38 PMI'll wager that it's reasonable to use buttons. Post your level and we'll look at it together how to do it with buttons!

When you use buttons, you have immediate support. And buttons will be easy to understand for your players. Many players will even expect your design problem to be solved with buttons, and would find skill-spamming strange.
I prefer to decide if I use buttons. Maybe this could work for one talisman.

Quote from: WillLem on June 23, 2026, 06:11:32 PMUGO: I'll let you know when this is done, and we can try the feature out in SuperLemmix first before putting it forward again for NeoLemmix. If we can provide tangible examples of levels for which the talisman is the best possible way to enforce a particular solution, it's much more likely to be accepted.
Ok. What are the differences between SuperLemmix and NeoLemmix ? For my part I am going to finish my level.
#20
Editor Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by Simon - June 23, 2026, 06:50:38 PM
Quote from: Proxima on June 22, 2026, 01:25:22 AM* Buttons that unlock an exit. (If you want the buttons to be optional, for a talisman rather than for passing the level, you can have an open exit in the main part of the level, and a closed-off part with a locked exit, then have a talisman for saving all the lemmings in the closed-off part.)
Quote from: UGO on June 22, 2026, 03:15:21 PMthese solutions are not satisfactory for my level.

I'll wager that it's reasonable to use buttons. Post your level and we'll look at it together how to do it with buttons!

When you use buttons, you have immediate support. And buttons will be easy to understand for your players. Many players will even expect your design problem to be solved with buttons, and would find skill-spamming strange.

-- Simon