Recent posts

#11
NeoLemmix Levels / Re: Lemmings presents GOTTA GO...
Last post by kaywhyn - Today at 01:31:12 AM
Toolkit rank all solved and hence I have solved all of the pack and obtained all talismans! :thumbsup: My entire replay collection is attached and of course some nice feedback :)

Toolkit Rank Feedback

With a few exceptions, as mentioned for the rank description in the OP, the Toolkit rank consists of open-ended levels with somewhat large or very large skillsets which allows the player freedom to carve out any solution as he or she wishes but at the same time caution needs to be exercised, as they are levels that still require some thought to solve. The skillset becomes even more restrictive with most of the talismans. For the most part, the difficulty of the rank averages out to around the Ring rank or so, with a few individual levels clocking in around Super Sonic or Chilli Dog difficulty, with maybe Toolkit 18 being about the same difficulty as Encore 20, being harder than anything the Chilli Dog rank throws at you. Thus, despite being the final rank of the pack, the Toolkit rank is for the most part much easier than most of the previous ranks of the pack, especially if not bothering with the talismans.

Also I think for the most part it was a good decision to keep these levels separate in its own rank, though I wouldn't mind if some of them ended up in the main ranks instead ;)

Spoiler
Toolkit 1 - Twisting by the Pool Nice level to start off the rank, and still not too difficult even with the talisman.

Toolkit 2 - Fire Escape Even easier than the previous one due to a much larger skillset, though navigating around or through the clutter in the middle can be a bit tricky, especially with some of the fire traps. Even the 100% save isn't that much harder

Toolkit 3 - El Scorcho A bit harder than either of the previous two levels, with the skillset being quite restrictive if going for the save all, which is a much more significant challenge. Still a nice any-way-you-want level, with some tricky sections to navigate, especially near the end of getting up to the exit with all the entrances except for the top right one.

Toolkit 4 - Berliner Star Another nice Flopsy/Wafflem collab level where a save all is just barely possible with the skillset given. As the level layout is supposed to represent the various bus routes in Germany, the many openings in the terrain dry up the skillset surprisingly quick, especially the builders and miners. Still, a really nice challenge if you're up to try the save all :P

Toolkit 5 - Tight as 42 Not too difficult of a level if you're willing to accept losses, but a much more significant challenge if going for either the talisman of save 46 or the non-talisman of maximum 49 saved, which I was able to achieve. It's barely doable with the skillset given, but it is possible ;) The talisman could potentially be the max save 49 instead :thumbsup:

Toolkit 6 - The Rocky Wafflem Level The very first level of the pack credited to Nessy, Wafflem, and Flopsy. Very nice title referencing The Rocky Horror Picture Show, which I had the pleasure of watching with my sister and her friends from a while back. We watched the interactive one at a local theater. This was a really fun and enjoyable level to play and solve, and the save all isn't too difficult here either, with perhaps the only hard part of the level managing the climber hatch. Even moreso because Time Warp is one of my favorite music tracks of the pack! I was wondering when we were going to hear this one, and I guess just like Seb Lems, it comes near the very end.

Toolkit 7 - Lucky 77's Not a fan of this level, sorry, due to how excessive on the repetition it is. It's not much of an interesting level itself, especially with stackers as your only constructive skill means to get higher, though the climber hatch certainly kicks things up a notch and increases the difficulty significantly, along with the save all requirement. Here I thought the talisman would be really difficult to obtain, but luckily my non-talisman solution just needed the major tweak of the stacker/basher interaction. It does mean the talisman solution is very difficult on the execution as it needs very good timing to achieve being able to get up efficiently with just a stacker each with the non-climber hatches.

Toolkit 8 - A Flopsy Wafflem Double Feature Nice to see another Flopsy/Wafflem collab level in the pack, and one that isn't as difficult as it appears and despite the skillset of mostly platformers to navigate and get up the level other than the fencers. The talisman solution was luckily a small tweak to my non-talisman one of going up to the exit from the right side instead of the left side. Not sure why I didn't think of that earlier and hence I could had gotten the talisman on my blind playthrough. And yes, went through OWAs the wrong way FTW! :P

Toolkit 9 - Mystic Cave Lemmings v2 Quite possibly the hardest level of the entire rank IMO, as nothing is really obvious here other than most of the platformers. It's very difficult to navigate through the floating platform where the right-most entrance is, and getting up to the exit is very hard to figure out. It's also hard to figure out how to get the left entrances over to the right side of the level, not to mention how to get the top entrance down safely, though the latter is easily achieved with just one skill but it needs to be placed at the right spot so that no one goes out to the left. Nice level that Flopsy tells me was never released, but wow, it's a pretty hard one.

Toolkit 10 - Who Wants To Be The Flopsy? Much harder than I expected, as the skillset is way more restricted than it appears to be, though this is probably because I might had taken a somewhat inefficient approach to the level. The L and O sections are probably the hardest parts of the level here, with the Y somewhat difficult too. Nice design with the way the terrain spells out Flopsy's username ;)

Toolkit 11 - In A Slipstream Nice to see a MegSEGAbytes level make an appearance here in GGF. I checked my MegSEGAbytes solution afterwards and seems my GGF solution is the intended way while the other one is a backroute. The backroute might still work here, but I'm not certain. I didn't check to see if this level was a fixed one in any of the changelogs. Also not sure why it took me a while to see that the miner is the best way to get up the large wall near the exit in order to conserve a lot of the builders :forehead:

Toolkit 12 - Anxiety Rollercoaster Last level of the pack by Flopsy, Wafflem, and Nessy. Much harder than I gave it credit for, and I have to suspect the way I did the level isn't intended, as it appears the water is too high by a pixel. As such, I believe the intention is to go down the other side, where maybe it needs some timing with getting a second Lemming to turn around in the basher tunnel and then dig down in order to go through the OWWs. I'll have to spend more time with the level to see.

edit: Ok, I went back and resolved the level by going down the other side. Replay included in the zip file. This is probably more intended, but I'm not certain. This took a really long time before I found something that worked with the timing all working out in the end.

Toolkit 13 - The Last Lemming Waterfall Connection For the third iteration of this series of levels, this is much easier than the second one in the Encore rank, and probably about the same difficulty as the original in one of the main ranks. Don't be fooled by the skillset though, as it will run out surprisingly fast if you're not careful. This time, no hacking the wrong way through the OWAs, so Flopsy's probably happy about that :P

Toolkit 14 - The Great Lemdon Underground Essentially a bigger and somewhat harder version of Toolkit 4, but still not too difficult, especially if you're willing to accept losses. The many openings in the terrain again can complicate matters and make it hard to see what leads to where. In my LP, I couldn't bother myself with the save all, though I suspect it is possible. Indeed, I went back to the level after finishing all of the LP of this pack and I have confirmed that a save all is possible, though probably not that much harder than any solution that doesn't save all. The second replay for the level is the save all one. Nice level that is still somewhat a fun and enjoyable challenge with miners as your only digging destructive skill and only one digger.

Toolkit 15 - Industrial Blocker Zone v2 Not too hard of a level despite the intimidating level design and with blockers scattered all over the level. Definitely reminds me of the second level of MegSEGAbytes where you need to free one of the blockers with a walker skill. It's likely you can free any of them first, though perhaps the choice will make the level either easier or harder. I don't think it matters which side you begin with. Again, don't be fooled by the skillset, as the skills will run out surprisingly quick. In particular, I ran out of platformers, followed by the miners, though I luckily had one remaining of the latter that I used to free the last blocker. Nice level and I especially like there are a certain number of different specialists, in this case, climbers, floaters, and gliders among the many preplaced blockers. I also like the waffle design that's kind of a shoutout to Wafflem.

Toolkit 16 - KLANK Contender for hardest level of the rank, though a close second to Toolkit 9 if it isn't. The hardest part of the solution is probably figuring out how to get the middle entrance out while not using too many skills. The talisman, while different from the non-talisman solution, wasn't as hard to figure out as I made it out to be at first. Nice challenging level!

Toolkit 17 - The Walk of Hedderley The hardest part of the level is figuring out how to get up to the exit with the very limited skillset and with the skillset at the very bottom. The builders are especially problematic here being in very short supply, and same with the miners. Still, a nice level and challenge! ;)

Toolkit 18 - The Labyrinth Basin This might be the hardest level of the rank, if not Toolkit 9 or Toolkit 16. At least for me it is, as it was a very long struggle before I finally succeeded. It's not easy to figure out how to keep the climbers and swimmers separated once the former makes a route for the latter. It's obvious where you need to lead the climbers in order for them to get to the exit, but to achieve it is really difficult. It was also very hard to figure out how to contain the climbers, if you're supposed to, while making the route. Knowing myself, I probably made the level far harder than I needed to. Final Wafflem/Flopsy collab level of the pack, and quite a nice one, but wow, a really hard level.

Toolkit 19 - KLINK Essentially Toolkit 16 but inverted 180 degrees. This level IMO is easier, though I initially thought it be harder. The hardest part of the level is probably zigzagging up the OWWs from the other side with the floater worker to get the top entrance out. Then the rest of the level was seeing how I can conserve skills in order to get it solved. Earlier attempts had me a stacker and probably a builder short. The solution came when I saw I could contain the top entrance with just a stacker rather than both a stack and builder. I was also fortunate that I got everyone in the digger to go out to the right, therefore leading to more skill savings :laugh: Nice level here!

Toolkit 20 - Musical Statues I'm told that this level needs a fix, as all the Lemmings are supposed to be pre-placed blockers just like on Toolkit 15. I think the level is more or less the same the way I did it in the LP, with of course using the walker to free one of the blockers. The save all talisman is a more significant challenge, though not that much harder IMO.
Nice level, and I'm wondering if Armani might had gotten inspiration for the penultimate level of his Halloween pack from this one ???

edit: I went back to play the level on v12.12.5 where all the Lemmings are correctly made as pre-placed blockers and never mind, the save all is far more of a significant challenge this way than when some of the Lemmings aren't blockers like in v12.14. Still, I was able to obtain the talisman after some time ;) I would include this replay, but I think it's best if Flopsy fixes the level up, as this replay is for v12.12.5, not v12.14. 

Toolkit 21 - Intergalatic Sonic Sevens To round off the pack, you get a very large level that mixes all 21 graphic sets used in the pack, along with 21 entrances, and a 77-of-everything skillset with the classic 8 skills. Also a very large number of Lemmings, with 777. In a way, you can probably much think of this level as your reward for getting to the very end where you of course are free to solve it in any way you can. Almost reminds me of the final level of New Formats SubLems by Colorful Arty, except it's a 99-of-everything and the save requirement is way more lenient. The talisman isn't that much harder here, though the description is no bombers used, meaning it's essentially the same thing as saving all 777 Lemmings. Very nice level to finish off the pack and I kind of really enjoyed this one despite it being pretty laggy and just like the final level of Lemmings World Tour, it's only stressful in the first minute or so, though in the latter, it's a lose 1 level, with the talisman being a save all thanks to me :P Finally, I don't think any level comes anywhere close to having as many entrances as this level at 21 :laugh:             

With this, the LP of GGF is finally done, after a month and a day! :thumbsup: As I have been saying many times, I absolutely enjoyed this pack from start to finish, and I'm kind of glad I rose to the challenge of going for the talismans, as it made me appreciate many of the levels of the pack way more ;) What I especially admire is Flopsy (and in people in general for that matter) finishing making the pack even though its development was put on hold a few times over the years it was still in progress. The result is a very high quality pack that was initially supposed to be another collab pack but when the partner left for a while it was up to Flopsy finish up the pack by himself. Absolutely incredible that GGF turned out to be an excellent pack! :thumbsup:

As for difficulty compared to Seb Lems, GGF is definitely easier, though it gets harder than Seb Lems near the very end. Indeed, second half of Super Sonic is about late Murder/early Rapture, while Chilli Dog is full on Rapture difficulty and beyond IMO. Even the Encore rank manages to be around Rapture difficulty or beyond with some of the levels.

Thank you again to Flopsy for GGF and to all the authors who contributed levels/solutions, graphic sets, and anything else that made the pack possible! :thumbsup:     
#12
Lix Main / Re: Standardize Lix to LF line...
Last post by Forestidia86 - October 22, 2026, 06:16:08 PM
Quote from: Silken Healer on October 22, 2026, 05:01:49 PM
Quote from: Simon on September 17, 2026, 03:02:56 PMI like it if users can discover the formats and hack Lix at file level.

I also like it if users can discover formats and hack Lix at the file level too.

Quote from: Simon on September 17, 2026, 03:02:56 PMI have a soft spot for the Windows 7 users even though I've never used 7 myself. Those users should install a good text editor: Notepad++, Geany, ...

I also have a soft spot for Windows 7. I also have another soft spot for everything to just work too on the default text editor without having to install a new one, which would incline me to want CRLF to be used. Though this is just my personal soft spot, maybe not a good idea to force on everyone if LF has all these other reasons for being better? Sorry, I don't have the technical background to understand what LF or CRLF means and I haven't had the motivation to understand it lately but I wanted to add my thoughts here before you just decide to go ahead with it as no one else replies. Would there be any way for Windows 7 users still edit Lix levels on Notepad and it would just be trickier or it would just not work entirely or...? Again as I said sorry I don't have the technical background to understand what LF or CRLF means and I haven't had the motivation to read the website explaining but I wanted to put my thoughts here before you just go ahead with it due to no replies.


The problem is that Notepad on systems older than Win10 usually doesn't understand the LF line ending. This means that the text in the file appears to be in one line without line breaks (apart from maybe random line breaks if you have that option on). You can open for example anyway.txt in the Lovely folder with Notepad to see how it looks in Notepad to you (assuming you are on Win7).
The current Lix version creates CRLF endings on Windows when saving a level in the Lix editor. So you can transfrom the line ending to CRLF with "legacy" Lix. Just open Any Way You Want in the Lix editor and save. Then look at the file anyway.txt again, it should show properly then.
#13
Lix Main / Re: Standardize Lix to LF line...
Last post by Silken Healer - October 22, 2026, 05:01:49 PM
Quote from: Simon on September 17, 2026, 03:02:56 PMI like it if users can discover the formats and hack Lix at file level.

I also like it if users can discover formats and hack Lix at the file level too.

Quote from: Simon on September 17, 2026, 03:02:56 PMI have a soft spot for the Windows 7 users even though I've never used 7 myself. Those users should install a good text editor: Notepad++, Geany, ...

I also have a soft spot for Windows 7. I also have another soft spot for everything to just work too on the default text editor without having to install a new one, which would incline me to want CRLF to be used. Though this is just my personal soft spot, maybe not a good idea to force on everyone if LF has all these other reasons for being better? Sorry, I don't have the technical background to understand what LF or CRLF means and I haven't had the motivation to understand it lately but I wanted to add my thoughts here before you just decide to go ahead with it as no one else replies. Would there be any way for Windows 7 users still edit Lix levels on Notepad and it would just be trickier or it would just not work entirely or...? Again as I said sorry I don't have the technical background to understand what LF or CRLF means and I haven't had the motivation to read the website explaining but I wanted to put my thoughts here before you just go ahead with it due to no replies.
#14
Other Projects / Re: Ultimate Lemmings 2.0 - Al...
Last post by UltimateLemmings - October 22, 2026, 03:13:45 PM
Quote from: spaceagemeats on October 22, 2026, 01:09:31 PM
Quote from: UltimateLemmings on October 16, 2026, 11:10:23 PMThat's a concession to ease touch-play for new players. You can turn it off (as do I) in settings.

yup, found that in the options! honestly, I think the pause function is a smart move for new players. and I appreciate the option to toggle it off. really loving the experience on the iPad. its how I primarily play this now.
Good to know! Really focusing on the iPad experience today as we love it too. iPad horizontal should be much closer to the macOS experience and UX than the mobile UX, so that's a big target for the next release!
#15
Other Projects / Re: Ultimate Lemmings 2.0 - Al...
Last post by spaceagemeats - October 22, 2026, 01:09:31 PM
Quote from: UltimateLemmings on October 16, 2026, 11:10:23 PMThat's a concession to ease touch-play for new players. You can turn it off (as do I) in settings.

yup, found that in the options! honestly, I think the pause function is a smart move for new players. and I appreciate the option to toggle it off. really loving the experience on the iPad. its how I primarily play this now.
#16
Community Edition / Re: [+][SUG][PL] MIDI/MID Musi...
Last post by lemmkeev20 - October 22, 2026, 11:15:26 AM
Quote from: Silken Healer on October 22, 2026, 03:20:31 AMWhilst MIDI support should still be added even if this issue was fixed due to file size and the waste of time to convert it, you can make the converted files sound the same if you use the same soundfont as what you want them to sound like. Go research what a "soundfont" is.

ok but not now
#17
Tech & Research / Re: Basher/miner/digger next t...
Last post by JemmingDad - October 22, 2026, 05:44:37 AM
Quote from: WillLem on October 21, 2026, 09:25:00 PM
Quote from: JemmingDad on October 21, 2026, 07:41:30 PMIt seems that the whole community here is well ahead of me so I'll not confuse things by sharing 'yet another remake'

All projects, particularly Lemmings-related ones, are more than welcome on the Forums. We'd love to see what you have come up with! :)

https://ablackett82.github.io/arcade/

It's web based and touch optimised.

Ok, that's the live page hosted from GitHub, my initial message was badly worded. I played lemmings on the Amiga/atari as a kid and I was wanting to know if the 'glitch' I found in Dos was also the same in other versions: your previous reply basically convinced me it doesn't matter - so I fixed it in my version.

My favourite feature is the level maker and share feature. The kids have made some levels which are great for 10 year olds but probably too easy for you guys. I've made a couple I'm really proud of and you can play them if you go to 'Our Levels'.

Cheers.

#18
Community Edition / Re: [+][SUG][PL] MIDI/MID Musi...
Last post by Silken Healer - October 22, 2026, 03:20:31 AM
Quote from: lemmkeev20 on October 20, 2026, 02:51:56 PMi know i can convert a midi to a neolemmix compatible format but the problem is that the converted version sound really different...

Whilst MIDI support should still be added even if this issue was fixed due to file size and the waste of time to convert it, you can make the converted files sound the same if you use the same soundfont as what you want them to sound like. Go research what a "soundfont" is.
#19
NeoLemmix Levels / Re: Fiat Lem! (Let there be Le...
Last post by MASTER-88 - October 22, 2026, 01:47:57 AM
Okay let look this interesting pack. No difficult settings added this, but this pack seems Very Hard/EXTREME range. As well Incipio & Impero levels seems just as hard as, so there is no warm up levels. One most coolest and toughest lemming level ever i am played goes Incipio. Damn that was genius level and super complicated to completed. Also contains some pixel timings, make it perfect EXTREME level.

Let put some best replays.

Incipio 4 Sandstone Maybreak my Bones Gold Talisman Completed

Incipio 6 Quid Pro Quo (Quite cunning level)

Incipio 7 Smells Like Spirit Talisman completed

Incipion 15 Been There Done That
This level was SUPER HARD, take me two hours figured out it, my completion solution was some super genius, just think, did i overlook it or did this level just that heck hard and precise, but my completion solution look pretty damn cool

Few levels Impero
Level 1 Pizza Party
Level 2 Satanorium
Impero Levels
Both was genius one, very interesting trick Pizza Party, im not sure did i ever perform this trick exact same way like this, yes its take me some 60 minutes figured out this simple level, Level 2 Satanorium was way easier to figured out, guess its intention solution



#20
Tech & Research / Re: Basher/miner/digger next t...
Last post by WillLem - October 21, 2026, 09:25:00 PM
Quote from: JemmingDad on October 21, 2026, 07:41:30 PMIt seems that the whole community here is well ahead of me so I'll not confuse things by sharing 'yet another remake'

All projects, particularly Lemmings-related ones, are more than welcome on the Forums. We'd love to see what you have come up with! :)