Recent posts

#11
Lemmini / Re: Menu bar theme & icons
Last post by WillLem - March 10, 2026, 01:02:33 PM
Quote from: zanzindorf on March 10, 2026, 12:00:36 AMHere's Settings and Styles

This is beautiful work @Zanzindorf, thank you so much for doing these. Keep 'em coming :lemcat:

Also, if you want to revisit the codes icon (or any of the others) and make it 48 x 32 like the hotkeys icon, that seems to be a decent size in general.
#12
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by kaywhyn - March 10, 2026, 12:56:37 PM
Yes to both 1) and 2), RetroLemmini 2.8 and Version 32 of the level, respectively. I've tried updating the styles via Help => Update styles as you outlined in 1) and I still get Lemmings falling/clipping through the terrain on Tricky 7 of hbr264's pack ???
#13
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by WillLem - March 10, 2026, 12:29:37 PM
I can't seem to get it to happen.



Steps to reproduce?

Things to check in the meantime:

1) Are you using RL 2.8? If so, go to Help > Update Styles, let it update the styles (this takes < 10 seconds), then try the level again
2) Are you playing level version 32? If not, does the level have any terrain pieces marked as "fake" in that area?
#14
Lemmini / Re: [RetroLemmini] MobiLems
Last post by WillLem - March 10, 2026, 12:12:00 PM
Quote from: kaywhyn on March 10, 2026, 07:55:00 AMI've went ahead and reattached the MobiLems pack with a small update to Friendly 4. I simply moved the right exit down 1 pixel instead of 8 pixels like hbr264 did

Much appreciated, thanks :thumbsup:
#15
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by kaywhyn - March 10, 2026, 11:05:10 AM
While playing Tricky 7 - The Passover level of your pack, I found what seems to be a bug where for some strange reason Lemmings fall/clip through solid terrain. Screenshot attached.

Screenshot 2026-03-07 17.21.51.png

Per WillLem's advice, I've captured the X, Y coordinates of the problematic spot in the level while in debug mode. I posted the picture on Discord a few days ago, but I'm posting it here as well so WillLem can take a look. I currently don't have any clue why it happens on this particular level.
#16
Lemmini / Re: [RetroLemmini] MobiLems
Last post by hrb264 - March 10, 2026, 10:15:22 AM
Quote from: kaywhyn on March 10, 2026, 07:55:00 AMThanks for reporting! :thumbsup: I checked the original level in the editor and the problem here is that the right exit is just 1 pixel too high for the Lemmings. It's due to the fact that the trigger for the right exit lies completely on and above the terrain, as indicated when you turn CPM and triggers on in the level editor.
...
The general rule for triggers for SuperLemmini and the Lemmini forks is that traps/exits work as long as you bury at least one row of pixels of the trigger (the pink box when you turn on triggers in the editor) into the terrain.

Thanks very much :)
#17
Lemmini / Re: [RetroLemmini] MobiLems
Last post by kaywhyn - March 10, 2026, 07:55:00 AM
I've went ahead and reattached the MobiLems pack with a small update to Friendly 4. I simply moved the right exit down 1 pixel instead of 8 pixels like hbr264 did just because IMO the exit looks a lot better when only 1 row of its trigger is buried into the ground as opposed to all of the exit trigger being buried into the ground.

Quote from: hrb264 on March 09, 2026, 10:23:06 PMHey I've just downloaded this, and unfortunately on Friendly 4 'dig a little deeper', the right exit seems to be unreachable by the lemmings even when I dig down in front of it :( I used your replay and unfortunately it only saved half of the lemmings with the right exit not being saved at all :(

I've just made a slight change and it seemed to fix the problem, attached is the adjusted level. I've also attached the original and  the original replay from the replays folder, which had the same issue with the exit on the right.

Thanks for reporting! :thumbsup: I checked the original level in the editor and the problem here is that the right exit is just 1 pixel too high for the Lemmings. It's due to the fact that the trigger for the right exit lies completely on and above the terrain, as indicated when you turn CPM and triggers on in the level editor. If you now move the right exit up 1 pixel, you can now see the empty air between the exit and the ground, hence all the exit's trigger (indicated by a pink box or whatever color you select in the editor) lies on and above the ground. In addition, the Lemming's pin is actually one pixel below their foot, not at their foot on ground level. Because the Lemming's pin is 1 pixel below their foot, it therefore does not and cannot come into contact with the exit trigger and hence they cannot use the right exit at all.

MobiLems was originally made for Lemmini, and as I have explained on Discord, the checks for triggers on Lemmini vs SuperLemmini and the other Lemmini forks are different. On Lemmini, it checks around the middle of the Lemming, while on all the other ones they check at the foot of the Lemming, which is the same way as how the original Lemmings games work. Hence, with the way the exit is currently with the trigger lying on and above the terrain, the Lemmings on Lemmini exit with no issues because their middle contacts the exit trigger. However, this same thing is a problem on SuperLemmini and all the other Lemmini forks, as the Lemmings cannot exit this way due to the check now being at the foot of the Lemming instead. The issue is simply that the exit trigger is one pixel too high and hence to fix the problem you just need to lower the right exit by 1 pixel.

The general rule for triggers for SuperLemmini and the Lemmini forks is that traps/exits work as long as you bury at least one row of pixels of the trigger (the pink box when you turn on triggers in the editor) into the terrain. You certainly could bury more or even all of the trigger completely into the ground, like you did in your adjustment of the level and the Lemmings will still be able to exit, but IMHO it looks a bit odd with way more of the exit graphic buried into the ground as compared to just burying one row of the exit trigger.
#18
NeoLemmix Levels / Re: TomatoLems [Difficulty: Ea...
Last post by kaywhyn - March 10, 2026, 06:12:26 AM
@The Tomato Watcher

Here are my resolves and hence I'm attaching my updated replay collection for V2 :) I just needed to resolve Calm 6, Calm 10, and Tense 4. Calm 10 and Tense 4 are pretty much the same solutions as before, while Calm 6 is different from my initial solution.

Spoiler
Instead of building on top of the tree on Calm 6, I now just need to have the Lemming drop down to the steel and then start building up to the egg. Tense 4 also fails for this same reason as my worker doesn't build on top of the tree, but that's ok, it's not that big of a deal for me to manually recreate my initial solution for the level :P
#19
In Development / Re: Millas - (Project Freedom ...
Last post by GigaLem - March 10, 2026, 04:17:45 AM
I'm finished with one of my LPs for my channel and im still at a blank, I'm worried im gonna have the leave the bloated level in if I don't think of something that fits the final boss rank without it being bloated. I feel tired and frustrated that I cant get around this because to be frank I just really want to release this. I want to get back to sketching ideas for Millas 2. And I really want to write a bit of post mortem and being mad at myself for having this take 10 years.

Look at the level below! Can you tell why I want to condense it without sacrificing the challenge factor? I want it to fit the rank but I have drawing blanks for months.
#20
NeoLemmix Levels / Re: TomatoLems [Difficulty: Ea...
Last post by The Tomato Watcher - March 10, 2026, 12:54:43 AM
Thank you all for the replays and feedback. Really glad you all are enjoying the pack! :thumbsup:

A lot of these solutions from all three of you are quite different than the ones I had in mind, but almost all of them are perfectly acceptable. It seems a lot of these levels, even many of the harder ones, turned out to be pretty open-ended, which I'm quite happy about. The only real exception is Guigui's solution of Tense 9, which I've just now patched (along with some minor cheese in a couple of kaywhyn's solves, since I was uploading a V2 anyway).  :)

It's worth noting now that I very much do not design levels with clean "max save" or "100% save" solutions in mind (unless of course the save requirement IS the max possible), so if anyone finds saving the max possible lemmings in a particular level annoying, I'm sorry! :'(

Also GuiGui, it seems your Panic 8 replay is broken on my end. I'm using NL V12.14.0 currently. What version are you using, since CE shouldn't behave any differently?

I left the Author field blank on all levels since, in my mind, if all the levels share the same author, filling the author field is redundant, and on my version of NL, the Author field is not present when blank instead of listing "anonymous". Realizing now that there's versions that do list "anonymous", I probably should've fixed that for V2, whoops. If there's another major backroute, I might remember to fill those in.

Thanks again for the replays! With the levels in general being more open-ended in this pack, as well as having had it playtested some already, I'm hopeful there won't be another "Sour 2" situation. :P