Recent posts

#11
Contests / Re: Level of the Year 2025: Vo...
Last post by IchoTolot - July 07, 2026, 02:19:31 PM
Don't forget to vote!  :)
#12
Game Bugs & Suggestions / Re: [✓][SUG][PL] Clear Physics...
Last post by Dullstar - July 07, 2026, 02:10:52 AM
Quote from: Simon on June 29, 2026, 10:45:35 PMOn the other hand, I don't need it, and if you don't need it, chances are that nobody needs it.

Given that it's already in the code and doesn't seem to be an issue, I'm not convinced culling it makes sense -- if nothing else, it's an extra option for anyone that might need it for accessibility reasons.

The cycling would be more useful if CPM wasn't all-or-nothing, for example to highlight steel, or show trigger areas, while otherwise rendering the rest of the level normally.
#13
Game Bugs & Suggestions / Re: Level Preview: Singular an...
Last post by WillLem - July 07, 2026, 02:10:11 AM
Quote from: Simon on July 06, 2026, 10:33:13 PMGo to a preview screen of a level that has exactly 1 regular lemming and exactly 1 zombie. It will say: "1 lemmings, 1 zombies".

This is now fixed. I've also capitalized the 'L' of 'Lemming(s)' for now to be consistent with everything else:



Fixed in NLCEPlayer commit 53f667d.

We can re-think the capitalization for sure. I'd suggest that we either capitalize every word, as in the above screenshot, or don't capitalize anything. Open to other suggestions.

Quote from: Proxima on July 06, 2026, 10:56:35 PMBut considering that nothing in the level stats is a title of anything (except of course for the level and rank titles), maybe it would be better to lowercase everything and capitalise only the first letter of each line (except when it's a number)?

Agreed, this could work.

Quote from: Proxima on July 06, 2026, 10:56:35 PMI prefer NL's uncluttered screen, with no release rate and no "Infinite Time". (Time limit should be pointed out when there is one, but this is very rare in NL.) Why were these changes made in CE, and was there ever a discussion?

The changes were made mainly for 2 reasons:

1) Simply, to show the player more information on the preview screen.
2) Preview screen text color can now be customized on a per-line basis (using data/ce-textcolours.nxmi). Recoloring each line does make it look a bit less cluttered and easier to read (possibly why it was done this way in the Amiga version).

IIRC, there wasn't a discussion about this specifically. Looking back over the roadmaps/release topics, I don't think it got mentioned either, so apologies for this - it's a genuine oversight. I ported Preview Screen text creation over from SLX when implementing the ability to customise the text color (something that was previously specifically requested for NL), and I prefer the SLX refactor because it's a lot easier to deal with.

Anyway, discussion around Preview Screen text can begin here in this topic, or we can create another one. Of course, it should represent what the majority of the community wants. For now, consider it a demo feature whilst CE is still relatively new.

I feel I should also re-affirm at this stage that nothing that gets implemented in CE is final. Everything is open to suggestions, re-working, and possible removal after the fact if necessary. CE is not a 'WillLem project', I just happen to be the only dev on the Forums who has the time/inclination to take it on. If you don't like something, post a topic and we'll sort it out as a community. What I'm not prepared to do though is post a million topics about every little change and await feedback on every single one before actioning anything. I would very quickly lose interest that way, and CE wouldn't exist at all.
#14
Game Bugs & Suggestions / Re: [✓][SUG][PL] Clear Physics...
Last post by Dullstar - July 07, 2026, 01:51:37 AM
If you haven't already, just make sure that the CYCLE option is properly documented if it needs to be set by manually editing config files. If .nxmi files support comments, that would probably be the best place to mention it as being a valid option for the color.
#15
Game Bugs & Suggestions / Re: Level Preview: Singular an...
Last post by Proxima - July 06, 2026, 10:56:35 PM
As I mentioned during one of your streams, the inconsistency ("20 lemmings" but "20 To Be Saved") bothers me, especially because this is something that was introduced in NLCE and is fine in vanilla NL.

But considering that nothing in the level stats is a title of anything (except of course for the level and rank titles), maybe it would be better to lowercase everything and capitalise only the first letter of each line (except when it's a number)?

And while we're looking at the preview screen, I prefer NL's uncluttered screen, with no release rate and no "Infinite Time". (Time limit should be pointed out when there is one, but this is very rare in NL.) Why were these changes made in CE, and was there ever a discussion?
#16
Game Bugs & Suggestions / Level Preview: Singular and Ti...
Last post by Simon - July 06, 2026, 10:33:13 PM
CE 1.1.2

This is a minor typesetting bug. All presented information itself is correct.

Go to a preview screen of a level that has exactly 1 regular lemming and exactly 1 zombie. It will say: "1 lemmings, 1 zombies".

The issues here are:

  • Both "lemmings" and "zombies" should be singular. This is usually excusable ("found 1 files" is fine for me) but NL already has code to handle singular/plural in this line. For example, NL will say "1 lemming" when the zombie is missing. It's a bug proper. :8():
  • The words "lemming"/"lemmings"/"zombie"/"zombies" should all be title-cased, i.e., the first letter should be capitalized. Everything else on the screen looks like it has proper title case.

The exact rules for title case can vary. I believe I use: Capitalize the first letter of every word unless the word satisfies all of the following: It's a preposition/article/some other niche type, it's not the first word of the phrase, it has 4 or fewer letters. If you're unsure, ask Proxima. Or ask me, but I'd have to find a style guide first.

Neutral lemmings can also appear here; the same fixes should apply to neutrals.

Proxima and I decree title case important! Lest our monocles plunge into our champagne classes, splashing our tailcoats.

-- Simon
#17
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by darkshoxx - July 06, 2026, 09:01:38 PM
Quote from: IchoTolot on July 06, 2026, 12:36:03 PMBut in genereal I would say, here you are the best judge!
Yeah but I've played like 2 level packs and levels from 3 contests. I've seen more levels from your youtube channel than from playing myself :)

Quote from: IchoTolot on July 06, 2026, 12:36:03 PM- Deceit's Lemmings [Mayhem 21]: Enter at your own risk...
- Lemmings Uncharted [Aquarius 15]: Simulation: FARO - Especially here it is extra devious!
- Lemmings United [Genocide 40]: Photo Finish
thanks I'll check these out, appreciate it.

Quote from: Simon on July 06, 2026, 10:41:03 AMA good showcase is geoo's challenge solution Youtube: Tame 13 (Thunder-Lemmings are go!) 100 % with one builder
LMAO wth

Quote from: Simon on July 06, 2026, 10:41:03 AMWedge a builder brick into the top, and the ascender/jumper will rise until he finds a new top of the wal
This might be the thing I was looking for.

Again thanks for all your feedback!  :cute:
#18
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by IchoTolot - July 06, 2026, 12:36:03 PM
QuoteBasically things that vanilla players would think impossible or illegal.

Here I would maybe point towards levels where you need to know a bit more about a certain often overlooked mechanic involving the "lemming_id":

- Deceit's Lemmings [Mayhem 21]: Enter at your own risk...
- Lemmings Uncharted [Aquarius 15]: Simulation: FARO - Especially here it is extra devious!
- Lemmings United [Genocide 40]: Photo Finish

Maybe something with using the terrain of a constructive skill to extend a destructive skill.
Or even bouncing around other skills/lemmings with the help of blockers.

But in genereal I would say, here you are the best judge!
You know the crowd best and maybe looking a bit more around in a couple of packs the the most efficient method here.
My (and maybe kaywhyn's) YouTube channel could help in speeding up further search attempts.
#19
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by Simon - July 06, 2026, 10:41:03 AM
In DOS physics (not NeoLemmix, not Lix), climbers trapped inside solid terrain will ascend. A good showcase is geoo's challenge solution Youtube: Tame 13 (Thunder-Lemmings are go!) 100 % with one builder. The video was shot with the solution executed in Lemmix, which replicates DOS physics.

DOS also has the giant leap, a.k.a. y-slide. When a walker ascends a step height of 3-6 pixels, the walker doesn't instantly warp to the new height (unlike what he does for 1-2 pixels). Instead, he becomes an ... I call it ascender, Lemmix calls it jumper. He rises by 2 pixels per physics update until he arrives at the top. The bug arises from how the ascender/jumper doesn't memorize upfront the target height. Instead, every physics update, he tests anew for air at his current height. Wedge a builder brick into the top, and the ascender/jumper will rise until he finds a new top of the wall. I don't have a showcase.

-- Simon
#20
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by darkshoxx - July 06, 2026, 09:37:38 AM
I've gone through all the levels, they're really cool! If there's any others, do let me know.
Quick clarification, I'm not necessarily looking for difficulty (which is probably more impressive for people who already know neolemmix) but things that are visually interesting or unexpected gameplaywise, like trapping lems at spawn in "It's All About The Pentiums!". Wasn't there also a trick that made them rise vertically through a solid wall?
Basically things that vanilla players would think impossible or illegal.
Or just visually non-vanilla tilesets and sprites to show off.