Recent posts

#11
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by UltimateLemmings - September 29, 2026, 12:40:23 AM
Ultimate Lemmings 1.7.1 is out: the NeoLemmix update

Two big additions since 1.6.0: NeoLemmix levels now come in the box, and there I've taken upon me to "fix" the 35 year old difficulty curve: a new guided path through the whole Classic library. 1.7.1 is a quick hotfix on top of 1.7.0, so update even if you already have 1.7.0.

NeoLemmix, included

  • 788 levels from NeoLemmix Community Edition 1.2.0 ship with the game: Lemmings Redux, the NeoLemmix Introduction Pack and Original Lemmings. Open them from NeoLemmix on the home screen. No download, no folder to find.
  • 713 of them play straight away. The other 75 use community-made graphic styles. Those styles belong to their artists, and the NeoLemmix licence lets them be copied only to run NeoLemmix, so I have not bundled them. If you have NeoLemmix installed, choose Add NeoLemmix Packs... and point it at your NeoLemmix folder. Those 75 levels then unlock, and your own packs appear beside the included ones.
  • The native engine runs all 21 current NeoLemmix skills and follows the Community Edition rules for gadgets, teleporters, traps, pickups and moving backgrounds. Lemmings use the sprite style of each level theme.
  • Records, previews, playlists, completion marks and saved runs all work for NeoLemmix levels, the same as for the other games.
  • NeoLemmix support is still Beta. The whole Lemmings Redux replay corpus wins natively, but some levels can still behave differently from NeoLemmix itself. Reports with the pack and level name are very welcome.

Oh My! All Lemmings! — a learning path through Classic

The all-games campaign is now a journey of 507 levels: 317 official levels and 190 selected fan levels, ordered from Fun to Expert by what each level asks of you, not by which game it came from. This is a ML assisted effort to create a smoother gradient so you don't smash headfirst into a difficulty wall as a beginning player from either classic or oh no levels. Through making sure that each and every level is solvable I have also assigned them a difficulty rating and training score - so skills are naturally introduced and taught by play as you start off, as well as more advanced techniques later on. More urgently it creates a real intermediary stretch, something that was sorely missing in the original runs.

  • Learn a skill, practise it, then combine it with something you know. Combination levels wait until each skill in them has had an earlier practice level.
  • It is a one-player or hot-seat path. Two-player versus levels are left out, and a puzzle that several ports repeat appears only once.
  • Pause a lesson for hints, choose Try later to park a level without losing anything, and use Revisit to go back to the levels you parked.
  • The order is my editorial estimate, backed by measured solution data. It is not tested on real new players yet. If a level feels like a wall, tell me which one.

Other changes since 1.6.0

  • The Amiga sound sets use the Macintosh samples for effects that the Amiga bank does not have.
  • Pause stops every sound effect, not only the music.
  • The game no longer traps the pointer in a window that is not on screen. A Monterey tester saw the pointer locked inside an empty rectangle after launch.
  • What's New now shows the notes for the version you actually have.

Fixed in 1.7.1

  • Journey sessions start again, solo and Hot Seat. In 1.7.0, if you opened the app straight from your Downloads folder, macOS ran it from a temporary location and every campaign level looked "changed", so no session could start. Sorry about that one.
  • Saved runs and playlists that use a bundled campaign keep working after an update.
  • If a session ever cannot start, the message now names the level that stopped it.
  • NeoLemmix lemmings are no longer upside down, and the skill panel shows up in NeoLemmix levels. NeoLemmix is still in beta, so if you see anything topsy-turvy, let me know!

Downloads

Download Ultimate Lemmings 1.7.1

Tip: move the app to your Applications folder before you open it the first time.

Thanks

The NeoLemmix levels and styles come from NeoLemmix Community Edition (https://github.com/Willicious/NeoLemmixCommunityEdition) and the NeoLemmix community. Huge respect to everyone who has kept those levels and that engine alive. The included styles are the original DMA sets, and the NeoLemmix licence ships inside the app.
#12
Site Discussion / Re: Where should the Random Le...
Last post by GigaLem - September 28, 2026, 11:32:15 PM
Quote from: WillLem on September 28, 2026, 11:09:26 PMHonestly, I think we should just get rid of the "In Development" board. If authors wish to release unfinished work, maybe we could encourage the practice of a [WIP] topic in the regular "Levels" board which subsequently gets deleted when the finished product is ready. This would help to reduce Forum clutter and seems good practice anyway.
Very Hard Disagree

The in development board help keeps things discern between currently in the works packs that haven't released yet and pack that have been released, there is also history in the development of the pack even if the topic is locked and removing that would mean removing that history.

I rather the in development board stay as it allows discussion and showcase of what is currently in the works, being that an unfinished work hasn't been release because its still in active development and isn't ready to be released. Removing that board would mean where is 10+ years of history going to go? I rather not lose that important history because it "reduces clutter" or merge that board with the released packed making it harder to index what is and isn't released. What exists isn't broken, we shouldn't try to fix it

I apologize if I come off as angry in my tone, but getting rid of something that shouldn't be rid of is the point where I need speak up and reject any idea of removing something that has been perfectly fine and helpful since its creation
#13
Site Discussion / Re: Where should the Random Le...
Last post by WillLem - September 28, 2026, 11:09:26 PM
Honestly, I think we should just get rid of the "In Development" board. If authors wish to release unfinished work, maybe we could encourage the practice of a [WIP] topic in the regular "Levels" board which subsequently gets deleted when the finished product is ready. This would help to reduce Forum clutter and seems good practice anyway.

Beyond that, I also agree with Silken that the current setup isn't really broken.

We'd then have:

Levels: Random levels by random authors.
Levels: Xyz's levels.
Levels: OhYesNoLems by Xyz.
Levels: [WIP] OhYesNoLems by Xyz.

That keeps all levels on a single board.

Then again, if the concern is that everything on a single board makes stuff harder to find, is there a way to automatically index everything that gets added to the board (or, at least, finished packs)? If not, then maybe a "Loose" board and a "Packs" board might be the best way to go. I'd then suggest that [WIP] should go in "Loose", since any levels released there are technically not part of a finished pack at that point.
#14
Site Discussion / Re: Where should the Random Le...
Last post by namida - September 28, 2026, 09:31:19 PM
QuotePoints 1 and 2 are now consistent, that's nice. But makes In Development feel strange: You post your levels on Levels, unless you believe they'll go into a level pack, then you don't post your levels in Levels. :o ... and instead in In Development.

My thoughts here:

The random levels topic is not an ongoing project as such. It's a place to share smaller things that aren't significant enough to have their own individual topics. Each thing released there is (at least to the same extent as a completed pack that would be posted in NeoLemmix Levels) a finished work being released. There's no larger project it's part of to wait for; it just isn't big enough to warrant its own topic.

A pack on the other hand, is a project that levels form a part of. It might indeed just be a collection of levels, or it might have other associated assets. Even when it is just levels, it's usually more than just the sum of its parts - the levels will often be organised, possibly into sub-groups, or maybe just an ordering. For that matter, preview content is not always playable levels - it may be video footage or screenshots to show off new styles, for example. In this sense, I see the In Development topics as being more about announcing and sharing the progress of in-development projects, rather than specifically an additional venue for sharing levels.

And of course - it's not like we're going to say "no, you posted this level in a topic in the main board, so now you aren't allowed to put it in a pack that gets posted on In Development".

If there are enough (user)'s levels topics to warrant it, I think a "Loose Levels" board would be worthwhile. I don't think we should create one right away (edit for clarity: this is just me giving input, not me saying "it's not happening"), but keep the option open if such topics become more common. This does raise the question of whether it's fair to give large packs the "default" status by making them the main board, or whether it may be preferable to also give them a sub-board, and make the main board solely a container for the sub-boards, with only administrative posts. I personally don't think it's a huge issue - the loose levels sub-board would be displayed prominently within the main levels board, above even the sticky topics, so it's essentially just like splitting the Random Levels topic into an entire sub-board.

However, this could in turn raise the question of what exactly "In Development" should be a sub-board of at that point, but I think a different consideration answers that question: Nesting boards that deep would be messy, let's keep it as a sub-board of the main "container".

EDIT: To avoid any doubt, I will mention that I feel the "Loose Levels" board (I prefer this name, less potential to mistake it for "randomly generated") should have a one-topic-per-user rule. Common sense / staff discretion can of course be applied if there's a case that genuinely doesn't quite fit with that; a possibility that comes to mind being if two creators begin regularly releasing loose collab levels together.
#15
Non-Lemmings Gaming / Re: Mario vs Donkey Kong 2: Ma...
Last post by lemmkeev20 - September 28, 2026, 01:04:46 PM
Quote from: CrazyAfroAli on May 28, 2025, 11:09:44 AMHave any of you guys played this game (or others in the series)? If so, what are your opinions on it?

i also played that game :D  (and about more games i played (almost) every game (except amiibo challenge, its just a waste of space :eyeroll: ))


in my opinion they are good games :thumbsup:
#16
General Discussion / Re: General Comings and Goings
Last post by Bradley J - September 28, 2026, 11:44:23 AM
I've changed my username from Mobiethian to Bradley J - in case anyone was wondering. There's a bad past attached to the name, I just want it to be gone. So on topic, I'll be going to Hershey Park, Pennsylvania to go on some rides, followed by a license plate meet. I have to drag all 450+ license plates of mine to the meet. ;)

Well needless to say, I will be quite busy and absent from the forums for a while. Level pack development is at a halt for a little while. If anyone needs me, just text or email. :thumbsup:
#17
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by UltimateLemmings - September 28, 2026, 03:12:21 AM
1.6.0 is so full of joy and whimsy. My partner is laughing her ass off just from the music pitch rising and the vinyl stops. Working on fixing the difficulty gradient next (also NeoLemmix (!) )
#18
Contests / Re: Level Design Contest #34
Last post by Proxima - September 27, 2026, 09:59:15 PM
In the original contest #3 it was randomly selected by the host, from among the people who entered, so everyone who submitted terrain for a level was implicitly marking themselves available for receiving someone else's terrain to complete.

As I said, though, another contest using the same general idea doesn't necessarily have to do exactly the same thing; it's up to the new host to decide on the rules.
#19
Contests / Re: Level Design Contest #34
Last post by Flopsy - September 27, 2026, 09:11:54 PM
I think the collab idea based on contest #3 is a great idea too, I never got a chance to participate in the original one but Wafflem did and he liked the format I believe.

Myself and Wafflem have made many levels using the Contest #3 format and it is such a good system for making levels that we have made 2 level packs based on the format (MegSEBytes and MegSEGAbytes). I'd be up for entering the contest but I'd need a new user to buddy up with as Wafflem won't be available, or is it random who we work with on the contest?
#20
Contests / Re: Level Design Contest #34
Last post by Kingshadow - September 27, 2026, 07:51:02 PM
Quote from: WillLem on September 27, 2026, 07:18:07 PMInteresting. What would a 'collab contest' constitute?

Well, it would be similar to how it played out in the original contest. Each person designs the main bulk of the terrain following specific rules. Then another person later on in the contest is given the level to place the objects and decide on the solution with allowance on minor edits to the terrain. You can choose to nominate someone to be the collaborator and if they agree than they are the ones to pick up your part of the level or if you prefer the collaborator to be a surprise, you could tell the host to choose someone for you based on who asked to help finish levels.

Basically someone could send their levels to the host and nominate which people for each level they want to give their levels to then the host sends a message to those people they chose to finish their levels then...

If they agree: Then they create the rest of the level.
If they decline or don't respond: Then the host messages the person who sent the levels in stating that they couldn't get that person onboard with the collaboration and will request a substitute or whether to have that level placed into a community folder where other people request for them to finish said level for you on a first come, first serve basis.

That one idea I have. I'm open for other ideas for the format. :thumbsup: