Recent posts

#11
In Development / Re: First Custom Levels: VexLe...
Last post by Vexar - September 04, 2026, 09:31:07 PM
I knew people here were good, but that Original 9 Armani just, wow

I'll definitely update some levels, I already worked with what Guigui shared, so feel free to jump in again! There's a couple solutions still in the dark, and I'm sorry but I'm gonna take some skills from you, but maybe I could fix this with a better level layout, what do you think??

The 2.0 will be online pretty soon, let me know if you like it better

Anyway, here's my recap of your solutions Armani:

Results
Remake
1. Yes! That's how it's done, GG
2. I think I should patch this backroute but is not that far from intended
3. Nice, this is just an intimidating level haha, perfect solution
4. Same as Guigui, that long bridge shouldn't be possible, I need to fix that haha sorry
5. 90% close to what Lacktardo intended, but since this is a visual remake, I don´t know if I should patch it
6. Yep, close but not exactly, but again, not my level so I think this will remain the same, Dodochacalo already had a great one

Original:
1. Exactly how I meant it, GG. The second exit is also possible but it started as a decoy
2. My first level, just big and simple, but I can't leave it behind
3. Very good, solved as intended
4. Now I'm sure that second exit should be almost impossible to reach, I meant it as a distraction too tempting to reach, but virtually impossible. I'll close it, let me know what you think
5. Good solution, a backroute indeed but maybe I can add the No blockers Talisman
6. Tons of solutions, this stays the same
7. A partial backroute from things I added as eye candy haha, I'll fix it but close enough!
8. That exit, definitely not as hard as I wanted, I'll try to remove the backroute without deleting the exit
9. That's impressive, yes that´s the solution, but taken to the extreme, I didn't think it was possible to save so many, and indeed that's the limit in theory. I have no words, very good work there! I'll adjust the talismans to Gold 16, Silver 14, Bronze 12 and standard 10 because wow
#12
SuperLemmix / Re: [RELEASE] SuperLemmix 3.0....
Last post by WillLem - September 04, 2026, 06:39:19 PM
3.0.3 Update

The long-awaited release of SuperLemmix 3.0.3 is here! :lemcat: Here's what's new:

Changelog

:lemming: New 'Minimum Skill Limit' Talisman
• It's now possible to set a Minimum Skill Limit which the player must use in order to obtain the Talisman. This is displayed as 'Use at least X' or 'X+' in the UI, and can be combined with the existing Maximum Skill Limit to create a range (e.g. 5-10) of skills which must be used. The Minimum Skill Limit is capped at 10 to keep this Talisman sensible, and this cap may be raised/lowered in the future depending on usage and feedback

:lemming: Replay Modes
• Players can now choose whether 'Standard' (Red R) or 'Insert' (Blue R) is the default Replay mode when a replay is activated. The existing 'Insert' toggle (O by default) can still be used to switch between the two
• Same-Lemming-Overwrite is now possible in Insert Mode (we show a 'CUT X TASKS' warning to show that assigning the skill will erase future assignments for the selected lemming)
• Added 'Click Air to Cut Replay in Insert Mode' option (Standard Mode is always 'Click Air to Cut')

:lemming: Autosave Playtest Replays
• Replays are now auto-saved when playtesting a level (regardless of completion status). The replays are stored in Auto_Playtest and, if a particular level already has an auto-saved replay, the existing replay is overwritten. The replays can be auto-deleted via NL Editor 2.2 and later

:lemming: Pickup Skills
• Mousing over a Pickup now shows skill type + count in the panel info
• It's now possible to specify a Pickup object's size in the .nxmo (if necessary) so that the mouseover hitbox can match custom Pickup sizes

:lemming: Skill Panel
• Mousing over icons now shows panel hints
• The save count is displayed in blue until the requirement is met, then it changes to green
• Removed duplicate Amiga theme gfx
• All display values are capped at 999

:lemming: Level Select
• Title & Author captions are correctly reloaded after using 'Edit Level'
• Optimized treeview loading and interaction to keep UI responsive. See this topic and please report if you notice the Level Select menu going unresponsive
• Optimized Level Search feature - it's now faster and more stable

:lemming: Playback Mode
• 'Cancel Playback' hotkey is now printed onto a button which opens the hotkey config
• 'Browse' now opens a directory picker to select a folder of replays
• Optimized playlist creation and loading
• When Playback Mode is cancelled, we return to Main Menu and display the reason
• Bugfix - When 'Autoskip Preview and Postview Screens' is active, mouse and keyboard inputs made on these screens no longer pass through to the gameplay screen

:lemming: Replay Manager
• 'Browse' now opens a directory picker to select a folder of replays

:lemming: Hotkeys
• Added hotkey for 'Select Unassigned Lemming' - this can be used to select any lemming that is either a Walker, Ascender or Faller, and not an athlete. There is no default key, so be sure to set it yourself if you wish to use this hotkey

:lemming: Preview Screen
• Show 'Spawn Interval' instead of 'Release Rate' depending on which option is selected
• Special lemming types (Neutrals, Zombies) are subtracted from the total lemming count and displayed separately
• Improved layout and updated clickable text colors

:lemming: Postview Screen
• 'Show skills used n' clickable text added, where n is the total skills used in the level. Clicking the text opens a dialog detailing which skills were used (NOTE: this is only shown on successful level completion)

:lemming: Included Levels
• Steel type has been set to 'Always Steel (even if behind terrain)' for all levels
• Fixed music for 'Multiverse' and 'PS3' in DMA compilation

:lemming: Styles
• Style Manager has been updated, and includes all the latest styles for SuperLemmix
• Panel icons for all relevant styles have been updated to include the 'Exit + Amiga tick' icon
• Exit markers and new objects have been added to all relevant styles (courtesy of ericderkovits)
• Updates to slx_crystal Exit gfx (locked exit animations are smoother, colors are improved)
• Default background color is now Amiga Blue (000030) instead of Black (000000) in all styles
• 'owa_down' in slx_fire and orig_fire fixed (courtesy of 92Dexter11)

:lemming: UI / Bugfixes
• Clear Physics Colors can now be changed using settings/SLXClearPhysicsColors.nxmi
• 'Color Cycle' option has been removed. It's now possible to cycle any color in Clear Physics by adding 'CYCLE' as the relevant value in settings/SLXClearPhysicsColors.nxmi
• Gameplay no longer soft-locks when the Nuke is activated prior to a Zombie spawning from a hatch
• 'Show Backgrounds' option is now 'Show Decorations', and includes decorative objects as well as backgrounds
• Check for missing pieces before displaying Preview text (see this topic)
• Hotkey Config - Fixed unlinked event handlers (so, changing values updates the UI immediately)
• Hotkey Config - Improved layout and optimized list rendering
• Backwards compatibility settings are now loaded first

See also: SLX Editor 3.3 Update



Download the latest version of SuperLemmix here.

A reminder of what's new in SuperLemmix 3.0

#13
SuperLemmix / [RELEASE] SuperLemmix Level Ed...
Last post by WillLem - September 04, 2026, 05:25:02 PM
SuperLemmix Editor 3.3 Update

A few additional features, tweaks and bugfixes. Here's what's new:

:lemming: Talismans
• Added support for Minimum Skill Limit talisman. This specifies a minimum amount that the player should use (up to 10) of a particular skill.

:lemming: Keep Playtest Replays
• Option added to keep playtest replays. If checked, replays generated when playtesting a level will be saved to the 'Auto_Playtest' folder. If unchecked, this folder will be deleted when the Editor is closed.

:lemming: Open Recent
• Recent levels can now be opened via File > Open Recent.

:lemming: Bugfixes
• Applying a Custom Skillset immediately commits the skillset to the active level.
• 'Animation' objects are recognised as 'No Effect'.



Get the latest version here.

#14
In Development / Re: First Custom Levels: VexLe...
Last post by Guigui - September 04, 2026, 05:03:36 PM
Yes I can do it : save 16 on Original 9 w/o blockers.
Compress 19 with climbers only (this takes 35+ minutes, fast forward hell), use builders to get the 20th lemming at the correct place for bombing, loose 3 out of the 19 compressed to the traps.
#15
Community Edition / Re: [RELEASE] NeoLemmix Commun...
Last post by WillLem - September 04, 2026, 02:51:31 PM
Apologies, fixed the broken link.
#16
Community Edition / Re: [RELEASE] NeoLemmix Commun...
Last post by Guigui - September 04, 2026, 12:58:36 PM
It looks like the link in OP still points to CE 1.1.2, I get the everlasting 404 error.
#17
In Development / Re: First Custom Levels: VexLe...
Last post by Guigui - September 04, 2026, 09:35:55 AM
Ahah, now Armani's replays will certainly prove to also be very interesting to watch !

Armani too challenged me on Original 9, save 16 is possible ? I'll definitely get back to it, now that you mention it maybe I can adapt my solution to reach 16.
#18
Other Projects / Re: Level Editor for the Sega ...
Last post by Adrian060756 - September 04, 2026, 08:25:40 AM
Quote from: GigaLem on September 04, 2026, 01:56:56 AM
Quote from: Adrian060756 on September 03, 2026, 11:52:01 AM
Quote from: GigaLem on September 03, 2026, 12:46:38 AMThe website uses the wrong title screens for the SNES and genesis version, the SNES title screen has the Genesis Logo, and the Genesis title screen has the snes logo, they should be swapped.

They're darn good editors though. Just to think we can make Lemmings romhacks on consoles now. No longer locked and bound by PC and mouse.  :lemming:  :)
I'm talking about the website buttons, not the editors, Genesis and SNES are using the the wrong title screens in the editor selection menu, the button that has the Genesis logo is using the SNES title screen, and the the button for the SNES editor is using the Genesis title screen, the graphics should be swapped

Yeah I knew what you were referring to, I just added on by saying that regardless of that, the editors are great fun to muck around with.
#19
In Development / Re: First Custom Levels: VexLe...
Last post by Armani - September 04, 2026, 07:57:07 AM
I was wondering if I should wait until you update the pack... but I had already played through the first rank a couple of days ago so I decided to just go ahead and finish the rest of it. 8-)
Here are some comments on individual levels:

Spoiler
Remake rank: I assume these levels are your re-imaginations of other people's levels? I didn't recognize any of them so they all felt fresh to me anyway.

1 Lemmng Return Arround: Simple yet clever solution. I also loved that you put a lot of fake exits in many of the levels. They are mostly unreachable but sometimes they make you want to challenge yourself to see if you can reach them. ;)
2 Surfure-Friendly Lemmings: This feels like a backroute.
3 Topsy-Turvy: The layout looks intimidating at first but since the given skillset is very small, you really have to figure out the placement of a few key skills. Not too bad in the end.
4 Egg and Lemini: Quite a time cruncher. Took me a few resets.
5 Crystal Cave: Pretty level with a classic-style solution. I liked it.
6 The Rusty Ruins: Most likely a backroute.


Original rank: Overall, I liked these levels more than the Remake levels. They were more challenging too

1 Find Another Way: The title implies I have to go to the far-left exit so I went for it. But I'm pretty sure you can brute-force your way to the closer exit by stretching builders.
2 Freezing Lemmings: Another pretty level with a classic-style solution.
3 A Long Way to Go: There's a unique level design style of yours here; making hollow corridors inside big terrain with eraser pieces. The solution was pretty straightforward.
4 Hell Maze: I guess this is the only level where I used both exits?(Outside of the one disjoint-union level) I also enjoy putting red-herring exits in my own levels, but also there's something satisfying when every object is relevant to the solution. ;)
5 Just Cross The Wall: Likely a backroute.
6 Synchrolemminized: A disjoint-union level with plenty of skills. Since the skillset was generous it wasn't too hard to allocate the skills.
7 Mine Evacuation: Decent level. I think I could have saved a lot more builders had I used leftover miners to make an even longer zig-zag tunnel but this worked too.
8 If You Fall: Likely a backroute.
9 Compression Method 3: I'm pretty sure 16 is the maximum you can save in this level, so I went for it. 8-)
#20
In Development / Re: First Custom Levels: VexLe...
Last post by Vexar - September 04, 2026, 05:23:24 AM
Amazing work, simply unbelievable, I didn't even think it was possible to solve the way you did it (some of them). How would you proceed at this point?? I can update the levels removing some backroutes if you want to try again, or I could send you the intended replays to get some feedback, and since this is a work in progress, I actually want to have one-solution levels for the most part

For the record, here's my answer to your solutions:

Results
Remakes:
1. Yes but actually no, there's a single point that I need to address but that's pretty much how it goes
2. I can't believe I missed that backroute, is not a big deal but still
3. Right on! Nothing to say here, you got it
4. I thought that long bride was not possible, bad design from me, but no, that's not how I meant it
5. Yes and no, you got the up way right but is a partial backroute
6. Same, yes and no but I think the original level was good enough that didn't need a remake. Still I think I can patch the partial backroute

Originals:
1. The solution I intended was more simple I think haha, I just use one exit but is nice to see the second one. I found it but I only used either left or right at a time
2. Builderfest indeed, this was my actually first ever and I just make it long  :lemming:
3. Yes, that's how it's done haha, very old one too so not the best design, but spot on the solution
4. I didn't want to open the left exit, but I really thought no one would even use it haha, I'm not sure, should I remove it?? That's not exactly the solution
5. Amazing solution, but the basher/builder was not possible in WinLems so no haha, also I leave the blockers to poke the player since you need to save everyone, but the solution should be blockerless (nice word for a level name)
6. I know, but old level too. This will remain the same since is almost impossible to force the solution I intended, and just gonna frustrate the player
7. Well, there's a lot I didn't think of haha, definitely gonna change some parts
8. I swear it wasn't possible to pull off what you just did haha, I need to adjust some things here
9. Sweet lemjesus hahaha, no level should ever take +30 min to solve, definitely not how it goes haha, this one takes me a little above 2 minutes


Thanks for playing!