Recent posts

#11
Lemmini / Re: My first attempt at a leve...
Last post by WillLem - February 15, 2026, 08:06:14 PM
Quote from: hrb264 on February 13, 2026, 06:58:59 PMI wanted to have 9 lemmings coming out of the right hand hatch and 1 trapped - I've seen levels with variable numbers of lemmings from different hatches before. However, I ended up making it with 2 lemmings and I think it works. :D

It works well with 2 lemmings for sure.

The current workaround for variable lem amounts is to have multiple overlapping hatches. I've attached a "V2" of your level with 9 hatches on the right as you specified. This allows multitasking which makes the solution a bit faster, but the level works well with just 2 lemmings as well.

I've thought about variable hatch counts for RetroLemmini, but come to the conclusion that it adds too much potential for messy UI. The workaround is a good way to achieve the same thing without messing up the display too much, and without taking RetroLemmini's mechanics too far from the OG.

#12
Lemmings Main / Re: The Making of Lemmings (19...
Last post by Pieuw - February 15, 2026, 05:18:22 PM
Awesome :thumbsup:
#13
Community Edition / Re: [+][SUG][PL] Update "Lems ...
Last post by Guigui - February 15, 2026, 04:12:11 PM
Thanks for the screenshots WillLem, they allow to better understand how things work  :thumbsup:

Thoughts :

* Order of display : oh well it works that way. I dont know why it'd seem more natural to me with Total Lems first, but whatever.

* Total Saved / +Extra Saved I still think that displaying the Total Saved once objective has been fulfilled may create confusion. In the example above if you reach the requirement the displays turn to 0, OK.

But then saving another Lemmings makes the display jump to 11 and creates a discontinuity : 0->11 with a single Lemmings in ? Hard to interpret for the player imo.
Making the display go to +1 sounds easier to interpret. Sure you can not see the required total, but who cares since you just reached it anyway ?

Also reading "Flag +1" makes it quite clear that you have reached the flag and have an extra lemming saved. However : "Flag 11 (blue)" is quite the same as "Flag 11 (green)" but one means "you still have 11 to save" and the other means "you have saved 11". Quite confusing again.

It'd be nice to hear other players thoughts on this ? Or maybe just create an option that allows to choose one or the other ?


* Color Scheme Blue for objective not reached looks weird imo. For now blue is for "description when hovering over something". I'd suggest :
* Yellow while not reached, then turn to green. Need some tests to see if yellow on screen most of the time is not too disturbing.
* Green while not reached, then turn to blue. This way you see all green most of the time and blue for victory. Sounds fine too.


Finally : maybe add a short (blue) description of the numbers when you mouse over them ? The same way you get a skill description when you mouse over them in the skill panel.
#14
Lemmings Main / The Making of Lemmings (1991) ...
Last post by Mindless - February 15, 2026, 08:48:42 AM
#15
SuperLemmix / Re: [RELEASE] SuperLemmix 3.0....
Last post by WillLem - February 15, 2026, 06:56:32 AM
Quick fix to the panel icons. Not worth a version update, just drop this in gfx/menu if you have any version of SuperLemmix past 3.0.
#16
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by WillLem - February 15, 2026, 06:05:16 AM
Making the minimal changes necessary to begin with, we now have this:


From L-R: Lems yet to spawn, total lems available, (save requirement - already saved). The last of these now answers 2 questions: what is the save requirement (which can still be viewed by mousing over the icon)? How many are still to be saved? And meanwhile doesn't create any questions like "why is this a negative number"? Good.
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.
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All lems have spawned. 15 are available, 5 have been saved (so 5 have still yet to be saved)
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10 are available, and the save requirement has now been met (we show 0 in green).
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After a single additional lemming is saved, the save count starts to show the total saved. At this point, 5 are still available and a total of 15 have been saved.

...

We could probably continue to show hatch lems on the panel tbh, there's not really any need to remove it and create UI junk elsewhere. I'd still prefer to keep it as the first item displayed, because it will normally be the first to reach 0 and become no longer relevant, and it's the first number that possibly can change.

The above could probably be enough just by itself to meet the OP's needs, but perhaps additional UI such as a light-up or checkmarked exit could provide further feedback.

Thoughts so far?
#17
SuperLemmix / Re: [RELEASE] SuperLemmix Leve...
Last post by WillLem - February 15, 2026, 05:20:04 AM
3.0.2 Hotfix Update

A quick update with the following features/bugfixes:

:lemming: INI Exporter/Batch Exporter
 • Exporting now supports mixed tilesets (as long as each level piece is linked to a corresponding RetroLemmini style piece in SLXEditorTranslationTables.ini)
 • Batch Export reports unlinked pieces (on a per-level basis)
 • Batch Export Bugfix - Grouped pieces are ungrouped before exporting (original level is not affected)
 • When adding a piece link in the INI Exporter, if the translation table for the selected piece doesn't exist, it is created automatically
 • Release Rate is converted to RetroLemmini-compatible value when exporting

:lemming: SuperLemmix-Specific Format (.sxlv)
 • File browser defaults to 'All Levels' (as opposed to .sxlv) when opening a level

:lemming: Cleanse Levels
 • Bugfix - Cleansing to existing ext (.nxlv/.sxlv) no longer throws an exception
 • Bugfix - Progress form is linked to main form and kept on top. This is to prevent unhandled exceptions when focusing a different app during a cleanse
 • Highlight erasers/groups is disabled when cleansing (it must be manually re-enabled afterwards if necessary)

:lemming: Bugfixes
 • 'Steel Type' radio button is updated correctly when opening a level with Steel Type set to 'Always'
 • 'Save As Image' sanitizes invalid characters when saving



Download the latest version of the SuperLemmix Editor.

#18
Community Edition / Re: [RELEASE] NeoLemmix Level ...
Last post by WillLem - February 15, 2026, 05:06:23 AM
NeoLemmix Editor Version 1.47



Just a few updates this time, but a significant Cleanse Levels bugfix which seemed worth releasing ASAP:

Version 1.47 Updates

:lemming: Cleanse Levels
 • Bugfix - Progress form is linked to main form and kept on top. This is to prevent unhandled exceptions when focusing a different app during a cleanse
 • Highlight erasers/groups is disabled when cleansing (it must be manually re-enabled afterwards if necessary)

:lemming: Bugfixes
 • 'Save As Image' sanitizes invalid characters when saving



Download the latest version of the NeoLemmix Editor.

#19
Lemmini / Re: [RELEASE] RetroLemmini Lev...
Last post by WillLem - February 15, 2026, 05:01:41 AM
Version 1.2 Update

This is a fairly significant update for the RLEditor, with a number of feature additions and bugfixes.

:lemming: New OWW Directions
 • Added support for OWW Up/Down (will be available in RetroLemmini 2.8 onwards!)
 • Note that it's no longer possible to flip/rotate/invert OWW in the Editor (transformed OWWs are not supported in RetroLemmini yet)

:lemming: Piece Browser
 • Added a 'Random' button to the Piece Browser which, when clicked, randomized the piece style selection. It's possible to specify which styles are Randomized in the Style Manager; if no styles are specified, the entire list is randomized

:lemming: Default Author Name
 • Added a setting which automatically applies a default author name when a new level is created

:lemming: Cleanse Levels
 • Bugfix - Cleansing to existing ext (.ini/.rlv) no longer throws an exception
 • Bugfix - Progress form is linked to main form and kept on top. This is to prevent unhandled exceptions when focusing a different app during a cleanse
 • Highlight erasers is disabled when cleansing (it must be manually re-enabled afterwards if necessary)
 • mainLevel property is now internally supported to prevent errors during cleansing (ideally, it should no longer be used for new levels)
 • Bugfix - .ini/.rlv is written in correctly when auto-updating levelpack.ini

:lemming: Validate Levels - Validate levels can now auto-replace deprecated objects for OG styles. Choose 'Delete deprecated pieces' and they will be auto-replaced with the new corresponding piece

:lemming: Bugfixes - Whitespace and trailing backslashes are auto-trimmed from level titles.
 - Any opaque pixel in a trigger mask is seen as a trigger area (it no longer has to be a specific shade of pink).
 • 'Save As Image' sanitizes invalid characters when saving
 • Directory name is prioritized when identifying styles
 • Added backwards-compatibility for screen start positions in earlier levels (it always saves to the more recent format)



Download the latest version of the RetroLemmini Editor.

#20
Other Projects / Project L5
Last post by The64Watcher - February 15, 2026, 04:09:33 AM
So L4 was a flop, im just leaving a note for myself for a new project, a sort of online space where players can interact and play experiences from others' from a profile.

wish me luck.  :-[