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#11
Lemmini / Re: RetroLemmini Records (Max ...
Last post by WillLem - February 28, 2026, 03:41:25 AM
Quote from: Airwave on February 27, 2026, 11:07:07 PMI'm new to the forum but I've been playing Lemmings on and off since the 90s. I got back into it in the last few month when I discovered RetroLemmini and have been playing a lot lately.

Welcome to the Forums! Glad you're enjoying RetroLemmini :)

I've replied to the replay concerns here.
#12
Lemmini / Re: [BUG] Replay backwards com...
Last post by WillLem - February 28, 2026, 03:40:28 AM
Thanks for reporting :)

Quote from: Airwave on February 27, 2026, 11:07:07 PMWhile writing this I just discovered the replay with 17 saved, which I recorded in version 2.7, doesn't work correctly in 2.8 and becomes unsynchronised.

I'm unsure why this is happening. The level itself and the game physics are both identical between 2.7 and 2.8, so this desync bug is fairly concerning. We'll see if it happens with any other levels/replays.

Quote from: Airwave on February 27, 2026, 11:07:07 PMIt turns out the recording in 2.8 crashes while playing in 2.7.

This one's an out-of-bounds exception, these are unfortunately quite common in the Lemmini codebase. I'm working on better error reporting so that we see something like "there are fewer lemmings than expected" rather than a generic error, but it's a one-at-a-time kind of process.

Quote from: Airwave on February 27, 2026, 11:07:07 PMIt seems all other replays are fine when played in 2.7 and 2.8 so I can only assume that glitch causes problems with replays.

It's possible, but the expectation is that all replays should be cross-compatible between all RL versions after 2.6, which was the last time physics was updated.

Quote from: Airwave on February 27, 2026, 11:07:07 PMI noticed the replays in this thread from 2021 don't work in RetroLemmini.

I think I know why this is. The Flow Control replays from 2021 that you're referring to were created in SuperLemmini 0.104, which didn't have timed bombers. If you play back the replays with timed bombers enabled, the actions will desync. If you disable timed bombers and then load the same replays, they play back as expected. RetroLemmini has fixed this for newly-created replays (any replay made since RetroLemmini 1.0 accounts for the timed bomber option in the replay), but it may be worth implementing a failsafe if a 0.104 replay is detected - in this case, RetroLemmini should assume untimed bombers rather than defaulting to user option. <--- EDIT - this has now been implemented.

Incidentally, versions 2.7 and 2.8 both report on replay compatibility in the window caption. When you play back a replay, it may show something like this:



The above indicates that the current RL version is 2.8, the compatibility version is 2.6, and the replay version is 0.104. "Compatibility version" refers to the last physics update, so the general expectation is that replays made since that version should play flawlessly in the current version. The replay version is 0.104, which is well before 2.6, so there's a chance of errors occurring during playback.

I'll look into it and see if there's more that can be done to increase backwards-compatibility, or at least better error feedback.
#13
Lemmini / [✓][BUG] Replay backwards comp...
Last post by WillLem - February 28, 2026, 03:40:11 AM
Quote from: Airwave on February 27, 2026, 11:07:07 PM...

While writing this I just discovered the replay with 17 saved, which I recorded in version 2.7, doesn't work correctly in 2.8 and becomes unsynchronised. I'll record it again in 2.8 and upload both. It turns out the recording in 2.8 crashes while playing in 2.7. It seems all other replays are fine when played in 2.7 and 2.8 so I can only assume that glitch causes problems with replays.

One last thing, I noticed the replays in this thread from 2021 don't work in RetroLemmini. I guess they only work with older versions. I'm currently using version 2.8 and started saving replays with version 2.7.
#14
Lemmini / Re: Artists Wanted! (for drawi...
Last post by WillLem - February 28, 2026, 03:11:29 AM
Quote from: zanzindorf on February 28, 2026, 01:31:34 AMWhich one do you like better?

Thanks for making these! I probably prefer the straight up 32x32 one, but both could work.

Quote from: zanzindorf on February 28, 2026, 01:31:34 AMI don't know what you had in mind for art style ... I'm leaning towards simple, cartoony 3D renders?

Yes, ideal. By all means have some fun with it and see what you come up with. I'd say 32x32 is probably a good size to aim for if you're working with large 3D renders.
#15
Lemmini / Re: Artists Wanted! (for drawi...
Last post by zanzindorf - February 28, 2026, 01:31:34 AM
This looks like a fun challenge! I'd like to take a crack at it, though time might be spotty this weekend. I whipped something up in Blender/Krita for the replay icon.

Here's one with a dead-on camera angle.
IconReplay32x32.png

Here's one with a slightly angled view, to hit the 32x24 aspect ratio a bit better.
ReplayBlenderWide32x24.png

It's a 3D model, so the lighting and camera angle can be whatever we like.
ReplayBlender.png

Which one do you like better?

I don't know what you had in mind for art style, but I have AnimationFactory.com on the brain atm, so I'm leaning towards simple, cartoony 3D renders?
#16
Lemmini / Re: RetroLemmini Records (Max ...
Last post by Airwave - February 28, 2026, 12:41:26 AM
Ah OK, good to know. Thanks for the explanation.
#17
Lemmini / Re: RetroLemmini Records (Max ...
Last post by Proxima - February 27, 2026, 11:49:26 PM
Quote from: Airwave on February 27, 2026, 11:07:07 PMHowever, I then checked YouTube and discovered there's a solution with 17 saved using a very odd glitch I've never seen before (if you turn a miner into a bomber and time it so that they would explode just before breaking through the last row of pixels, they die but there isn't an explosion and no hole is created).

That's not quite what happens. When the miner-bomber oh-nos, because of a positioning glitch (during part of the miner's animation, his position is below where it should be) he notices that there is no ground under him and falls. On this specific level, he falls out of the level before he can explode; if that didn't happen, he would explode like any other faller-bomber.

The same glitch can be used with a blocker instead (not on this level, of course) -- a miner can become a blocker on air and instantly transition to a faller. This was used in the first 100% solution to Wicked 6, although I think it has been achieved glitchless since then.
#18
Lemmini / Re: RetroLemmini Records (Max ...
Last post by Airwave - February 27, 2026, 11:07:07 PM
Hi  Guys,

I'm new to the forum but I've been playing Lemmings on and off since the 90s. I got back into it in the last few month when I discovered RetroLemmini and have been playing a lot lately.

I'm currently working my way through Oh No! More Lemmings as I never played it before (only had a SNES back in the day) and have loads of replays I'll share once I've completed Havoc.

In the meantime I'll share my replays of Havoc 10 - Flow control, which I just finished working on. I managed to save 16 with two methods (both with the same number of skills). However, I then checked YouTube and discovered there's a solution with 17 saved using a very odd glitch I've never seen before (if you turn a miner into a bomber and time it so that they would explode just before breaking through the last row of pixels, they die but there isn't an explosion and no hole is created). I managed to recreate this solution in RetroLemmini and saved a replay.

While writing this I just discovered the replay with 17 saved, which I recorded in version 2.7, doesn't work correctly in 2.8 and becomes unsynchronised. I'll record it again in 2.8 and upload both. It turns out the recording in 2.8 crashes while playing in 2.7. It seems all other replays are fine when played in 2.7 and 2.8 so I can only assume that glitch causes problems with replays.

One last thing, I noticed the replays in this thread from 2021 don't work in RetroLemmini. I guess they only work with older versions. I'm currently using version 2.8 and started saving replays with version 2.7.

Video of Havoc 10 - 17 saved with glitch:

#19
Forum Games / Re: Corrupt-a-Wish
Last post by CrazyAfroAli - February 27, 2026, 10:58:27 PM
You throw the eggs, too bad they both missed :shrug: 

I wish I had more things to talk about instead of always boring people
#20
Level Design / Re: How do you differentiate a...
Last post by Proxima - February 27, 2026, 08:54:50 PM
That's awesome! Good luck with that :)

I'm aware that I didn't really answer your original question, so I'll give it my best shot. Assigning a level to a difficulty rank is some combination of a few different factors:

* How open-ended is it? If there are lots of different ways to solve a level, it's much easier for the player to find at least one.

* How long and complicated is the solution? For example, Fun levels and the first half of Tricky are both full of 20-of-everything levels, but the Tricky ones tend to be longer or give the player more that they have to do (e.g. two trapdoors).

* How close are the player's first impressions to the actual solution? For example, forging the path with a single lemming while the crowd are trapped is something the player learns early on, and is likely to be the first thing they try. Following a straight line to the exit, building over any gaps and bashing through any walls in the way, is easy to see; having to go around what looks like the main path is trickier.

* Does the level require any knowledge of game mechanics that goes beyond the basics of what the skills do? For example, traps killing only one lemming at a time; blockers turning lemmings performing a skill; interrupting a basher to make a little step -- all of these make levels harder for players who haven't seen the tricks before, but even for players who have seen them, as your repertoire of tricks expands, the process of analysing a level to see what tricks are needed gets more and more complicated.