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#11
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by kaywhyn - March 10, 2026, 11:05:10 AM
While playing Tricky 7 - The Passover level of your pack, I found what seems to be a bug where for some strange reason Lemmings fall/clip through solid terrain. Screenshot attached.

Screenshot 2026-03-07 17.21.51.png

Per WillLem's advice, I've captured the X, Y coordinates of the problematic spot in the level while in debug mode. I posted the picture on Discord a few days ago, but I'm posting it here as well so WillLem can take a look. I currently don't have any clue why it happens on this particular level.
#12
Lemmini / Re: [RetroLemmini] MobiLems
Last post by hrb264 - March 10, 2026, 10:15:22 AM
Quote from: kaywhyn on March 10, 2026, 07:55:00 AMThanks for reporting! :thumbsup: I checked the original level in the editor and the problem here is that the right exit is just 1 pixel too high for the Lemmings. It's due to the fact that the trigger for the right exit lies completely on and above the terrain, as indicated when you turn CPM and triggers on in the level editor.
...
The general rule for triggers for SuperLemmini and the Lemmini forks is that traps/exits work as long as you bury at least one row of pixels of the trigger (the pink box when you turn on triggers in the editor) into the terrain.

Thanks very much :)
#13
Lemmini / Re: [RetroLemmini] MobiLems
Last post by kaywhyn - March 10, 2026, 07:55:00 AM
I've went ahead and reattached the MobiLems pack with a small update to Friendly 4. I simply moved the right exit down 1 pixel instead of 8 pixels like hbr264 did just because IMO the exit looks a lot better when only 1 row of its trigger is buried into the ground as opposed to all of the exit trigger being buried into the ground.

Quote from: hrb264 on March 09, 2026, 10:23:06 PMHey I've just downloaded this, and unfortunately on Friendly 4 'dig a little deeper', the right exit seems to be unreachable by the lemmings even when I dig down in front of it :( I used your replay and unfortunately it only saved half of the lemmings with the right exit not being saved at all :(

I've just made a slight change and it seemed to fix the problem, attached is the adjusted level. I've also attached the original and  the original replay from the replays folder, which had the same issue with the exit on the right.

Thanks for reporting! :thumbsup: I checked the original level in the editor and the problem here is that the right exit is just 1 pixel too high for the Lemmings. It's due to the fact that the trigger for the right exit lies completely on and above the terrain, as indicated when you turn CPM and triggers on in the level editor. If you now move the right exit up 1 pixel, you can now see the empty air between the exit and the ground, hence all the exit's trigger (indicated by a pink box or whatever color you select in the editor) lies on and above the ground. In addition, the Lemming's pin is actually one pixel below their foot, not at their foot on ground level. Because the Lemming's pin is 1 pixel below their foot, it therefore does not and cannot come into contact with the exit trigger and hence they cannot use the right exit at all.

MobiLems was originally made for Lemmini, and as I have explained on Discord, the checks for triggers on Lemmini vs SuperLemmini and the other Lemmini forks are different. On Lemmini, it checks around the middle of the Lemming, while on all the other ones they check at the foot of the Lemming, which is the same way as how the original Lemmings games work. Hence, with the way the exit is currently with the trigger lying on and above the terrain, the Lemmings on Lemmini exit with no issues because their middle contacts the exit trigger. However, this same thing is a problem on SuperLemmini and all the other Lemmini forks, as the Lemmings cannot exit this way due to the check now being at the foot of the Lemming instead. The issue is simply that the exit trigger is one pixel too high and hence to fix the problem you just need to lower the right exit by 1 pixel.

The general rule for triggers for SuperLemmini and the Lemmini forks is that traps/exits work as long as you bury at least one row of pixels of the trigger (the pink box when you turn on triggers in the editor) into the terrain. You certainly could bury more or even all of the trigger completely into the ground, like you did in your adjustment of the level and the Lemmings will still be able to exit, but IMHO it looks a bit odd with way more of the exit graphic buried into the ground as compared to just burying one row of the exit trigger.
#14
NeoLemmix Levels / Re: TomatoLems [Difficulty: Ea...
Last post by kaywhyn - March 10, 2026, 06:12:26 AM
@The Tomato Watcher

Here are my resolves and hence I'm attaching my updated replay collection for V2 :) I just needed to resolve Calm 6, Calm 10, and Tense 4. Calm 10 and Tense 4 are pretty much the same solutions as before, while Calm 6 is different from my initial solution.

Spoiler
Instead of building on top of the tree on Calm 6, I now just need to have the Lemming drop down to the steel and then start building up to the egg. Tense 4 also fails for this same reason as my worker doesn't build on top of the tree, but that's ok, it's not that big of a deal for me to manually recreate my initial solution for the level :P
#15
In Development / Re: Millas - (Project Freedom ...
Last post by GigaLem - March 10, 2026, 04:17:45 AM
I'm finished with one of my LPs for my channel and im still at a blank, I'm worried im gonna have the leave the bloated level in if I don't think of something that fits the final boss rank without it being bloated. I feel tired and frustrated that I cant get around this because to be frank I just really want to release this. I want to get back to sketching ideas for Millas 2. And I really want to write a bit of post mortem and being mad at myself for having this take 10 years.

Look at the level below! Can you tell why I want to condense it without sacrificing the challenge factor? I want it to fit the rank but I have drawing blanks for months.
#16
NeoLemmix Levels / Re: TomatoLems [Difficulty: Ea...
Last post by The Tomato Watcher - March 10, 2026, 12:54:43 AM
Thank you all for the replays and feedback. Really glad you all are enjoying the pack! :thumbsup:

A lot of these solutions from all three of you are quite different than the ones I had in mind, but almost all of them are perfectly acceptable. It seems a lot of these levels, even many of the harder ones, turned out to be pretty open-ended, which I'm quite happy about. The only real exception is Guigui's solution of Tense 9, which I've just now patched (along with some minor cheese in a couple of kaywhyn's solves, since I was uploading a V2 anyway).  :)

It's worth noting now that I very much do not design levels with clean "max save" or "100% save" solutions in mind (unless of course the save requirement IS the max possible), so if anyone finds saving the max possible lemmings in a particular level annoying, I'm sorry! :'(

Also GuiGui, it seems your Panic 8 replay is broken on my end. I'm using NL V12.14.0 currently. What version are you using, since CE shouldn't behave any differently?

I left the Author field blank on all levels since, in my mind, if all the levels share the same author, filling the author field is redundant, and on my version of NL, the Author field is not present when blank instead of listing "anonymous". Realizing now that there's versions that do list "anonymous", I probably should've fixed that for V2, whoops. If there's another major backroute, I might remember to fill those in.

Thanks again for the replays! With the levels in general being more open-ended in this pack, as well as having had it playtested some already, I'm hopeful there won't be another "Sour 2" situation. :P
#17
Lemmini / Re: Menu bar theme & icons
Last post by zanzindorf - March 10, 2026, 12:00:36 AM
Here's Settings and Styles:

Gear_32x32.png
Gear_49x49.png
Gear_64x64.png

Style_32x32.png
Style_49x49.png
Style_64x64.png
#18
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by WillLem - March 09, 2026, 10:46:29 PM
Quote from: Simon on March 09, 2026, 07:53:10 PMIdea: In insert mode, whenever you hover over a lemming, show the number of future assignments that will be cut if we click.

I like the idea for sure. Visual feedback which lets the user know that future assignments will be erased is pretty much essential for this feature.

The question becomes "where?"

Panel info (far left: "ATHLETE", "BUILDER", "ZOMBIE", etc) is already busy... we'd probably have to decide which is more important; showing lemming action info, or showing future assignment info (e.g. "CUT 7 ACTIONS"). I'd suggest the latter is more important.

We can paint something above the lemming's head? More onscreen clutter, I'd probably prefer not to do it this way.

Suggestions welcome.
#19
NeoLemmix Levels / Re: TomatoLems [Difficulty: Ea...
Last post by Guigui - March 09, 2026, 10:38:09 PM
I have played the pack and join my solutions.

I had a very good time with it. Lots of levels were fun to watch and solve, some were medium-hard here and there, especially at the end (I'm looking at you Serpent !). No real roadblock level for sure but hey, I too enjoy having chill moments with the game where you can just look at the level and imagine many solutions to see which one will work and will be the smoothest one.

The use of custom tilesets is welcome, and the music fits very well with the themes. Congrats to TTW for making some of them himself, I know how hard that is  :thumbsup:
The special levels designs were also very nice, love all of them, especially the cracked egg and the walk under the rain.

So yes, the road through this pack was definitely a good one to me. Thank you for making it TTW, be proud of your work.
Contrarily to JawaJuice, I wont say "looking forward to your next pack" (though I could!), just because I know how much time and efforts it takes to get to the release point, and that your brain needs much rest after that. So please TTW, just enjoy and look at other people playing your levels  8-)

One thing though : the levels author are "anonymous" in the levels presentation. Why not write TTW here, as you like to call yourself in the credits and the rolling text in the pack main page ?

I'm now giving comments on the levels that struck me the most :
Spoiler
Calm rank

The Stumbling Block Sorry I did not try to save as many as I could here, just let my luck go and saved enough.

The needs of the few I had a hard time containing the crowd here, and ended up doing it under the chameleon. Certainly not optimal but it worked.

A Slight Detour It is worth noting that I played the pack backward : Panic->Tense->Calm. Dont ask me why, I just dont know. Maybe I like to end with easier levels.
In any case, this was consequently the 3rd time I solved this level, and with supposedly the easiest skillset. Remembering the other detour solutions, I thought "enough with the detour, this level title is just teasing me". So I just brute-forced my way to the exit, sorry  :evil:

Status Quo I love the design of this one, buccolic (is that an English word?) walk under the rain.
I love how that precise raindrop makes crossing the pond with builders painful : bridges end right in the raindrop, then you are forced to go up and splat !
Once again I just said "to hell with it" and went the whole bottom route. Sorry again  :devil:

Your Egg Is Cracking Once again the 3rd time I saw this level, playing backward. I tried my best to save 100% here but did not manage to save the 6th lemming from the splat at the beginning, my builder is some frame short no matter what I do. Anyone could save 100% here ?
I must also applaud the egg design, it fits very nicely in the Oh No Rock original style and this is a serious feat.

The Lemming Hair Dryer A level for the girls ! Love the electrical design, I could 100% with the upper route.

Follow Me! I found this one hard for its rank. At first I tried the upper route but did not have enough constructive skills. Turns out the bottom route works : building the many gaps actually allows to spread the lemmings apart and makes the final timing quite lenient.

Break The Cycle I recently quite fully understood the power of the so called "Dolly Dimple" bridge which allows to separate a worker from the crowd with bridges only. Applied it here and end up with an extra builder at the end.




Tense rank

Lucky Brick 3rd repeat of this level for me. Sorry I just cleared all of them with mostly the same technique each time. This is what happens when you start with the hardest one : you cannot unsee the solution you had the previous times.

Going Down I love this one ! The bridge technique I used here is also similar to a possible solution in the ONML Dolly Dimple level, which is one of my favorite level of all time considering how much time I spent stuck on it in the 90's.

Meet In The Middle Good level, my favorite of the 3 repeats, and among the favorites in this pack.
I had trouble with this one, again my fault because I was trying to more or less reproduce the solution I had for the Panic repeat of this level! It did not work though, and I scratched my head for a long time ... until I realized the level name gives the solution! 
How dumb of me not to see it, when I actually did the same in the Save One pack : give clues on how to solve in the level name!

Wait For Me! I must say I did not understand this one. The save requirement of 1 lemming out of the 2 is weird ? I just let one lemming die in the water and saved the other with the many skills available.
No idea how to save both though.

Panic rank

Lemming-Lime Soda Very good level, among my favorites in the pack!
I used one builder at the beginning to allow the pioneer to dive in the water and avoid splat. Then I went the bottom route to free the crowd. Pioneer died though, RIP.

Freezer Burn Mean level, poor Lemmings die after about 5 frames of living. I had a hard time getting to save them, and just enough builders to do so. I'd say my solution is not optimal, but it works.

The Serpent Biggest roadblock to me. I spend much time figuring out how to get up there, the compression solution did not occur quickly! After that and the idea of half turning in the serpent's eye, things were not that easy because one has to place the miners very carefully to be able to save the crowd and reach the exit.

Lemmings Replacement Theory Tough repeat of Calm 2. At first I though it was simple, until the first miner fell right before the central block, and all subsequent lemmings with him, of course!
I kind of quickly understood that the 2 losses would be 2 miners going to the left, the hardest part was to manage a half turn with a lem to the right of the central block.

Be The Girl You Wanna Be No real difficulty in the buccolic sunny grass. I may have once again forced things with basher + builder cancel thing.

Cave-Divers Builderless level, you know how to please kaywhyn.
Love how you have to use the ascending terrains to their full extent here. Also dont waste the destructive skill, because a quick count when you finally get to the upper floor may show that you dont have enough.
I was a bit frustrated that one cannot do 100% here though (or have I missed it : how to half turn w/o the blocker on the right side ?). Also some skill assignement are very precise.

A Death-Defying Stunt Tremendous level  :thumbsup:
Many possibilies here but also many of them that do not work, so I had to experiment a lot. The way to save the 2 blockers was quite obvious, but it used a lot of builders. So one has to be extra careful with the other parts of the level that have to be done almost w/o builders. Special kudos to the way you neutralize the bottom left trap right before the exit, this one took me much time to figure out.

As kaywhyn said though, I'd also point out that if one puts the left blocker a bit too far to the left on the beginning platform, he may not see that several shimmier can be escaped from the crowd. When you think about it, those shimmier going over the blocker when they are so close to it are pretty counter-intuitive. Maybe just shifts the shimmiable curved piece a bit to the left, so that even if one puts the blocker at the very left edge of the starting platform, then shimmiers can still be escaped ?

The Four Horsemen Of The Apocalypse Nice level to end the pack.
I could see a solution, though it was hard to set up correctly : over the exit, I had to make a digger pit with 2 lems in it. When the digging is done, I could make one lem walk to the right toward the other lems waiting to be saved, and the other walk to the left to the exit.
This was pixel/frame precise, and quite fiddly to pull out. So I think this solution is not the intended.


#20
Lemmini / Re: [RetroLemmini] MobiLems
Last post by WillLem - March 09, 2026, 10:36:22 PM
Quote from: hrb264 on March 09, 2026, 10:23:06 PMI've just made a slight change and it seemed to fix the problem, attached is the adjusted level.

Thanks for this, I've added it to the pack in the OP :thumbsup: