Recent posts

#11
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by kaywhyn - March 10, 2026, 06:02:28 PM
Quote from: hrb264 on March 10, 2026, 03:03:03 PMI couldn't reproduce it either (although to be honest when I first made the level I had this issue on some bits as mentioned, but I fixed these). If you want I can take another look?

No need. If you and WillLem were seeing the same thing with there being no issue on your guys' end, then that means the problem is likely on my end. I managed to sort it out, and I simply deleted the styles folder from my RetroLemmini directory and re-extracted the styles folder from the RetroLemmini 2.8 download. I even compared the .ini files and didn't see anything different other than the addition of up and down OWAs once I updated the styles. So, whatever was causing the issue on Tricky 7 in the first place, I honestly have no idea ???

Completely unrelated, but I did the same thing with re-extracting the level editor from the RetroLemmini 2.8 download recently as well because eventually it got stuck with the zoom and didn't work properly. Once again another issue which I have no idea how it came about and so I don't know how to reliably reproduce it other than maybe playing around the editor long enough and constantly zooming in and out in it. Maybe with different levels loaded too.   
#12
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by hrb264 - March 10, 2026, 03:03:03 PM
I couldn't reproduce it either (although to be honest when I first made the level I had this issue on some bits as mentioned, but I fixed these). If you want I can take another look?
#13
Lemmini / Re: Menu bar theme & icons
Last post by WillLem - March 10, 2026, 01:02:33 PM
Quote from: zanzindorf on March 10, 2026, 12:00:36 AMHere's Settings and Styles

This is beautiful work @Zanzindorf, thank you so much for doing these. Keep 'em coming :lemcat:

Also, if you want to revisit the codes icon (or any of the others) and make it 48 x 32 like the hotkeys icon, that seems to be a decent size in general.
#14
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by kaywhyn - March 10, 2026, 12:56:37 PM
Yes to both 1) and 2), RetroLemmini 2.8 and Version 32 of the level, respectively. I've tried updating the styles via Help => Update styles as you outlined in 1) and I still get Lemmings falling/clipping through the terrain on Tricky 7 of hbr264's pack ???
#15
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by WillLem - March 10, 2026, 12:29:37 PM
I can't seem to get it to happen.



Steps to reproduce?

Things to check in the meantime:

1) Are you using RL 2.8? If so, go to Help > Update Styles, let it update the styles (this takes < 10 seconds), then try the level again
2) Are you playing level version 32? If not, does the level have any terrain pieces marked as "fake" in that area?
#16
Lemmini / Re: [RetroLemmini] MobiLems
Last post by WillLem - March 10, 2026, 12:12:00 PM
Quote from: kaywhyn on March 10, 2026, 07:55:00 AMI'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

Much appreciated, thanks :thumbsup:
#17
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.
#18
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 :)
#19
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.
#20
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