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#11
Other Projects / Re: Looking for Testers for th...
Last post by Strato Incendus - July 16, 2026, 04:30:41 PM
Never would have expected that yet another Lemmings clone could look so interesting. Great job! :thumbsup:

@mobius: I quickly discovered you first neet to click the fizzle and then the icon that pops up above its head. I guess this might be more challenging on levels that require quick skill assignments in succession.

I like your new take on the Builder, though! :) Reminiscent of the Ladderer in SuperLemmix, but of course the other way round.
#12
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by IchoTolot - July 16, 2026, 04:12:00 PM
I watched all the videos and great job on trying to speedrun the levels and also explaining as much as humanly possible, that is no easy task!  :thumbsup:

I think you got a good variety of of levels as well! Some more focussed on certain mechanics and other more pure gameplay wise.  :)

In the nuke+lem-id part I would've highlighted out the details a bit more, but while also playing the level I think that's extremely difficult and most people will get what happens here.

My own step-by-step explanation would be:

- The nuke assigns the timers frame after frame starting with the lemming that spawned first out of the hatch and continues in order.
- Therefore we want the first lemming's bomb to go off to create the passage to the exit as this is the very first nuke explosion.
- The large climber crowd can exit while their timers are still running.
- This creates a window of around ~25-30 frames where no lemming explodes from the nuke after the first lemming explodes.
- In this timeframe the main crowd needs to drop through the hole from the nuked first lemming into the exit to avoid further casualties.

This method in general turns the nuke into a legitimate skill to use in some levels!
#13
General Discussion / Re: [POLL] Lemmings Forums UK ...
Last post by Kingshadow3 - July 16, 2026, 02:49:24 PM
Looking at the poll results so far. It seems to be a split decision on where people want to go. :shrug:

One option that might be open is to do both places (This was a possible idea that didn't come to fruition during the last meetup). One day in Leeds, the other in Liverpool. I do have an idea on how I can make this work for myself. If we went to Leeds first, I would book a Hotel in Manchester and buy single train tickets for getting to each location. (Leeds from Sheffield (Morning Day 1), Manchester Piccadilly from Leeds (Evening Day 1), Liverpool Lime Street from Manchester Piccadilly (Morning Day 2), then finally Meadowhall from Liverpool (Evening Day 2)).

This is one idea but I don't know whether this would be too much for some people (Either by being too expensive due to parking and travel cost or being too tiring). It also allows people who can only do one of those days or can only get to one of the locations to meet up at the designated location.

Does this sound like a good idea or is there too much of a problem to do that?
#14
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by IchoTolot - July 16, 2026, 02:21:05 PM
QuoteYes your solution is not intented, but is sure accetable and impossible to patch so congrats about it.

Oh, then I misunderstood you, but still glad to see that it is acceptable.  :)

As you already mentioned it I attached my soltion to level 9.
#15
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by darkshoxx - July 16, 2026, 09:46:35 AM
I'm going to keep the Lix Levels as a backup/bonus incentive, sorry for not including them directly
#16
Lemmings Main / Re: NeoLemmix Community Showca...
Last post by darkshoxx - July 16, 2026, 09:45:26 AM
Okay, I've submitted the Showcase. Here's the announcement video https://www.youtube.com/watch?v=I8ImSdL-oGA
and here are the three parts:

Part 1: Mayhem https://youtu.be/dzBPmVkd83A
Part 2: Vanilla https://youtu.be/I6quaYio47o
Part 3: Speedrun https://youtu.be/usUrlFYFs7w

If you see anything that needs fact-checked or corrected, please let me know. Big thanks to everyone who participated
#17
Game Bugs & Suggestions / Re: [+][PL] Preview Screen tex...
Last post by WillLem - July 16, 2026, 03:22:34 AM
Quote from: Proxima on July 14, 2026, 11:39:52 PMThe proposal at the bottom of your post doesn't include the pack name (unless you are proposing that the "Position" line should include this).

Sure, we can look at adding the pack name in if people think this is a good idea. Although, as with not needing to display the Author's name every time if it's the same, perhaps displaying the pack name every time is equally redundant (if not more so, because the pack name definitely won't change per-level, whereas the Author name might)?

Quote from: Proxima on July 14, 2026, 11:39:52 PMThe obvious solution is to structure the "Position" line as [pack]: [rank] [number].

We want to aim to avoid colons wherever possible. We've just removed one from the Author line, let's not now add one to the Position line.

Quote from: Proxima on July 14, 2026, 11:39:52 PM(Possible solution: read the full tree and structure the line as [top-level folder]: [sub-folder]: [rank] [number], and allow this to go over two lines if necessary.)

I agree that we need some elegant way of dealing with long pack/group names, but we should probably aim to keep it to a single line if possible. I suggest we either simply omit displaying the pack name if it would take this line over a certain number of characters, or display the pack name on its own line.

Again, though, since the pack name remains the same, do we need to keep displaying it (this isn't a rhetorical question btw; perhaps we do!)?

Quote from: Proxima on July 14, 2026, 11:39:52 PMWhen a pack is single-author, the author's name doesn't need to be displayed on every preview page. The author can add their name on every level if they want, of course, but if they choose not to, the engine should not force them to.

Agreed, we don't always need to display the Author name. If it's blank or Anonymous, then, let's not print it.

Quote from: Proxima on July 14, 2026, 11:39:52 PM
QuoteIncidentally, the latest NL Editor automatically populates the 'Author' field with the username from NeoLemmix/CE's settings. However, it's likely that not everybody will have the latest Editor.

No. If you want this to be a thing, take the username from NLEditorSettings; then for people who don't want it, it is obvious how to disable it.

Actually, I misremembered this. It was originally implemented using the Game's settings, but I later added a field to the Editor's settings, which can be easily edited from within the Editor's UI, and left blank if the user doesn't want to automatically populate the Author field. So, it's already exactly as you've suggested.

I've corrected my post above.

Quote from: Proxima on July 14, 2026, 11:39:52 PM[Release Rate] was removed by group consensus after discussion, so you shouldn't have put it back of your own accord without discussion.

And the reason for removing it is clear: it's clutter, and it doesn't give the player any meaningful information while still on the preview screen

Here we simply disagree. I like to be able to see what the RR for the level is from the Preview screen, and I don't think it adds unnecessary visual noise. We can quieten it using different line colours, as suggested above.

Regarding putting it back in - I'd honestly prefer to re-open this discussion if it does need to be had. NeoLemmix development was very cull-happy at one point, and I don't think that those of us who wanted certain aspects of the game to be preserved had a strong enough voice at the time.

FWIW, had I been part of that discussion, I would have been strongly against culling Release Rate from the Preview screen, especially for the weak reason that it's "clutter". The Preview screen is a relatively quiet place compared to a lot of in-game UIs nowadays; if anything, I think that more information should be displayed there.

However, for the sake of keeping things simple, I wouldn't suggest adding more than is necessary at this point.

Quote from: Proxima on July 14, 2026, 11:39:52 PMThe release rate becomes helpful when the level is opened and the player can begin to strategise.

Well, to some extent, the player doesn't need to know any specifics until they're actually playing the level. From that point of view, the Preview screen only really needs to display the title and a preview image, if anything at all.

As I see it, the main 2 reasons that any information about the level's properties is displayed on the Preview screen is to (a) give the player an idea of what the level will present to them before they start playing and (b) (perhaps more importantly) provide the player a moment to orient themselves after completing the previous level. With a game like Lemmings where every level can be very different and very challenging, this respite between levels is vital.

More power, then, to the Preview screen and all of the information it can possibly provide - regardless of whether the player actually needs any of it at that particular moment.

Quote from: Proxima on July 14, 2026, 11:39:52 PM
QuoteSave 14 of 67 Lemmings
4 Normal, 10 Neutral, 53 Zombie

Zombies can never be saved, so 4 normal + 10 neutral + 53 zombie should be displayed as "Save 14 of 14".

Agreed.

I'm unsure exactly how to display this information to be honest. If we were completely redesigning the Preview screen (not out of the question), I'd probably suggest that we use icons + digits (similar to the Level Select menu). Or, maybe it is better to explicitly write 'Neutral' and 'Zombie' to keep this as clear as possible.

Open to suggestions.
#18
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - July 16, 2026, 02:30:31 AM
Little fix. That was my own error. :P  accidentally check my own solution.

Quotewhile level 16 is fully intended as I was informed.

So far level 16 was the hardest for me due to all the possible routes you can take here.

Yes your solution is not intented, but is sure accetable and impossible to patch so congrats about it.
#19
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - July 16, 2026, 01:51:08 AM
Nice Job IchoTolot and Plodderuk.

IchoTolot succesfully completed Step 5 level 9 Fiery Cells. Plodderuk skip that level. IchoTolot route not are intention, its still genius and maybe impossible to patch. So congratulations about it. Its might very nice alternate route.

We are tested quite much levels at least Step 5. Level 3 Lethal Sidewalk was already totally broken. So new version will be very different looking level and contains also new tool sets (thanks Plodderuk tested my new version level). I did some serious hours work to fix that level. Its one harder level to make, because its allow backroutes nearly everywhere. Old tool sets used that was impossible level to fix. I think i´ll guess i goes right with this time. Plodderuk not are respond yet my newest version.
#20
Other Projects / Re: Looking for Testers for th...
Last post by mobius - July 16, 2026, 01:13:00 AM
I took a brief look;

firstly; the graphics are amazing, great job on that. Music is great and fitting too. I almost get a Ori feel to it.

Unfortunately I'm totally confused; I can't even figure out how to make a fizzle do anything. Click on a skill doesn't do anything, I can highlight a fizzle but nothing else. How do you assign??