Recent posts

#11
NeoLemmix Levels / Re: NotaLems Level pack
Last post by Nota_Steve - April 26, 2026, 08:31:23 PM
Quote from: JawaJuice on April 26, 2026, 07:50:13 PMHere's my solution. Still seems a bit backroutey to me, but probably less so than before. ;P



Your support has been incredible, thank you so much. Really means a lot.
#12
NeoLemmix Levels / Re: NotaLems Level pack
Last post by kaywhyn - April 26, 2026, 07:56:04 PM
Tough 11 resolved. Also still seems to be a backroute but less so than before
#13
NeoLemmix Levels / Re: NotaLems Level pack
Last post by JawaJuice - April 26, 2026, 07:50:13 PM
Here's my solution. Still seems a bit backroutey to me, but probably less so than before. ;P

#14
NeoLemmix Levels / Re: NotaLems Level pack
Last post by Nota_Steve - April 26, 2026, 07:22:43 PM
Just the one update as life is very busy for the next week or so.

Tough 11 - Added Steel to prevent backroute.
#15
Site Discussion / Re: SMF 2.1.7 released - need ...
Last post by Proxima - April 26, 2026, 04:51:37 PM
No danger of that. While most chatting takes place on discord, the forum is essential for long-term storage of levels, styles and so on, as well as more important conversations like decisions on the physics of various engines -- anything that needs to be kept easily accessible in the long term.
#16
Site Discussion / Re: SMF 2.1.7 released - need ...
Last post by Lana T. - April 26, 2026, 02:21:01 PM
How many people are using the forum nowadays? It seems less active than before my break. Silken told me that almost everyone is on Discord now, but is everything taking place there? If there's anything I can do to support the forum, please let me know, I don't want it to be replaced...
#17
NeoLemmix Levels / Re: NotaLems Level pack
Last post by JawaJuice - April 26, 2026, 12:49:48 PM
Hi Steve,

V2.1 replays attached - just the ones that changed since the last version, namely Easy 10, 12, 13 and 25, Medium 28 and Tough 9, 11 and 14.

I won't give too much feedback this time around as kaywhyn has already covered pretty much anything I'd want to say, including the style issue relating to Easy 20, so just my thoughts on the Tough levels:

Tough 9 'Calacatta Monument' - Wow this is really tough now! One of the hardest levels of the rank imo. Even when you have seen the solution - which took me a long time! - the execution is incredibly precise; maybe a bit too precise? Either way, it's a cleverly designed level and a proper challenge. :thumbsup:

Tough 11 'Mogok Sone Tract' - Not too bad, though not sure whether I solved it in the intended way. I imagine there could be a few different solutions here.

Tough 14 'Construction Yard' - Again, not too bad, since the skill set gives you a big hint about what needs to be done. Like 9, the timing and execution is quite precise, though not as precise. Needed a bit of RR fiddling right at the end, but I probably wouldn't have if I'd timed the worker lemmings better. ;P

Looking forward to the second pack you mentioned you working on - good luck with that :thumbsup: And congratulations on producing a really nice pack in NotaLems. :D

#18
NeoLemmix Levels / Re: [NeoLemmix] Oh Wow! More N...
Last post by Mobiethian - April 26, 2026, 11:15:55 AM
Hey there Guigui, it's really nice to have your feedback and spoilers. All of you, thank you. kaywhyn and I are still working on The Aquatic Ruins and perfecting the solution.

There will be a 2.1 release when this is fixed. Keep watch! :thumbsup:

When that's done and over with, I don't plan on doing anything else with this level pack. There is a collab planned by me and kaywhyn in the distant future. I'd like him to finish his pack Lemmings Memories first.
#19
NeoLemmix Levels / Re: NotaLems Level pack
Last post by kaywhyn - April 26, 2026, 08:08:19 AM
Hello @Nota_Steve,

I have resolved all the new levels and including the ones where my replays didn't work anymore. Once more, my entire replay collection is attached.

So it appears that I need to clear something up here regarding the level IDs, and that is it's not necessary to change the ID for every level in your level pack. Instead, you simply needed to make sure that any levels that are repeated have different IDs from the original. For example, Easy 4 has a repeat later on, Medium 12. Here, you don't need to randomly generate an ID for both levels. Instead, it's enough to keep one of the IDs the same while simply generate a new random ID for the other one, i.e, either Easy 4 alone or for Medium 12 alone, but not both.

Because the IDs changed for practically every level while my replays for the most part still work, this means I needed to copy the ID of the level and replace the ID for the corresponding replay file, a task which quickly becomes annoying because most of the replays now cannot find a match because the IDs don't match when I run a mass replay check. The replays are fine, the mass replay check simply outputs a lot of "level not found" due to the mismatched IDs and hence I need to manually edit the replay files and replace the IDs with the new ones.

Anyway, some remarks regarding V2.1. For the Easy rank, the pre-texts are so much better for the most part now! :thumbsup: The only ones that can still be a bit improved are Easy 8 and Easy 9, but other than these two the pre-texts for the rank are a big improvement from the previous version :)  Admittedly, I'm quite honored that you went with my suggested wording for most of them even though I'm certainly no English expert and instead am a math/science person :laugh: :-[ At the same time, even though Lemmings isn't an English game, I still feel it's important to make sure the pre-texts are done and written correctly in expressing the ideas and thoughts properly. Especially important for those who are new to the game.

Easy 20 complains of missing pieces, but actually it's due to the background not having the right name from the nin10_ta_dragon style. The background is actually called TADragon_bgHoriz but for some reason in the level text file the background is called ta_dragon_bg_horiz. Indeed, if you look in the nin10_ta_dragon style in the styles folder and then navigate to backgrounds, you'll see a .png called TADragon_bgHoriz, where there's no underscore between ta and dragon, as well as no underscore between bg and horiz. So, the fix for this is to simply open up the level file and paste in the right name for the background, which again should be TADragon_bgHoriz.

Easy 22 is still called Methodology in the level select menu in the game. Seems that you forgot to change the level name in the editor. Here, the fix is to either load the level in the editor and type in the correct level title of Bashing time... Oh..., or simply open up the level file in a text editor (eg, Notepad) and change the name after the TITLE field at the top.

Easy 25 - It's still possible to complete without pausing ;)

Medium 28 - A bit more of a challenge now but still not too bad and has the potential to trip players up if they aren't observant. Indeed, I at first fell for a trap but quickly realized that it's not necessary to have everyone be able to ascend up the level. That's what I get for trying to go for save all's or max saves at any given opportunity! :P

Tough 9 - Should be intended now and if so excellent level! :thumbsup: The only criticism I have is the pixel precision in one part of the solution but other than that it looks to be a solid level now!

Tough 11 seems to be a bit of a backroute, while Tough 14 seems intended/acceptable. Great levels nevertheless! :thumbsup:

I don't understand why when I run a mass replay check that it cannot find Medium 18, but I can confirm that my replay still works for the level.

Great job with V2.1! :thumbsup:             
#20
In Development / Re: Revenge of the Lemmings - ...
Last post by geoo - April 26, 2026, 05:58:37 AM
Quote from: Proxima on April 25, 2026, 07:19:55 PM1-23 Canopy Lemmings: Definitely a more interesting Rock 10-of-all than Biosphere. As mentioned above, since geoo was against 10-of-all repeats I will remove this level if he wants, though I would really like to keep it.
If this level is one of the more interesting 10-of-each levels, feel free to keep it. I'm more concerned about keeping the 10-of-each levels to a minimum rather than explicitly avoiding repeats (and if we have to use many of them, at least interleave them with other kinds of levels).