Recent posts

#11
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by namida - August 16, 2026, 10:20:20 PM
Quote from: Simon on August 16, 2026, 04:58:00 PMIdea: Over each lemming who will receive a replay assignment in the next 5 seconds, we paint a large arrow with the skill on it and a countdown. You can click an
  • on that arrow to cut the lemming's future.
Bonus: This might feel "good enough" that the periodic demands for reintroducing timed bombers finally die out for once and for all.
#12
Lemmings Main / Re: Thoughts on "3D lemmings"?
Last post by namida - August 16, 2026, 10:18:44 PM
I'm quite a fan of it, but I can definitely admit it has some weaknesses.

The camera controls are the obvious one. They're not really much better on PC. The keyboard-based controls are an improvement over the mouse-based ones, but still not ideal. Lack of ability to tilt up/down is also frustrating.

The other one is that honestly, I don't feel the level design was the greatest, and especially, it rarely made full use of 3D. There are a few absolutely excellent levels in there that couldn't work in 2D (eg. Critical Path), but also so many that aren't all that interesting and/or the 3D aspect of them is limited to "assign a couple of turners" and/or "the path has turns in it, but there's no puzzle-related reason it couldn't be a straight 2D line". Think of levels like "This Is The Army" or "The Five Arches" here.

It was definitely very fun to make an original level pack for!
#13
Lemmings Main / Thoughts on "3D lemmings"?
Last post by Erickk64 - August 16, 2026, 10:09:10 PM
I always felt like 3D lemmings was a "mixed" game between the community for some reason. similar to lemmings puzzle adventure in a way.  :shrug:

I'd say the game is decent, it does have some rough spots, like for example the controls, which can be a pain in the head, especially if your playing the PS1 version.   :P

Anc it does have some good in it, like for example the music, and some great levels that use the third dimension really well.  :D

So, whats your thoughts about it? :)
#14
Other Projects / Fizzles – Level 7 “The Mushroo...
Last post by HPWsoft - August 16, 2026, 06:07:08 PM
Update: Level 7 is now playable

Hi everyone,

I've released a new community test build of Fizzles.

The downloadable versions for Windows and Android now include Levels 1–7. The Web version will remain on the stable Levels 1–5 build for the time being.

What's new in this version
Level 7: The Mushroom Forest
a stronger focus on the Digger mechanic
a large mushroom is part of the puzzle itself and can be dug through
digging permanently changes the terrain
new balancing for all four difficulty settings
various technical and visual improvements

The early levels introduced the basic abilities step by step. Level 6 was the first larger puzzle to combine several of them.

Level 7 takes this one step further: the terrain itself now becomes an important part of the solution.

There are many places where you can dig, but not every route will get the Fizzles safely to the exit. The challenge is to find a suitable path through the mushroom while rescuing enough Fizzles along the way.

That also makes Level 7 particularly useful for community testing and balancing at the moment.

I'm especially interested in feedback about
the difficulty of the four difficulty settings
whether the intended solution is understandable and discoverable
whether unsuccessful alternative solutions fail in a way that feels logical and fair
Digger and Blocker behaviour
mouse and touch controls
terrain and collision behaviour after digging
performance, especially on older Android devices
technical issues or unexpected situations
Available versions
Windows: Levels 1–7
Android: Levels 1–7
Web browser: Levels 1–5
Play and download

https://hpwsoft.itch.io/fizzles

More information and community links

https://hpwsoft.com/fizzles/community/

Fizzles is now being developed with Godot 4.7.1 and continues to follow its basic principles:

No ads, no tracking, and no account required.

Thanks again to everyone who has tested previous builds and provided feedback. Especially with the later levels, this feedback is becoming increasingly valuable for improving difficulty, clarity, balancing, and technical details.

Future levels will also be released gradually as community test builds.

Test keyboard shortcuts

The following shortcuts are available for testing:

1 – Load Level 1 directly
2 – Load Level 2 directly
3 – Load Level 3 directly
4 – Load Level 4 directly
5 – Load Level 5 directly
6 – Load Level 6 directly
7 – Load Level 7 directly
R – Restart the current level
Esc – Quit the game

On Android phones and tablets, these shortcuts can also be used with an external USB or Bluetooth keyboard.
#15
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by Simon - August 16, 2026, 04:58:00 PM
If insert-by-default is confusing (because it keeps earlier and later assignments, both related and unrelated), the old non-inserting replay mode must be confusing at least half as often (because it keeps earlier assignments, and it ditches future unrelated assignments, which is surprising/annoying in a multithreading level).

I'm beginning to feel that airclick-to-cut is a fundamental design dead-end (= no problems as long as you don't design any further), and all the other design problems follow from having it. But airclick-to-cut is so ingrained that it should remain on by default ... at least until we have much clearer UI about what's going on and how to cut it.

Had I to design this from scratch today, here is what pops into mind:

  • Idea: I'd put "Replaying. [Stop here and cut all future]" somewhere big, and something like "next assignment in 0:03" below. Such a glaringly obvious alternative to the airclick is also the fix for saxdude-like confusion (new user exits and restarts NL to stop the replay).
  • Idea: Along the bottom of the screen, always show the replay as a timeline, like what a video player displays. Assignments are points along the line, and you have a playhead. You can click to navigate, similar to the minimap. (The minimap is becoming more and more obsolete after the zoom bugfix and after possible future RMB-scolling fixes).
  • Idea: Tweaker always open, which is practically the timeline, but bigger and with all the bells and whistles. But it would take a lot of screen real estate. And it's an expert feature and it looks like one. Not what I'd want to show first-timers.
  • Idea: Over each lemming who will receive a replay assignment in the next 5 seconds, we paint a large arrow with the skill on it and a countdown. You can click an [X] on that arrow to cut the lemming's future.

I'm also beginning to think that namida foresaw these airclick issues, forbade airclick in insert mode, and put the explicit future-cutting hotkey as a replacement.

-- Simon
#16
Non-Lemmings Projects / Re: Pushover
Last post by VorticonCmdr - August 16, 2026, 02:16:17 PM
Quote from: DragonsLover on August 16, 2026, 09:38:14 AM
Quotethere is a cheat/debug code nobody seems to have written/published anything about. In the main menu you can enter the level code + BOWIE and then OK and the level will automatically play through following a "solution tape" included in every level file. (there are, interestingly enough, a handful of tapes which don't resolve)

Ah, so that's finally how you can get to play the solution of a level. I was always wondering how the solution data in level files would be read. Nice find!
The reason why some of these solutions wouldn't resolve was probably because of file limitation in some sort.

There's also an unused music track in the game as heard here:
https://www.youtube.com/watch?v=0Mn3xwZcKr0&t=2607s (Adlib)
https://www.youtube.com/watch?v=ekdaTpIHiTI&t=2644s (Roland)
This is the same track used for "Candy World" in the video game "Cool World" for SNES.

EDIT: The BOWIE cheat was documented actually, during the interview of Keith Watterson: https://codetapper.com/amiga/interviews/keith-watterson/

Ah. Thanks for the links. Somehow my searches didn't turn up those results.
#17
Non-Lemmings Projects / Re: Pushover
Last post by VorticonCmdr - August 16, 2026, 02:15:09 PM
Quote from: geoo on August 16, 2026, 07:46:30 AMHey! Happy to see more Pushover fans here!

I haven't had the chance to dive into your HTML port yet, but did you disassemble the whole game and reproduce the physics?
Either way, this is really lovely, especially as there's a level editor out (well technically two), so maybe it could be another way to play custom levels!

Let me point you at a few other posts:
Topic: Someone made a fangame called IshiSoft Pushover with custom themes. Also, the level files contain demos of intended solutions that can be watched using an Alpha version of Pushover.
Topic: I made a crappy level editor back in the day.
I also made a good level editor now: https://github.com/geoo89/pushover-tiledextension
There's also another remake which I believe stays close to the original physics but does have differences: https://github.com/pushover/pushover.github.io Based on this there's also an Android version out.


Yes. I disassembled the whole thing using Ghidra. And tried to verify findings using Dosbox/debug.

Not sure if I got the physics perfect but I sure hope so. This is where replays came in very handy.
#18
Game Bugs & Suggestions / [BUG][PL] Exit pause after rew...
Last post by Guigui - August 16, 2026, 01:55:52 PM
NL CE 1.1.2

When using Playback mode : pause the game then rewind to the beginning with the F1 shortcut. At this point I can not exit the pause with the [space] shortcut key, I have to use the pause button in the toolbar.
Not a big issue but may be worth mentionning.
#19
NeoLemmix Levels / Re: Lemmings Plus Series
Last post by Guigui - August 16, 2026, 01:52:51 PM
I played through the first rank of the Lemmings Plus Alpha pack.

Having only cleared Lemmings Plus I by namida, I think this is a huge step in difficulty. It also looks like this is the latest entry in the Plus series and I can say that we see here all the expertise in level crafting gained by namida throughout all those years. All levels are really well crafted, quite small, pose immediate and clear problems that require lots of thoughts to be solved.

Playing them is really a fun time and many time I had to resort to the "keep thinking about the level for one day or two until you find a solution while doing something else" method. You know a game/level is good when it occupies your brain even when not playing, great job namida !

Also it looks like I am not good enough to find regular solution and I often had to resort to obscure tricks leading to backroutes. Here is a quick breakthrough :

Spoiler
Mutilation 1 Good one to start, not too hard if you do not neglect the middle hollow part like I did for too long.

Mutilation 2 This one, as all height-gaining levels, gave me many troubles. I finally got it with certainly a backroute since I save an extra lem and have a platformer left, also make maximum use of those cloners. Maybe the zig-zag miner was supposed to be made in the right wall instead of the left ?

Mutilation 3 I save +3 lemmings here beause the timing is quite lenient. I made the splatformer from the left well instead of from the center balls part.

Mutilation 4 Doable when you find how to make 2 turns to free the crowd. I do not use the center arrow part and have a basher left, not intended ?

Mutilation 5 This one took me two days I think. Using all those diggers to contain the crowd and isolate a worker at the beginning is a real good move ! My ending solution sounds a bit hackish as I use the last builder only to prevent lems from falling between diagonal pixels.

Mutilation 6 Hard one again because of height gain. I save all instead of 18/20 and have 2 skills left, so I could not find what I was supposed to do...

Mutilation 7 The ceiling route was one of my first option, but then again isolating a worker with digger was the issue. Nice use of the last lem.

Mutilation 8 Once again dig to delay. Setting the first basher was not easy but doable with framestepping.

Mutilation 9 Not need for cloner as the title says. Setting RR to 99 at the start was enough to isolate enough workers.

Mutilation 10 At first I was trying to get higer in the tubes structure but no success. Going throught the middle route works better and allows to save 3 skills, hackish I think.

Mutilation 11 Once you understand how to do the starting stack/platform structure, everything fits into place perfectly. Good one !

Mutilation 12 Needed a few hours to realize that I had to midair-bomb somewhere, the save req told me that, but where ? Then it took me at least 2 days to realize that the climber has to handle both crowd, he is a hero !

Mutilation 13 Watching the solution of this one is not really impressive, but it also stuck me for a very long time. For some reason that last blocker that both turns the crowd and make a dent in the terrain after bombing eluded me...

Mutilation 14 Easier level thus far, solved by improvisation and the "simply overcome any obstacle in front of you" method. I also have skills left, so I think this was not the intended way.

Mutilation 15 Again a long solve, the air-miner used to remove terrain right above your head is tricky. Acutally I found it but kept using it on the snowman for some reason  ??? Stupid me, especially considering that I had already realized that the left way would be better and that only 2 pixels prevented me from climbing there...

I'm joining my Mutilation replays. Also some Decimation replays but I'm stuck on Decimation 9 Return to Gemland, there are just too many ways to build over those gaps and I am yet to find the correct one.
#20
Lemmings Main / Re: The Lemmings Iceberg
Last post by Ron_Stard - August 16, 2026, 11:08:49 AM
Quote from: Puddlestation on August 16, 2026, 12:56:14 AMAnyway, i don't know about Kieren miller one which is showed something unrelated crime news as i just searched it

Sorry, I misspelled it. Here is his history:

https://lemmings.fandom.com/wiki/Quest_for_Kieran