Recent posts

#11
Levels for other engines / Re: Plap or Plop
Last post by The64Watcher - December 20, 2025, 12:25:51 AM
by the way i dont know what im doing i swear if someone has a problem thats not about the horrible game design then scream at the wall instead of me
#12
Levels for other engines / Plap or Plop
Last post by The64Watcher - December 20, 2025, 12:24:36 AM
This is a level for superlemmix, it's once elite name forever slandered with this catastrophic horrible mistake, as this grave error was born out of pure boredom, for the lack of enrichment has born this organism into the world, with it's horrible whimsical skin clearly showing the malice it contains. the title of the file is a warning. heed thy warning.

does jeany collects use lemmings forum
#13
Community Edition / Re: Roadmap for CE 1.1
Last post by WillLem - December 19, 2025, 10:42:56 PM
Updated the OP.

Playback Mode has now been added to NLCE! It's now possible to play back an entire folder of replays in a variety of orders (by level, by appearance in folder, or randomly). Preview and Postview screens can also be auto-skipped (or not). Great for viewing replays of your pack, or for making videos, etc. New actions (skill assignments, etc) can also be added to a replay during Playback Mode without cancelling out of the mode (which must be done either by pressing the dedicated hotkey or clicking the "R" icon in the skill panel).

The feature includes the addition of new cursors for Replay, Replay Insert, and Playback Mode, to help the user keep track of which mode is active:

Replay - Cursor is red to match the red "R" icon
Insert - Cursor is blue to match the blue "R" icon
Playback - Cursor is purple, and "R" icon is hue-shifted to purple

If these cursors are not present in the directory (for example, if the user is running CE from a NL directory), cursor will fallback to default green for all modes.

Note also that the "R" icon is now clickable (to cancel Replay/Playback Mode) and animated (blinks on and off every 500ms).

Question: should we make this animation optional?

The next RC will hopefully be ready in a few days!
#14
Contests / Re: Level Design Contest #33 -...
Last post by Crane - December 19, 2025, 05:23:43 PM
That's kind of you JawaJuice.  I might still try to fix Lemming Ledger as a standalone level, but I admit I've lost faith in it, and Reverse the Polarity I'm kind of leaving to die.
#15
Contests / Re: Level Design Contest #33 -...
Last post by JawaJuice - December 19, 2025, 03:14:01 PM
@Guigui Just to say, you can still play Crane's Lemming Ledger over on the Levels By Crane topic. I believe he's currently working on a new version though, following my latest backroute :) Unfortunately, I have backrouted this level to hell and back, it would seem :P Maybe you'll have more luck getting the intended solution :thumbsup:
#16
Contests / Re: Level Design Contest #33 -...
Last post by Guigui - December 19, 2025, 02:54:20 PM
You're welcome kaywhyn.

I also cleared Crane's Redneck Redemption, no idea for the talisman though.
I tried the 2 other ones some days ago but let them be in peace now reading Crane's last comment on them.
#17
Contests / Re: Level Design Contest #33 -...
Last post by kaywhyn - December 18, 2025, 11:47:31 PM
@Guigui

Ah, returning the favor, huh? :santa: Thanks for playing my levels and the nice compliments! :thumbsup: All of your solutions are intended. Great job! :thumbsup:

For R1, there's two intended ways since

Spoiler
the basher and miner are interchangeable in the solution. Indeed, I myself didn't know about ohnoers being able to exit in NL as well. I first learned this in one of Icho's Lemmings United level, though having grown up with the Dos version of Lemmings myself, it's almost the same there, just that there I've observed that if the bomber or nuke countdown expires while a Lemming is jumping into the exit, the Lemming just jumps in again while you also hear the "ohno" sound. This doesn't happen in NL, since the timer is removed completely when a Lemming reaches and jumps into the exit. I haven't tested it myself yet, but I do believe that ohnoers will jump into the exit on Dos, same as NL. They're pretty much 1-to-1 on plenty of things/mechanics.

For R2, the level title "Help Me, Help Dune" is just a play on the phrase "help me, help you" ;) Also kind of serves as a hint to the level solution where the 2 Lemmings must help one another in order for them both to make it to an exit ;) "Dune" and "you" sort of rhyme too, and the reason for dune in the title is it references the graphic set I used to make the level, which is Icho's Dune set, which in turn is based on the Dune 2000 game. I don't know anything about the game myself, though ;)

For R3, alternatively,

Spoiler
you can have the climber dig the right bar instead of the one on the left when releasing the far left entrance. That works as well. I did think about blocking off digging the left bar, but I decided to leave it in as a nice alternative :) Yes, it does cut it very close to being splat height, but it should always be safe when mining to release the entrance trapped in by the thin steel. 

Thanks for taking interest in my upcoming level pack in the far future :thumbsup: Don't worry if it ends up stumping you in plenty of places. Despite how I haven't made many levels for it yet, from the very little feedback I have gotten it's apparently already shaping up to be a really difficult pack :P Again, as I've stated in the OP of the in-development pack topic, I don't expect Lemmings Memories to be the next NepsterLems or Lemmings Reunion in terms of difficulty, though maybe it's already up there in the difficulty with them? :santa: We shall see, won't we? :)

Both my R1 and R3 will be in my Lemmings Memories pack, though for the latter I've modified the level so that it's a no pick-ups version. I only plan to use them as a last resort for backroute fixing but other than that I'm trying to stick as much as possible to just "classic" features for the pack, including classic 8 skills only. I'm leaving R1 as a 5th and final rank level for now. Even though the solution for the most part is obvious, it can still prove to be a very nasty level for those who aren't aware of the tricks needed. On the other hand, the no-pickups level is harder for me to place. It's definitely a 3rd rank minimum, 4th rank max. I think I currently have it in the 3rd rank. I can always move it around later on if needed.

Again thank you for playing my levels and well done for finding the intended solutions to them! :thumbsup:     
#18
Contests / Re: Level Design Contest #33 -...
Last post by Guigui - December 18, 2025, 11:15:53 PM
Following JawaJuice's advice, I tried some levels in the contest. Having already suffered from loss of hair on many levels by IchoTolot and Armani, I decided to play kaywhyn's level first.

I was pleased with them, great job kaywhyn ! But hey, what else should we expect from the guy with maybe the largest number of packs cleared here ? I think now everybody has more and more expectation for you upcoming pack, you better not disappoint 8-)

Spoiler
Rule 1 got me stuck for a long time because I did not know it was actually possible for a ohnoer to exit, nice move ! Though I finally found it because when you have used all other skills to make the 3 others exit, you are only left with these 2 possibilities miner+bomber or basher+bomber.

Rule 2 went pretty smooth, the miner extension is easy to spot. Is the title Help Me, Help Dune a reference to the Dune movie or book ? I read those when young but cannot remember very well.

Rule 3 I did another miner extesion. When you realize that you have only one miner, and that this miner is mandatory to free both the bottom and the middle pairs of guys, then the road is set.

#19
In Development / Re: Levels by Crane
Last post by Crane - December 18, 2025, 11:06:13 PM
Quote from: mobius on December 06, 2025, 12:59:58 AMwow, that was 10 days ago I posted???? It felt like yeserday... well I skimmed over the topic quickly and I don't think you've updated these two in that time??
I solved these two with the help of SQRon, The Oubliette particularly was very tough imo, but very clever solution, if it's correct. Outside the box is likely a backroute, I saved the blocker, but it felt as least partially intended, the overall jist anyway; I don't see how else to go about it... this solution does not work for the second one.
I patched The Oubliette, but let's just say you're very close to what I intended, so the patch should now enforce it.
#20
In Development / Re: Levels by Crane
Last post by Crane - December 18, 2025, 10:21:40 PM
In the meantime, I've added a copy of Backdraft to the second post of this topic for easy finding later on (where all the other levels are!)