Recent posts

#11
Non-Lemmings Projects / Re: [WIP] Four Colour Klondike...
Last post by jkapp76 - October 07, 2026, 04:18:08 AM
Nice!
I think the clubs on the cards should be black instead of green. Green looks weird as its the same as the table color, it looks like the clubs are cut out of the card. It looks good, I just thing a different color than the table would be better... or a different table color.
#12
Non-Lemmings Projects / Re: [WIP] Four Colour Klondike...
Last post by WillLem - October 07, 2026, 12:02:51 AM
Optimized the rendering so the game runs smooth as butter now. Still needs work to make it feel like a professional game, but it's definitely on its way!

Added a move counter, score (yet to be implemented) and a timer. Also added the ability to Undo last move and reset the current game:



More to come!
#13
NeoLemmix Levels / Re: Lemmings presents GOTTA GO...
Last post by kaywhyn - October 06, 2026, 07:27:11 PM
Super Sonic rank solved and so back with more replays and feedback :thumbsup: I agree with Armani, these levels are a huge step up in difficulty, to the point that I would definitely say that the difficulty of the second half of Super Sonic is equivalent and pretty much on par with late Murder/Rapture of Seb Lems. The first half I would say the difficulty is about equivalent to early to mid-Murder.

Spoiler
Super Sonic 1 - Andover Sonic Speed! Great level to start off the rank that isn't too difficult but it's still not a cake walk in any way. Great design here! Talisman difficulty is about the same as the non-talisman difficulty.

Super Sonic 2 - Aphrodite Another great level with the only hard part being how to get everyone down safely at the start. The design kind of reminded me of a Lemmings Reunion level, just without the splatform being required at the start since it's not needed if you do it correctly. Love the Dolly Dimple builder trick (see, even Armani calls it that in his written feedback :P) in the middle area of the level and yea, seems you're referring to The Sports Bar level from Reunion for the trick ;) Time limit doesn't seem needed here, though I personally don't mind them and I'm going to guess it was for backroute fixing, though what I think I fail to see what it blocks :P

Super Sonic 3 - Funnel Cake Hard one and one which seems pretty difficult for being this early in the rank IMO. Most of my attempts had me fiddling around seeing if I could backroute the level and unfortunately it appears I succeeded :P Sorry! It was still pretty hard to find this cheesy route, especially with figuring out how to manage the crowds of the top entrances and also to get all the climber/glider specialists of the bottom entrance up and out. Design's pretty nice and as usual a trap I'm pretty sure I haven't seen before!

Super Sonic 4 - Past the Point of Delirium Previously played and solved this level as part of LOTY2021 back in 2022, but I decided to play and solve the level again from scratch just because I think it's great exercise for one's brain instead of taking the easy way out and loading a replay :P 4 years is way more than enough time for me to have forgotten the solution, though in this case it was really just one part of the solution I couldn't remember, which was timing the climbers so that the second climber is able to bash through the horizontal terrain above the lattice to allow the crowd to step up through and be able to walk the rest of the way to the exit. Excellent level which I was blown away by the solution back then, and I still am today :thumbsup:

Super Sonic 5 - Something in the Way Backroute as I was told, though honestly I didn't even think my solution was one :P Guess it makes sense considering I didn't find the level difficult in any way :laugh:

Super Sonic 6 - Do We Chill Well? Excellent level with an excellent solution, whether the non-talisman or talisman! :thumbsup: Not too difficult, though seems I might had made the splatform part harder than it needed to be. Also, I do believe this is the very first time I'm aware of the basher and interrupt him at a point so that it creates a one-way wall, similar to bombing a climber high enough on a 7 or 8 pixel vertical, smooth terrain. I've played levels requiring this interrupting a basher with making a one-pixel gap, but I don't think I ever seen what happens that it creates a passable wall from the same side as the basher but not from the other side.

Super Sonic 7 - Palace of Excess Hard but great level! For me, the hardest part was managing the entrances at the top, especially with having the fencers cross at about the same time at the top with the OWW so that both of them stop and so that no one can leave and die to the deadly ceiling. Then the only problem after that was getting the bottom entrances out, especially given how you only have one extra climber after assigning all of them to the Lemmings at the bottom. Also, seems a bit of RR manipulation is needed so that you can bash and then build over the trap in time before a Lemming arrives too soon and gets killed. This was a fun and enjoyable one to play and solve! :thumbsup:

Super Sonic 8 - Say It Ain't So... Another hard but excellent level! The hardest part of the level is most definitely creating the digger ramp in the wall before the exit, as that requires very good timing, though I think it naturally occurs on this level if you do the part with the swimmer workers correctly. Also with freeing the blocker, as that is somewhat hard to see for the solution. I think my solution is a bit overcomplicated in some parts, but hey, so long as the timing works out and the solution works that's all that matters :P Well done with this level! :thumbsup:

Super Sonic 9 - Flo's Labyrinth Great level, especially the design, here as well! :thumbsup: Easier than some of the levels before this but once again not a cake walk by any means. I do suspect a save all is possible here, watching Icho's solution, though maybe it's possible you run out of skills and hence it isn't. I think most solutions would probably have you run the gauntlet with the traps before the exit, where if you do it right then they all will disable the traps before either the swimmers or regular Lemmings walk into them and die, or you can simplify it like I did and use the extra skills to separate the non-disarmers from the disarmers to make it easier.

Super Sonic 10 - Do You Believe in Magic? Hard one, especially with managing the crowd at the start and how to release them in the end while also finishing on time. Seems there's a few different ways to do the start, though seems it's necessary to get another worker in order to do the gap before the exit and be able to finish on time, as the first one who bashes through the OWW at the bottom won't turn with the gap below where the crowd starts. Nice level, especially with the way the blocker is used to cancel the digger! :thumbsup:

Super Sonic 11 - The Odd Couple Another backroute on a level for which I still don't know what's intended. I'm pretty sure what I think is the intended way in mind is for the Lemmings to approach the exit from different sides, but I can't figure out how to achieve that while also being able to get the pickups. I suppose I can always try again at a later time ;)

Super Sonic 12 - So Far Away Another backroute here as well apparently, as honestly I didn't think my solution was one, but I suppose this one is pretty easy for the level given the overall design and all, so fair enough :P Still not easy by any means IMO. Another great design! :thumbsup:

Super Sonic 13 - Grey Will Fade Somewhat hard but I really like this one with the various blocker and non-blocker tricks and all! :thumbsup: For some reason, I was stuck on the digger at the top with the climber to get inside to bash and clone, when in fact I had already realized the easier just bash and then clone once he's in the right spot. Seems that makes all the difference, as cloning earlier allowed me to finish on time. This should had jumped out at me sooner, given that the top buttons forces both climbers to dig after pressing them.

Super Sonic 14 - Blowing my Stack Made a bigger mess out of my solution than it needed to be, both the non-talisman and talisman solutions. I honestly thought the latter would take me a while, but it wasn't that bad once I realized a way to simplify how I did the middle area with the preassigned climber hatch. Even moreso due to how there's plenty of stackers provided, which as I've mentioned I tend to be not so good at when it comes to solving levels with. I got pretty lucky with the right side with the huge mess of climbers but one climber trapped in the pit was all I needed for my solution to work :P Great level but wow, quite a hard one which is quite easy to make a mess of depending on how you approach it.

Super Sonic 15 - Just Looking This level's pretty easy IMO, though it is a fair point that the double miner and platformer to get the right entrance through to the other side of the huge OWW is a hard and advanced trick. So, I suppose it comes down to how easily one can spot that, as the rest of the level is quite obvious, though even then it's not super hard to figure out IMO. This was still a nice level, and given all the other really hard levels around it, breathers are certainly welcome ;)

Super Sonic 16 - Little Sahara Really hard one for me despite it being a one-screener, especially as this took me quite a long time to figure out. This most likely could had came to me a lot sooner, but I honestly though digging and then mining the exit platform wouldn't work out at all to get the others up to it. Hence why I didn't think to try it. Pretty much one of those I was too hasty in coming to this conclusion without having tried it first, though I already tried plenty of other things before it and saw they didn't work either. Currently undecided whether or not to patch my solution, but at the same time I did get the talisman which does seem to mean that overall everything else about the solution is fine besides the exit area.

Super Sonic 17 - Island in the Sun Another very hard level for me, especially as I kept running out of time and I couldn't get the timing of the miners to work out at the end no matter how I kept fine tuning my several earlier approaches. Then after a really long time I try something I haven't tried before which seemed way more promising. It still required a lot of fine tuning but eventually I got it to finally work. I think I can definitely see why the time limit is needed here to block possibly easier routes. Nice level but it did prove frustrating when several of my approaches that should had worked failed due to timing out.

Super Sonic 18 - The Big Fat Greek Level! Somewhat challenging but definitely one of my favorites due to the shimmier skill being my favorite NL skill and the way it's used here and also the various miner tricks needed! :thumbsup: Didn't take me long to figure out the shimmier/blocker, especially as I've seen it a few times before, I just had trouble setting up the shimmier stuff in the upper middle area as this seems quite surprise as too much and you don't get past the fire trap, or too little and you won't be able to save the miner who collects the shimmier pickup himself. If anything, the precision would be my main critique of the level, though it's not Flopsy's fault in any way here, as I don't think there's anything that can be done to make it easier, such as providing extra skills, but this generally makes a level prone to backroutes.

Super Sonic 19 - Error 77C Hard level, especially as I kept finding ways to be more efficient with skills in order to save the important ones for the later parts of the level and to make sure I have enough to be able to complete the level. Several of my attempts came close but I was either at least a skill short or I wasn't able to get them up to the exit with what I had left. As usual, I think I made some parts harder than they needed to be. A great level nevertheless, especially the design, but wow, what a beast of a level to play and solve!

Super Sonic 20 - Heavy Fuel Somewhat hard, though the key here seems to be the very precise bomber in the middle left that allows both upper entrances and lower left entrance into the area with the teleporter. Even after figuring this out, I honestly had the most trouble with the right side of getting everyone down into the exit safely in such a way that no one is lost to the fire traps on either side. The skills are very limited here so you cannot waste any and I pretty much had trouble figuring out the best way to get down to the exit. My solution does seem quite hackish and brute forced, especially with how it looks as if they should had been fried but I think they just were narrowly able to get by without being killed by them. Nice level but another beast of a level to play and solve.

Super Sonic 21 -Can't Stop Partying Another level I previously played and solved 4 years ago when it was part of LOTY2021 but just like SS 4 I decided to play and solve this level from scratch. I had completely forgotten how to solve the level and as a result ended up spending more than 2 hours on this level alone, which is the longest time spent on any single level thus far for the GGF pack! :laugh: There was a lot of redoing of the level, and even moreso due to how most of the time I engaged FF instead of time skipping. I eventually did find a solution that works, but yea, it took a really long time. After solving, I was curious about my LOTY2021 solution, so I decided to show that off too. As you can, my solutions are nowhere like one another :P Great level but wow, I remember having somewhat of a hard time back then, and that definitely seems to be the case playing the level again after so long and after 4 years :laugh:                   

All rightie, just the Chili Dog rank is all that's left before the pack closes off with two bonus ranks. So, 126/189 levels solved with 63 remaining! :thumbsup: I still look forward to seeing the rest of the pack as it's been a lot of fun and enjoyable save for some levels I got frustrated on after several attempts didn't work, but I still highly recommend others play the pack, with the warning that it's a hard pack :thumbsup:
#14
Forum Games / Re: Corrupt-a-Wish
Last post by lemmkeev20 - October 06, 2026, 12:31:58 PM
Quote from: namida on October 06, 2026, 07:11:35 AMI wish for Lemmings 4D.

dma doesnt makes more lemmings games

i wish the search tab was easy to use :'(
#15
Editor Bugs & Suggestions / [Suggestion][Editor] Clear ass...
Last post by GigaLem - October 06, 2026, 09:27:01 AM
I don't know how this was missed but we might as well address it, the only way to clear assignments in the editor's hotkey menu is the clear all button. You can't exactly clear one specific key, you have to reassign all of the hotkeys or edit a text file to remove assignments.

So I might as well make the topic to have it addressed and applied.
#16
NeoLemmix Styles / Re: Style updates topic
Last post by namida - October 06, 2026, 07:35:20 AM
Updated to here.
#17
Forum Games / Re: Corrupt-a-Wish
Last post by namida - October 06, 2026, 07:11:35 AM
Granted. You now have to sit through a 30-minute fight scene before every level.

I wish for Lemmings 4D.
#18
Level Design / Re: Amiga native level editor ...
Last post by namida - October 06, 2026, 07:07:43 AM
I personally also don't see myself using it, even if I were to go back to Lemmings level creation, for much the same reasons. Nonetheless, it is a pretty impressive achievement, and there's always a portion of the custom content community who prefer to stick to original engines - that's generally been DOS (or at least Lemmix, which aims to be an exact clone of DOS), but technically, Amiga is the original version, and while it's always been possible to make custom levels for it via DOS editors and some advanced tricks, this makes it much easier to do.

So yeah. Niche audience, but very useful to that audience, and still stands out as a "nice work!" thing to the rest of us even if we won't personally use it.
#19
Non-Lemmings Projects / Re: Klondike Solitaire with a ...
Last post by WillLem - October 06, 2026, 12:31:17 AM
Finally got around to starting this today!



It's playable - just! - but is very janky and needs a lot of work.

For example, the entire tableau is currently repainted after every click; this should be easy enough to sort out, but I also need to implement card-dragging, flip animations, sounds and plenty of other optimizations to make it smooth and satisfying to play.

One step at a time.
#20
Level Design / Re: Amiga native level editor ...
Last post by lemmkeev20 - October 05, 2026, 10:01:53 PM
Quote from: Geordie-Jedi on October 04, 2026, 06:04:33 PMHi there guys.

At (very long) last........We have our very own Amiga native, level editor for Lemmings 1.

After the official Amiga Lemmings 1 level editor was shown on the RMC Youtube channel
by Neil of RMC / Retro Collective, (see link below).
https://www.youtube.com/watch?v=MlFnMt3o1as&t=2s
It created a lot of interest for this awesome programme, (especially on the EAB (English Amiga Board) forums).

Despite the excitement of being able to create our own levels for our beloved Lemmings game,
and due to fears that Sony could send their lawyers after Mike Daily if he were to
release the editor without permission from Sony, it was decided to back-up the software
but not release it publicly (a fairly sensible and understandable position).

Recently on the EAB forums, once again talk of getting our access to our own native Amiga Lemmings editor popped back up.

An absolute legend of a coder called Timo Heimonen, has released an Amiga native level editor for Lemmings 1,
(as an early Christmas present to the Amiga / Lemmings community).

Link to the github =
https://github.com/timoheimonen/Amiga-Lemmings-Editor

It's already up to version 2.3
(And now supports Christmas / Holiday Lemmings).

Once you follow the steps on the github guide, you're left with a modified version of the Lemmings 1 game
(and or Holiday Lemmings). which will create either - ADF's or a WHDLoad version of the game with access
to the level editor.
This will allow you to create / play / save / and share your very own levels for Lemmings 1 / Holiday Lemmings
on the Amiga.

I believe that there are a few ex / current Amiga Lemmings fans on this forum who would enjoy this
Amiga Lemmings level editor.


Give it a blast, create your own levels, and share them with the Amiga & Lemmings community......

Let's Go !"


As this is my 1st post, I hope that it was OK to have weblinks contained within my post ?

(small warning, this is my opinion, not a honest reaction, do not harass anyone's opinions)

to be honest... this is cool!

but, it feels kinda useless :'(

i normally use neolemmix to make all my levels

i dont use emulators of amiga since it was TOO hard to get dosbox to run games

this feels something that those who use amiga emulators would like to use

still pretty cool :D