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#11
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by UltimateLemmings - September 23, 2026, 11:49:47 PM
Looking into the bugs now, but when you say "classic control" do you mean you unchecked Modern keyboard control, clicked "used OG settings" in gameplay, or just clicked "old school" on first launch?
#12
NeoLemmix Levels / Re: New Level Pack - Lemmings ...
Last post by Plodderuk - September 23, 2026, 05:48:51 PM
Having enjoyed the earlier ranks so much, I was keen to have a go at the latest 2. Again, some beautiful artwork – I especially like the Celestial tileset -  and entertaining puzzles. I've mainly gone just for the talisman solutions.
Steady: Several of my solutions are similar to the official one and/or Armani's. Comments on some of the levels:
Steady
Steady 1 "Penumbra": a beautiful tileset. My solution is closer to Armani's than to the official one, but much slower than either. I wasn't sure whether to construct the exit staircase from above or below, and ended up with a mixture.
Steady 2 "Welcome to the World of Tomorrow": very difficult to get the talisman solution. The artwork shows roughly where the Blockers should be placed, but 1 of these needs perfect precision to allow 2 later manoeuvres. I ran out of Shimmiers until I realised that each Laserer needs to be deployed at the last possible opportunity.
Steady 4 "Serpent Shrine" and 7 "Lost in the Desert": my solutions are slightly faster than the official ones.
Steady 8 "Lost in the Dessert": I love the title – not so keen on this tileset, but that may be because I'm not keen on chocolate cake. There must be multiple solutions; mine is relatively quick.
Steady 9 "Frozen Hearts": again there must be multiple solutions. I don't think it's possible to save all 40 lemmings, but 39 can be saved in a good time.
Steady 10 "Chamber of Horrors": again, multiple solutions are possible. I've included 2 in my set.
Turbulent: my solutions mainly differ from the official ones, at least to some extent. Comments on particular levels:
Spoiler
Turbulent 1 "Can I have a Peppermint": it's interesting how many different solutions there are for this level.
Turbulent 4 "Sugar Rush": I deal with the Zombies in the same way as other solutions, but found a different way to save most of the crowd, for the talisman.
Turbulent 5 "Lem Academy of Science & Energy Research": I had several false starts in finding a way to get a pioneer to the Skiller and back safely. My solution is less elegant than the official one, though faster.
Turbulent 6 "Omen of Doom": the time constraint is very tight if the routes of Lemmings and Zombies cross, so – after failed attempts to avoid this by drowning the Zombies - I looked for a way of containing the Zombies so their path never crosses that of the lemmings. My 1st solution requires good synchronisation between the 2nd pioneer and the crowd. With a slight tweak, 32 can be saved and there is less need for synchronisation.
Turbulent 7 "Bumbly Beach Bazaar": very complicated. It took me a while to realise that, when a trap is embedded in water, a Swimmer-Disarmer will be consumed by the trap, rather than disarming it. Also, until I looked at the official solution, I assumed that a Neutral cannot acquire a new skill – but it can, when it passes a Skill Assigner. So I avoided both Neutralisers. In other respects, my solution is closer to Armani's than to the official solution, though it has a lot in common with both.                                                                   
Turbulent 8 "Ice Nine": needs perfect timing at one point. My solution is much the same as the official one, but I have a different Digger/Laserer sequence, at around 2 minutes in; this saves a few seconds.
Turbulent 9 "River Styx": very difficult, and my solution is slow and inelegant. It took me a long time to figure out that the button on the right must not be reached, by an ordinary lemming or a neutral, until late on.
Turbulent 10 "A Tale of Two Cities": my first effort looked like running out of Platformers. So I looked for a route, for each of the 2 crowds, that economised on Platformers, and then the best way to access the buttons. It's fairly obvious which side has to be directed to the upper exits.
LemFaith2_plukz.zip
#13
In Development / Re: Random level sharing topic...
Last post by lemmkeev20 - September 23, 2026, 03:55:51 PM
hey lemms :thumbsup:

heres a X-tralems preview!
however its not a normal one...
this preview will only exist for 2 days! :scared:
so...
like it says above all of this text

download this preview before its lost media! (for a while)
#14
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by spaceagemeats - September 23, 2026, 03:40:44 PM
already noticed a few bugs with this latest version.

for whatever reason, I can't switch back to classic controls. further more, when using modern controls, my cursor disappears when trying to use the bottom menu bar. i can still interact with buttons, however, I can't see what I'm interacting with.

(I'm on a M3 Macbook Air running MacOS Golden Gate, btw)
#15
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by UltimateLemmings - September 23, 2026, 03:27:09 PM
Ultimate Lemmings — new stable download link (RC1 → 1.1 RC1)

Hey everyone — did not expect the RC1 build to take off like it did, thank you all for playing and for the feedback. The original Dropbox link died under the traffic, so downloads have moved to a proper, permanent home on GitHub Releases:

Download Ultimate Lemmings 1.1 RC1

Signed and notarized by Apple, so Gatekeeper won't hassle you after unzipping. Requires macOS 13 or later — this build drops macOS 12 (Monterey) support, so if you're on 12.x, stay on the old RC1 for now.

What's new since the RC1 you already have:
  • New rewind/forward transport — hold to rewind or fast-forward through a run, with its own audio cues, synced across Classic, Lemmings 2 and Lemmings 3
  • Transport controls added to solution replay playback, with the replay canvas kept in sync while scrubbing
  • Smarter "approaching lemming" targeting in Classic, L2 and L3 — an ambiguous click now prefers the lemming actually walking toward your cursor; toggle it off in Settings if you'd rather have the old behavior
  • Full cross-port DJ soundtrack coverage, plus modernized music mixing and seasonal playback
  • Liquid now fills bodies of water/lava correctly below existing columns instead of stacking oddly
  • Fixed: Classic destruction masks were removing steel they shouldn't have
  • Added a proper "unrecoverable run" state instead of a silent dead end
  • Removed the gameplay hover help popups and hid the system cursor inside game views for a cleaner look

 Let me know if anything's off with the new build, thanks again for going way harder on this than I expected! 20 thousand views on threads wtfffff
#16
Lemmings Main / Lemmix Next Project
Last post by EricLang - September 23, 2026, 02:23:08 PM
After a long time of chess programming I decided to go back to the lemmings.
It will take some time, but here are the core ideas of the upcoming Lemmix:

1. It will use the original mechanics, or very close to it.
2. Levels will be pseudo-randomly generated. (User can optionally decide on a number parameters of the level like density, style, size, platforms etc.)
3. A certain code will always lead to the exact same level.
4. There can be a certain amount of "Rogue Lemmings" which decide to do something on their own (like digging, building, climbing etc.) based on a quite low IQ.
5. There can be a certain amount of "Free Lemmings" which can be spawned by the user in mid air.

So there will be an infinite amount of levels available, reproducable for sharing.

The levelgenerator is still in its early stage. It is not very easy to produce something graphically acceptable / attractive.
I have not decided about all the details, the how and what on the above ideas.

I just want to let it know here :)
Ideas welcome of course.

Best Regards,
Eric
#17
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by spaceagemeats - September 23, 2026, 01:14:12 PM
Quote from: UltimateLemmings on September 23, 2026, 02:43:38 AMThank you so much for your feedback! RC1 is now out with full completion tests for all classic levels (minus the 6020 fan levels - but they assumedly will work!).

Please let me know how you are finding the modern features such as three star ratings, stats, HD nukes, vari-speed etc!

I got some ideas for more QoL in 1.1 so any suggestions or feedback are more than welcome!

star ratings have been great. its a nice touch and has definitely resulted in my retrying a level or two to get a better rating. haven't tried any of the HD graphics yet, but will today.

btw, re: RC1, is there any sort of upgrade path I should be following to retain my current stats/progress? or are those stored elsewhere, so replacing the app won't effect anything?

edit: also looks like the download link is broken.
#18
In Development / Re: Random level sharing topic...
Last post by lemmkeev20 - September 23, 2026, 10:38:31 AM
i had this in mind
#19
In Development / Re: so you actually made it he...
Last post by lemmkeev20 - September 23, 2026, 10:37:28 AM
Quote from: namida on September 23, 2026, 12:12:03 AMOkay, I'm going to say this a bit more firmly:

Stop making topics just for one or two levels. On this occasion, I have merged the offending topic into your existing one. Should you do this again, next time I will just delete it outright.

Entire topics are generally either for large packs, or a one-per-author topic for loose levels. And most people do not even do the latter, instead just using the Random Level Sharing topic for that.

I am not in any way trying to say "stop making levels". This is not about the levels themself; it's about how you're posting them. Keep any random single-level releases to either this topic, or the Random Level Sharing topic. A dedicated topic is appropriate if, and only if, you decide to make an entire relatively-large pack - and at that point it should only be two topics about the pack at most, one to say "I'm working on it" and announce progress, and the other to say "it's ready, here's the release".

ok no worries ;)
#20
Other Projects / Re: [BETA] Ultimate Lemmings -...
Last post by UltimateLemmings - September 23, 2026, 02:43:38 AM
Quote from: spaceagemeats on September 20, 2026, 04:10:19 PMThank you for doing this! I'd always hoped someone might attempt porting OG Lemmings to modern platforms. The fact it's out for the Mac first is a total bonus.

Been playing over the weekend and it's great! Happy to test any new versions as they come out.
Thank you so much for your feedback! RC1 is now out with full completion tests for all classic levels (minus the 6020 fan levels - but they assumedly will work!).

Please let me know how you are finding the modern features such as three star ratings, stats, HD nukes, vari-speed etc!

I got some ideas for more QoL in 1.1 so any suggestions or feedback are more than welcome!