Recent posts

#21
Lix Multiplayer Dates / Re: Lix Multiplayer Session - ...
Last post by Flopsy - September 16, 2026, 08:42:25 PM
Looks like we picked a good date for this then. Hope you can make it geoo  :lix-cool:
#22
NeoLemmix Levels / Re: NotaLems Level pack
Last post by MASTER-88 - September 16, 2026, 07:56:11 PM
Nice levels. 1st mode was fun and easy. I still have few levels remain, because few style is missing level 4 Egyptina level and Level 20 Menace level. No style miss step 2. Only one style is missing Step 3 Level 14 Construcktion hard.

2nd Mode was tough and here is few harder levels are remain yet. Yeah this tricky mode was pretty tough. I´ll still stuck level 29 yet.


Here is some my progress Step 3. Just Tough Mode. Yeah played just random order, those hard levels. Few sure are backroutes. I can only post 6 zip. Guess this wind tunnel was intention one so im not post that replay in this post.

BTW My Version i played is Nota 2.1.1 Zip. I´ll see here improvement version done.

Level 1
2 climber remain

Level 4 Jenga
Sure cheap backroute, I´ll only need one lemming save two neutrals

Level 5 Iron Gate
That was fun level, guess its intented solution

Level 6 one minute per each skill
Floater remain, might be intented

Level 10 Wind Tunnel
Migth be intentetion

Level 11 Mogoc Stone Tract
Cool and interesting level, here is my way

Level 23
Very hard name with this level, guess this solution is only possible
#23
In Development / Re: Random level sharing topic...
Last post by lemmkeev20 - September 16, 2026, 06:24:57 PM
first time testing lemmings 2 styles in neolemmix

for my fanpack called x-tralems :thumbsup:
#24
In Development / Re: so you actually made it he...
Last post by namida - September 16, 2026, 04:57:22 AM
Alternatively: If you're making levels this quickly, consider building a pack instead of releasing them one-by-one.

Just because many (not all!) creators follow a structure similar to the original games with huge numbers of levels in a pack and multiple ranks; doesn't mean you have to. A "pack" can also be (for example) 30 levels with no particular order or grouping. In fact, traditionally this was the more common format - most older packs are much smaller, it's only really around the time NeoLemmix took off that big packs became the norm, and even then, they're not every pack.
#25
Community Edition / Re: [RELEASE] NeoLemmix Commun...
Last post by WillLem - September 16, 2026, 12:56:49 AM
1.2 Update

Although technically a hotfix, we'll move the Minor version number on because that should've ideally been done last time! :forehead: Anyways, here's what's new:

:lemming: Styles

• The background tiles added to orig_* and ohno_* styles in CE Version 1.1 RC-1 have now been removed from those styles
• The tiles remain available in special and proxima_tile, and...
NLEditor 2.3 ensures that they are visible from the relevant orig_* and ohno_* styles for which they are intended - this is so that the tiles are still convenient to access, but - even more importantly - levels created using these tiles will be now be compatible with NL 12.14
• Meanwhile, 'amiga_blue' and 'dos_black' from special are now globally available from any style as of NLEditor 2.3
• Please see this topic for more details


:lemming: Skill Panel

• The 'Load Replay' button can now Save Replay (if clicked with RMB) and Edit Replay (if clicked with MMB). The panel button hint has been updated to reflect this


:lemming: Level Select

• Level Search now includes Author (as well as Title) in the search results
• The search results are now displayed until the user clicks 'Close' rather than disappearing to treeview when a result is clicked


:lemming: 'Clear Physics Mode' is now 'Physics View'

• A fall distance helper has now been added to entrance hatch spawn points
• All relevant assets/settings/hotkeys now refer to PhysicsView rather than ClearPhysicsMode and may need to be updated manually - apologies for any inconvenience this may cause, but it only needs to be done this one time
• The change has been made for several reasons, not the least of which is that the previous use of the word "clear" implies that the physics are otherwise unclear, which usually isn't the case. The rename simply reframes this as a tool that can be used or not rather than something which is necessary to make the game rendering "clear"
• The Physics View logic has also been refactored behind the scenes for maintainability. The functionality is identical to the user, but is now easier for the dev to work with
• The state of Physics View is reset to OFF between levels
• The panel icon has been updated


:lemming: UI / Bugfixes

• Replays can once again be loaded normally when Playtesting (CE will still try to load the Auto_Playtest replay if it exists, but manual loading is now restored alongside it)


See also: NeoLemmix Editor 2.3 Update



Get the latest version here.

#26
Community Edition / [RELEASE] NeoLemmix Level Edit...
Last post by WillLem - September 16, 2026, 12:30:49 AM
NeoLemmix Editor Version 2.3 Update

(Please see the next post).
#27
In Development / Re: so you actually made it he...
Last post by WillLem - September 15, 2026, 10:23:25 PM
Quote from: lemmkeev20 on September 15, 2026, 08:00:23 PMbut where do i share them?

If you just want to post one level at a time, I'd suggest just replying to this topic (or one of your others) with your new level. The topic will get bumped every time you post to it, and you can change the topic title every time if you want to, so people will always be informed when you've made a new level.
#28
In Development / Re: so you actually made it he...
Last post by lemmkeev20 - September 15, 2026, 08:00:23 PM
yeah... thats right
but where do i share them?
#29
Fan Corner / something i made in ms-paint
Last post by lemmkeev20 - September 15, 2026, 07:58:39 PM
everyone, say hello to mr lemmdo!
#30
Community Edition / Background tiles have been rem...
Last post by WillLem - September 15, 2026, 05:43:35 PM
This is about the original styles only (orig_* and ohno_*) and does not concern custom styles.

Since NL's Style Manager is effectively the authority on style contents, it's not a good idea for CE to provide tiles which don't exist in the NL versions of those styles.

So, the background tiles that were introduced in CE Version 1.1 RC-1 have now been removed and will no longer ship with CE's copies of the OG styles. If you have copies of these styles with the tiles included, please do not use the tiles in any of your levels as they will no longer be supported by either NL or CE. It's also a good idea to delete them from your copy to prevent any possible confusion, or replace the styles with those from the next CE update (due to be released later today).

If you do wish to use the tiles, they are available in 'special' and 'proxima_tile', from where they will work in both NL 12.14 and CE. The next Editor update (due to be released later today) will make these tiles automatically available from the relevant 'orig' and 'ohno' styles so that it's not necessary to manually search for them. Simply click the Backgrounds button and the tiles will still be there as previously, albeit referenced from the correct style (either 'special' or 'proxima_tile').

Note also that the backgrounds which exist in the NL styles (crystal_level.png, nessy.png, etc) will still be available as before. This topic is only about the colored tiles which were introduced in CE Version 1.1 RC-1.



Meanwhile and on a similar note, the alternative trap animations will continue to be shipped with CE's copies, but can currently be overridden from Style Manager. If you agree that these updates should be accepted into the OG styles, please show your support by replying to the topic otherwise nothing will happen.