Recent posts

#21
Lemmings Main / Re: Atari 2600 Lemmings - in d...
Last post by twiggy - January 27, 2026, 07:52:16 AM
This is fascinating. Looking forward to further updates on this
#22
Help & Guides / Hint System/Page?
Last post by twiggy - January 27, 2026, 07:51:08 AM
Hi all,

As there's a Universal Hint System for Point and Clicks, is there something similar for Lemmings, where you get hints instead of the full solution?

Cheers
#23
Game Bugs & Suggestions / Re: [✓][SUG][PL] Support for m...
Last post by Guigui - January 27, 2026, 01:49:44 AM
Good call Simon.

I think I just made a mistake in the OP. Trying to imagine it in action, I can definitely see wheel down for forward, and wheel up for backward.
#24
Community Edition / Re: [RELEASE] NeoLemmix Commun...
Last post by Simon - January 27, 2026, 12:05:04 AM
The link for CE 1.0.1 is broken.

-- Simon
#25
CustLemm, Lemmix, Golems / Re: Golems — a DOS Lemmings ga...
Last post by KrzysztofB - January 26, 2026, 11:21:02 PM
Any improvement to select a lemming walking in required direction
(especially in the crowd) would be helpful.
Thanks!
#26
Game Bugs & Suggestions / Re: [✓][SUG][PL] Support for m...
Last post by Simon - January 26, 2026, 11:11:56 PM
Oh, you're hardcoding. Then:

My hunch is to rewind with wheel-up + modifier keys, and to forward with wheel-down. Guigui recommends it the other way. And it sounds like WillLem has implemented it Guigui's way.

Reasons:

  • Wheel-up moves back in a document. It should move back in time.
  • Wheel-up zooms into details. It should move into history (= the details/reasons for the present).
  • Wheel-up moves toward the top of a list. NL lists the earliest plies at the top of the replay editor. But it's not only NL: Lix lists the early plies at the top of the tweaker. And both NL's and Lix's replay files are sorted by in-game time, with early plies at the top.

Or, Guigui, do you have a specific reason why you want to rewind with wheel-down?

This feature has potential. Might warrant more love than hardcoding, but if we hardcode for the first release, we should think about direction.

-- Simon
#27
Contests / Re: Level Design Contest #33 -...
Last post by IchoTolot - January 26, 2026, 07:22:44 PM
Finals are up in this topic!  :)
#28
Lemmini / [RELEASE] RetroLemmini Level E...
Last post by WillLem - January 26, 2026, 10:44:45 AM
RetroLemmini Editor Release Topic

The latest version (1.1.1) is attached to this post. To use, place the .exe into your RetroLemmini directory and run it from there.

This level editor is based on the NeoLemmix Editor, and has been designed specifically to make levels for RetroLemmini. It features many of the Lemmini-specific controls you may be familiar with from the earlier NL 1.43 Editor such as support for steel areas, variable max fall distance, superlemming mode, etc. It expands upon this by adding support for direct playtesting (via F12)*, custom skillsets, visible trigger areas, level hints, and many other QOL features from the more recent versions of the NeoLemmix Editor.

*(N.B. You need RetroLemmini 2.6 or later for this to work).

RetroLemmini Editor supports .ini level files as well as the brand new .rlv format which can be used to file-associate level files with the RetroLemmini Editor (file-associating .ini files is not recommended due to how widespread the .ini file format is on Windows systems). The .rlv format is internally identical to .ini, and is fully supported in RetroLemmini 2.6 onwards.

If you wish to mass-convert between .ini and .rlv, use the Cleanse Levels feature (which can also update your levelpack.ini file to list the levels in the correct format).

Happy level creating! :lemming:  :lemming:  :lemming:

#29
Lemmini / [RELEASE] RetroLemmini 2.6
Last post by WillLem - January 26, 2026, 10:44:00 AM
Version 2.6 update :lemcat:

2.6 is a major update to the RetroLemmini platform, and should ideally be run from a brand new directory to ensure problem-free operation.

Here's what's new:

:lemming: Dedicated Level Editor!

• RetroLemmini now ships with a dedicated level editor based on the NeoLemmix Editor, with plenty of controls and QOL features to make creating levels for RetroLemmini a breeze.

• It's possible to playtest levels directly from the Editor!

• The Level Pack Compiler can also be run from within the Editor, and can be used to compile your levels into packs.

:lemming: New Level Format

• RetroLemmini now has its own level format (.rlv) which is interally identical to .ini, but can be used to file-associate level files with the new Editor (much more preferable than doing so with .ini files, as .ini is a commonly-used format on Windows systems). The Editor can open both .rlv and .ini levels, and can easily convert between the two.

• The legacy formats .ini, .lvl and .dat will of course continue to be supported by RetroLemmini itself.

:lemming: DMA Levels

• All DMA levels have been converted to .rlv format.

• The bonus levels have been regrouped into a new pack called "Yippee! Even More Lemmings".

• Set classicSteel to False for all levels.

:lemming: Physics

• Basher and Miner steel checks have been relaxed, so that the lemming can tunnel all the way up to the steel block. N.B. Although a worthwhile update, it's one that is very likely to affect existing replays. Apologies for any inconvenience this may cause!

:lemming: Customisable Hotkeys

• A fully customisable hotkey configuration has been added. You can now map any keypress you wish to any of RetroLemmini's controls.

:lemming: UI Updates

• Middle mouse button now toggles pause.

• It's now possible to load packs and groups (as well as individual levels) from the Choose Level menu.

• Preview screen now shows "N Lemming(s)" (or "N Superlemming(s)!) rather than "Number of Lemmings N". Also added preview screen support for variable max fall distance (if it's different from the default of 126, it's displayed on the preview screen).

:lemming: Level Mods

• Mods can now be set per-level as well as per-pack. Per-level mods take priority when both are applied. TIP: Use the Level Pack Compiler to set per-pack mods, and the Editor control to set per-level mods.

:lemming: Styles

• DMA and special styles have been merged into a single style called "special". This should (in theory) only affect the OG levels which ship with RetroLemmini anyway, but it may be something to be aware of if you happen to have used any of these styles (apple, covox, beast, awesome, etc) to create your own levels.

• Reduced support for "specialStyle" level property to backwards-compatibility only.

• Fixed indexing gaps in Fire, Pillar and Snow.

• Removed accidental pink square (used to measure trigger area when compositing the image) from bubble zapper trap.

• Set default exit sound to "boing".

• Moved one-way-arrow triggers down 8px (so that they match the image itself).

• Pieces can now be marked as deprecated.

:lemming: Bugfixes

• One-way-arrows are now only ever drawn on terrain (this is also reflected in the Editor).

• "Christmas"/"xmas" style name is now handled gracefully; either is recognised as being the same style.

• Stats are no longer shown on Postview if the level was cheated.

• Framestepping and scroll wheel options are now positive rather than negative bools (opt-in rather than opt-out).

• Further improvements to resource exception handling. More can be done here, but it's a step up from previous behaviour. My goal is to eventually get rid of all stack-trace-style popups and replace them with more user-friendly onscreen messages that inform the user of what has gone wrong, and what they can do about it.

A reminder of what's new as of 2.0.



Get the latest version here.

#30
Closed / Re: [?][BUG][PL] Lemminas spri...
Last post by WillLem - January 26, 2026, 09:10:04 AM
Glad to hear it, I'll mark this as resolved and close the topic.