Recent posts

#21
In Development / Re: X-tralems levels
Last post by lemmkeev20 - September 27, 2026, 03:43:46 PM
Quote from: Silken Healer on September 27, 2026, 02:26:05 PMAlso why is this thread and https://www.lemmingsforums.net/index.php?topic=7593.0 in "In Development" and not "NeoLemmix Levels"

i dont really know how to use this to well ok :shrug:
#22
In Development / Re: X-tralems levels
Last post by Silken Healer - September 27, 2026, 03:40:54 PM
  • Don't remove this topic
  • Post any more one-off levels and/or "those that nominally slap a 'pack' name onto it while still just being another unorganised random level dump in practice" packs in here
  • Make a new topic for any non-"those that nominally slap a 'pack' name onto it while still just being another unorganised random level dump in practice" packs

Pretty simple rules
#23
Contests / Re: Level Design Contest #34
Last post by IchoTolot - September 27, 2026, 03:22:58 PM
Just as my first entry reached testing - a little bump for the topic to remind you to keep on working on your entries.  ;)
#24
Site Discussion / Re: Where should the Random Le...
Last post by Silken Healer - September 27, 2026, 02:28:56 PM
Why is https://www.lemmingsforums.net/index.php?topic=7593.0 and https://www.lemmingsforums.net/index.php?topic=7585.15 in "In Development" and not "NeoLemmix Levels"?



Quote from: Simon on September 27, 2026, 01:16:03 AMnamida wondered: Should the Random Level Sharing Topic continue to sit in In Development, or should it move to NeoLemmix Levels?

100% move it to NeoLemmix Levels, makes no sense in "In Development" whatsoever



Quote from: Simon on September 27, 2026, 01:16:03 AMThat would mean that there 4 ways to release levels:

    • Levels: Random levels by random authors.
    • Levels: Xyz's levels.
    • Levels: OhYesNoLems by Xyz.
    • In Development: OhYesNoLems WIP by Xyz.
    [/list]

    Points 1 and 2 are now consistent, that's nice. But makes In Development feel strange: You post your levels on Levels, unless you believe they'll go into a level pack, then you don't post your levels in Levels. :o ... and instead in In Development.

    Maybe there should be three boards: Loose Levels (for the Random topic and the per-author loose levels), Packs In Development, and Released Packs?

      • Loose Levels: Random levels by random authors.
      • Loose Levels: Xyz's levels.
      • Packs In Development: OhYesNoLems WIP by Xyz.
      • Released Packs: OhYesNoLems by Xyz.
      [/list]

      Onboarding new users is clear either way. There is a recommended way to release however much you have.

      I think the former list is fine honestly. If it ain't broken, don't fix it.
      #25
      In Development / Re: X-tralems levels
      Last post by Silken Healer - September 27, 2026, 02:26:05 PM
      Quote from: lemmkeev20 on September 27, 2026, 12:56:54 AMlook can we please not discuss anymore :( ?
      I was just trying to help you by clearing up the site rules to you. Anyway if you continue following the rules (i.e. posting nominal packs/one-off levels in here, and then making a new topic if you actually decide to make a non-"those that nominally slap a 'pack' name onto it while still just being another unorganised random level dump in practice" pack one day) there shouldn't be any more need to discuss it.



      Quote from: lemmkeev20 on September 27, 2026, 12:56:54 AMi already made the topic for my levels!
      Oh? Was this topic meant to be a lemmkeev20's one-off levels pack not a topic for a level pack called "X-tralems." In that case my initial advice might have been wrong if it was on the basis of that. If that was what you meant, then my advice at the time would have been "I think Namida wants you to keep on using the 'so you actually made it here huh?' thread," but now Simon has already designated this thread as a lemmkeev20's one-off levels/nominal packs, it doesn't matter now anyway



      Should this thread be renamed to "lemmkeev20's one-off levels/nominal packs"?



      Also why is this thread and https://www.lemmingsforums.net/index.php?topic=7593.0 in "In Development" and not "NeoLemmix Levels"
      #26
      Other Projects / Re: [BETA] Ultimate Lemmings -...
      Last post by spaceagemeats - September 27, 2026, 12:37:49 PM
      downloaded 1.6, so far so good! game booted. cursor issues are gone as well. will let you know if I encounter any other bugs. I also have a Mac Studio M2 Max, so will test on there as well.
      #27
      Lemmini / Re: [RELEASE] RetroLemmini 3.3
      Last post by WillLem - September 27, 2026, 11:04:05 AM
      Version 3.3 Update

      A significant update this time. Removed the need to install Java, updated some physics, and further improved the UI. Here's what's changed:

      :lemming: Java Version

      • It is no longer necessary to install Java to run RetroLemmini! In line with modern Java development practices, the app is released along with a custom Java runtime through which RetroLemmini will run.
      • To run RetroLemmini, use 'RetroLemmini.exe' rather than running the .jar directly.
      • Compliance level is now set to Java 25, so it is still possible to run RetroLemmini from the .jar if you have Java JDK 25 or later installed on your system. If you only have Java installed to run RetroLemmini, you can now uninstall it and use the .exe instead!

      :lemming: Miner Physics

      • Steel checks have been updated so that if mining through a builder bridge that meets a steel block, the lem will only fall if they actually remove builder bridge pixels. Otherwise, they will detect the steel and turn (as expected).
      • Miner Y-Position check now accounts for the 2px vertical adjustment at Frame 0. This is to fix this bug and to anchor the physics more closely to the sprite itself.
      • Miner animation is reset to Frame 0 after the lemming is turned by a Blocker. This ensures that the lem will destroy the terrain in their new direction, preventing clipping through <=4px wide platforms. See this topic for more details.

      :lemming: Builder Physics

      • If a Builder is turned by a Blocker, the step is always redrawn so that it connects with the already-created bridge. This was fixed previously, but needed another fix to handle the very last frame of the animation cycle.

      :lemming: 'Parental Settings' Options

      • Added an option to 'Use Family-Friendly Sprites'. With this option toggled on, RetroLemmini will load alternative sprites wherever they are made available.
      • For this to work, style authors must supply a '_pg' version of each relevant object animation. For example, The Brick style has 'bricko_7' (the ketchup trap) and 'bricko_7_pg' (the ketchup trap with blood removed). The 'Family-Friendly' option will choose the '_pg' version when loading.

      :lemming: Styles

      • Added 'Family-Friendly' trap animations to all OG styles, plus lemminas_pink.
      • Rock exit trigger moved down by 2px (and resized to account for the adjustment).

      :lemming: Turbo Fast-Forward

      • Turbo Fast-Forward (hotkey T by default) is now faster. This is for added convenience after restarting a level.

      :lemming: Viewport Scroll Speed

      • Added option to set the default scroll speed (when placing the cursor at the edge of the gameplay window) to 'Slow' or 'Fast'.
      • 'Slow' is default RL scroll behaviour; it will be slow normally, and fast if the modifier key is held (see Hotkeys / Mouse Config). 'Fast' inverts this.

      :lemming: Debug Mode

      • The status bar now shows the selected lemming's foot position when in Debug mode.

      :lemming: OGG Audio Extension Compatibility

      • Sounds can now be in .ogg format (as well as Music).

      :lemming: Options Menu

      • New & improved Options menu layout, including mouseover hints for all controls.
      • Mouse options moved to the main Options menu (mouse button config is still done in its own dialog).
      • 'No Percentages' is now 'Use Percentages' (off by default) - you may need to set this option again.

      :lemming: UI/Bugfixes

      • One-Way objects are never drawn over Steel.
      • levelpack.ini can now handle unlisted music.
      • De-cluttered Postview screen text.
      • Replay revision check no longer crashes if the values are invalid.
      • Replays can once again be loaded without being checked first (this is to optimise loading in certain conditions).
      • Updated disclaimer text.

      See also - RL Editor release topic for the latest version of the dedicated RetroLemmini Level Editor.

      A reminder of what's new as of RetroLemmini 3.0.


      Get the latest version of RetroLemmini here.

      #28
      Lemmini / Re: [RELEASE] RetroLemmini Lev...
      Last post by WillLem - September 27, 2026, 10:23:28 AM
      Version 1.8 Update

      :lemming: Open Recent
       • Recent levels can now be opened via File > Open Recent.

      :lemming: Piece Highlight
       • When loading a style from a selected piece (from the button on the Pieces tab), the piece is now highlighted in the Piece Browser.

      :lemming: UI / Bugfixes
       • Added setting for 'Always Use Auto Screen Start'.
       • Applying a Custom Skillset immediately commits the skillset to the active level.
       • Entrance hatches are now only ever moved by 1 index when choosing Draw Sooner / Draw Later.
       • Unknown or invalid hotkey strings are now tolerated (and ignored).
       • Added control hints for the Piece Browser.
       • Piece data is correctly updated after adding a ruler or steel area.
       • Repositioned 'Load Style' button and changed piece data text to blue.



      Download the latest version of the RetroLemmini Editor.

      #29
      Site Discussion / Where should the Random Level ...
      Last post by Simon - September 27, 2026, 01:16:03 AM
      Hi,

      namida wondered: Should the Random Level Sharing Topic continue to sit in In Development, or should it move to NeoLemmix Levels?

      Rules for the Level Packs board: namida recommends one topic per user for loose levels (= levels that aren't due for a concrete pack). These loose-level topics go into NeoLemmix Levels, not into In Development. In that light, it makes sense that Random Levels is also on NeoLemmix Levels, not on In Development. It's essentially the union of the loose-levels topics from users who don't keep a loose-levels topic.

      That would mean that there 4 ways to release levels:

      • Levels: Random levels by random authors.
      • Levels: Xyz's levels.
      • Levels: OhYesNoLems by Xyz.
      • In Development: OhYesNoLems WIP by Xyz.

      Points 1 and 2 are now consistent, that's nice. But makes In Development feel strange: You post your levels on Levels, unless you believe they'll go into a level pack, then you don't post your levels in Levels. :o ... and instead in In Development.

      Maybe there should be three boards: Loose Levels (for the Random topic and the per-author loose levels), Packs In Development, and Released Packs?

      • Loose Levels: Random levels by random authors.
      • Loose Levels: Xyz's levels.
      • Packs In Development: OhYesNoLems WIP by Xyz.
      • Released Packs: OhYesNoLems by Xyz.

      Onboarding new users is clear either way. There is a recommended way to release however much you have.

      -- Simon
      #30
      In Development / Re: X-tralems levels
      Last post by lemmkeev20 - September 27, 2026, 01:13:23 AM
      Quote from: Guigui on September 26, 2026, 06:23:09 PMI solved 16 levels by lemmkeev20 that I found here and there on the forum.
      There are at least 2 more of them out there but I missed some style pieces to play them (the big one, there's two doors now ?)

      They were nice little levels overall, with varied settings and not so varied solutions. Very low difficulty perfect for a relaxing lemmings time ! I often have many skills left and save more than requirement.

      Keep up the work with level designing lemmkeev, and maybe post them in a more orderly fashion on the forum ;)

      1: im proud you liked my levels (it was my first time using the editor a long time ago :D )

      2: thanks! :cute: