Recent posts

#21
In Development / Re: Revenge of the Lemmings - ...
Last post by kaywhyn - April 10, 2026, 09:40:56 PM
Quote from: Proxima on April 10, 2026, 03:54:02 PMSo (although I didn't vote) I am mostly inclined towards excluding these levels. But I don't think we should just blanket ban them, in case they help to make up the numbers or smooth out the difficulty curve. Instead, I think what I'll do going forward is stipulate that for each author that has their levels in a separate NL pack, at most five may be repeated in RotL. That isn't set in stone, of course; we'll see how it works out going forwards.

I too didn't vote, but I had more or less the exact same thought as you in that I also lean towards not including the Mazu/Clam/IS levels in the v5.0 RotL but that they shouldn't be excluded entirely. So, nice to know that you and I had the exact same thing in mind here with including at least one of their levels if it's needed! ;) Just the ones in our opinion we think are their best levels of course.

Quote from: WillLem on April 10, 2026, 06:04:54 PMThanks for sharing the spreadsheet, Proxima! This is a great way for everyone to see what's going on with the pack in real-time.

After speaking with Proxima on Discord, it's become clear that Goal #1 is to curate the pool of levels.

Level selection is a very lengthy process, much more than you think, so I'm in agreement here with Proxima that rushing to get a first draft of level selection for Pack 1 isn't the way to go :P Especially for a project of a large size like this one. Hence I prefer that Proxima and anyone else who wants to help with level selection take time and not rush through it. Look at Lemmings Redux, for example ;) I didn't take part in any of the process while the pack was in development, but I know it took quite a while to decide on plenty of things, including what levels to put into the pack. As for why I wasn't involved, it was largely because I wasn't too well-known in this community yet at the time, but also I definitely remember I was still on my quest to solve all of Lemmings United and hence was busy with that.

At least personally, I rather do things right the first time around, and if it means taking the time to properly do stuff to minimize errors as much as possible, even if it means taking a while, then the wait was worth it. For example, any level pack conversions I do, I pretty much never release it unless and until I have solving replays for every level :P So yes, it does mean that it takes longer before pack release, but I'm ok with that ;) 

QuoteThe best thing anyone can do to help right now is to play through this version of RotL and provide feedback, share replays, list your favourite levels, list your least favourite levels, and comment either here in topic or directly on the spreadsheet.

The ones who haven't played through it at least :P To my knowledge, probably mobius and I are the only ones who have played through the entirety of v4.0 RotL, though I know there were some levels where mobius couldn't find a solution to and hence why there was plenty of volunteer testers before release. I don't think the pre-testers did the entire pack before release and instead a handful of levels that mobius posted for testing. In my case, it's now been nearly 3.5 years since my LP of v4.0 RotL, so I will definitely need to skim through the levels again to refresh my memory. I will hopefully have my own list of which levels I think should be included and which can be excluded sometime this weekend, but the last several days/weeks have been quite rough for me with balancing everything I would like to or need to work on on top of extenuating circumstances.

Anyway, it's been wonderful working alongside members of the Lemmings community on this project! :thumbsup:   
#22
In Development / Re: Revenge of the Lemmings - ...
Last post by WillLem - April 10, 2026, 06:04:54 PM
Thanks for sharing the spreadsheet, Proxima! This is a great way for everyone to see what's going on with the pack in real-time.

After speaking with Proxima on Discord, it's become clear that Goal #1 is to curate the pool of levels.

The best thing anyone can do to help right now is to play through this version of RotL and provide feedback, share replays, list your favourite levels, list your least favourite levels, and comment either here in topic or directly on the spreadsheet.

Keep up the good work! :)
#23
In Development / Re: Revenge of the Lemmings - ...
Last post by Proxima - April 10, 2026, 05:57:13 PM
Thanks to WillLem, my spreadsheet with the v2 and v4 levels is now hosted on Google Docs: https://docs.google.com/spreadsheets/d/1gSs0lsAdHntkJ8ffSTbwg2yBkmqZFFTNGA07KD9LjEI/edit?gid=874540697#gid=874540697

As I play through the levels, I am colour-coding the lines to make it easier to make the selection for the first draft of the new pack. Green indicates a level that's almost certainly in; yellow indicates one that's likely in but has some concerns (and I'm using the "Other comments" column to be more specific for these); pink indicates one that's very likely out (but of course, further feedback can always make us reconsider).

Feel free to add comments directly to the spreadsheet if that is easier!
#24
Community Edition / Re: [RELEASE] NeoLemmix Level ...
Last post by WillLem - April 10, 2026, 04:31:57 PM
NeoLemmix Editor Version 2.0 Update

A significant update with the following features/bugfixes:

:lemming: Templates
 • It's now possible to create, save and load level templates.
 • From the Template Loader, choose a template to use as default. This template will then be loaded when opening the Editor or creating a new level.
 • The Template Loader is shown on startup by default. This can be toggled on/off at any time.

:lemming: Crop Level Width/Height
 • Added a new Crop rectangle which makes it much quicker and easier to adjust level width and height to fit the layout.
 • This has full hotkey support (X to toggle the Crop rectangle, Enter to apply, Esc to cancel.
 • Note that some Editor features (such as dragging pieces) become unavailable when the Crop rectangle is active.

:lemming: Cycle Select Pieces
 • Shift + LMB (by default) cycles through pieces within 16px of the cursor, so that each subsequent click grabs the piece at the next-highest index.

:lemming: Show/Hide Steel
 • Added menu item and hotkey support for Show/Hide Steel (Ctrl + F2 by default).

:lemming: Control Hints
 • When the mouse is hovered over a control, information about that control is now displayed in the status bar. This can be toggled on/off in Settings.

:lemming: Pieces List
 • Added a 'Pieces List' window which displays all pieces currently active in the level.
 • From here, pieces can be selected, moved behind/in front of other pieces, and deleted.

:lemming: Style Manager
 • Added 'Remove' button so that styles can be removed from the list.
 • Bugfix - 'Sort Alphabetically' becomes available only when multiple items are selected.

:lemming: Piece Browser - Auto-replace selected pieces
 • Pressing [Ctrl] or [Shift] whilst clicking-to-add a piece from the Piece Browser will directly replace any currently-selected piece in the Level Arranger. Note that this only works if a single piece is selected.
 • Pressing [Alt] whilst clicking-to-add a piece from the Piece Browser will add that piece to the same X/Y co-ordinates as any currently-selected piece in the Level Arranger. Again, this only works if a single piece is selected.

:lemming: Misc UI
 • Improved/fixed layout of corner text (in both docked and windowed Level Arranger).
 • Piece selection is now preserved on Undo/Redo.
 • Increased maximum number of dropdown items in Main & Piece Style combos.
 • Updated some default hotkeys (Level Arranger is now Ctrl + L, Piece Browser is Ctrl + B, Expand All Tabs is Ctrl + Space).
 • Removed support for 'classic hotkeys'.
 • 'Missing Pieces' menu item is now only shown when relevant.

:lemming: Bugfixes
 • 'Select Pieces Below' (Alt + LMB by default) re-triggers selection correctly, even if used whilst a piece is already selected.
 • Grid is now drawn to its own layer rather than the background layer (so, it's visible even if backgrounds are toggled off).
 • Enhanced support for non-English locales.
 • Fixed repeat renderings when auto-resizing the form.
 • 'Use Auto Screen Start' is now written to/from a setting object rather that directly to/from the checkbox.



Download the latest version of the NeoLemmix Editor.

#25
SuperLemmix / Re: [RELEASE] SuperLemmix Leve...
Last post by WillLem - April 10, 2026, 04:27:09 PM
SuperLemmix Editor Version 3.1 Update

A significant update with the following features/bugfixes:

:lemming: Templates
 • It's now possible to create, save and load level templates.
 • From the Template Loader, choose a template to use as default. This template will then be loaded when opening the Editor or creating a new level.
 • The Template Loader is shown on startup by default. This can be toggled on/off at any time.

:lemming: Crop Level Width/Height
 • Added a new Crop rectangle which makes it much quicker and easier to adjust level width and height to fit the layout.
 • This has full hotkey support (X to toggle the Crop rectangle, Enter to apply, Esc to cancel.
 • Note that some Editor features (such as dragging pieces) become unavailable when the Crop rectangle is active.

:lemming: Cycle Select Pieces
 • Shift + LMB (by default) cycles through pieces within 16px of the cursor, so that each subsequent click grabs the piece at the next-highest index.

:lemming: Show/Hide Steel
 • Added menu item and hotkey support for Show/Hide Steel (Ctrl + F2 by default).

:lemming: Control Hints
 • When the mouse is hovered over a control, information about that control is now displayed in the status bar. This can be toggled on/off in Settings.

:lemming: Pieces List
 • Added a 'Pieces List' window which displays all pieces currently active in the level.
 • From here, pieces can be selected, moved behind/in front of other pieces, and deleted.

:lemming: Style Manager
 • Added 'Remove' button so that styles can be removed from the list.
 • Bugfix - 'Sort Alphabetically' becomes available only when multiple items are selected.

:lemming: Piece Browser - Auto-replace selected pieces
 • Pressing [Ctrl] or [Shift] whilst clicking-to-add a piece from the Piece Browser will directly replace any currently-selected piece in the Level Arranger. Note that this only works if a single piece is selected.
 • Pressing [Alt] whilst clicking-to-add a piece from the Piece Browser will add that piece to the same X/Y co-ordinates as any currently-selected piece in the Level Arranger. Again, this only works if a single piece is selected.

:lemming: Misc UI
 • Improved/fixed layout of corner text (in both docked and windowed Level Arranger).
 • Piece selection is now preserved on Undo/Redo.
 • Increased maximum number of dropdown items in Main & Piece Style combos.
 • Updated some default hotkeys (Level Arranger is now Ctrl + L, Piece Browser is Ctrl + B, Expand All Tabs is Ctrl + Space).
 • Removed support for 'classic hotkeys'.
 • 'Missing Pieces' menu item is now only shown when relevant.

:lemming: Bugfixes
 • 'Select Pieces Below' (Alt + LMB by default) re-triggers selection correctly, even if used whilst a piece is already selected.
 • Grid is now drawn to its own layer rather than the background layer (so, it's visible even if backgrounds are toggled off).
 • Enhanced support for non-English locales.
 • Fixed repeat renderings when auto-resizing the form.
 • 'Use Auto Screen Start' is now written to/from a setting object rather that directly to/from the checkbox.



Download the latest version of the SuperLemmix Editor.

#26
Lemmini / Re: [RELEASE] RetroLemmini Lev...
Last post by WillLem - April 10, 2026, 04:07:53 PM
RetroLemmini Editor Version 1.6 Update

A significant update with the following features/bugfixes:

:lemming: Cycle Select Pieces
 • Shift + LMB (by default) cycles through pieces within 32px of the cursor, so that each subsequent click grabs the piece at the next-highest index.

:lemming: Show/Hide Steel
 • Added menu item and hotkey support for Show/Hide Steel (Ctrl + F2 by default).

:lemming: Pieces List
 • Added a 'Pieces List' window which displays all pieces currently active in the level.
 • From here, pieces can be selected, moved behind/in front of other pieces, and deleted.

:lemming: Misc UI
 • Updated some default hotkeys (Level Arranger is now Ctrl + L, Piece Browser is Ctrl + B, Expand All Tabs is Ctrl + Space).

:lemming: Bugfixes
 • 'Select Pieces Below' (Alt + LMB by default) re-triggers selection correctly, even if used whilst a piece is already selected.
 • Enhanced support for non-English locales.
 • Fixed repeat renderings when auto-resizing the form.
 • 'Use Auto Screen Start' is now written to/from a setting object rather that directly to/from the checkbox.



Download the latest version of the RetroLemmini Editor.

#27
In Development / Re: Revenge of the Lemmings - ...
Last post by Proxima - April 10, 2026, 03:54:02 PM
Voting has closed. Opinions are divided but slightly in favour of keeping Mazu/Clam/IS levels out of the pack.

Since starting the poll, I had two more thoughts myself. One is that the argument about RotL being a snapshot of the best of the pre-NL era doesn't really hold water; if it were, then it should include levels from DoveLems, PimoLems, Lemmings Plus I and other large packs of the era. These levels were never included -- precisely because they were already in other large packs. That suggests that if the RotL project had got started today with no previous versions, Mazu/Clam/IS levels would never have been considered.

My other thought is that it's over ten years since the pack was originally put together; we are now building for a new audience, one that is used to a world where the Mazu/Clam/IS packs are just part of the NeoLemmix universe. In producing a new pack for such players, a pack full of repeats probably isn't what they want.

So (although I didn't vote) I am mostly inclined towards excluding these levels. But I don't think we should just blanket ban them, in case they help to make up the numbers or smooth out the difficulty curve. Instead, I think what I'll do going forward is stipulate that for each author that has their levels in a separate NL pack, at most five may be repeated in RotL. That isn't set in stone, of course; we'll see how it works out going forwards.

The next task is to put together a proposal for the level selection and ordering for the first rank. I'll try to get that done as soon as possible.
#28
Lemmini / Re: [RetroLemmini] MazuLems
Last post by hrb264 - April 09, 2026, 10:57:27 PM
Thanks, I was able to solve it :)
#29
Lemmings Main / Re: [NL/RL] Community Collabor...
Last post by hrb264 - April 09, 2026, 10:56:49 PM
Just to say thanks so much @kaywhyn for taking a look at that level. At some point I'll revisit it again  :D
#30
NeoLemmix Levels / Re: MASTER-88 (Amiga Classic) ...
Last post by Guigui - April 09, 2026, 04:48:59 PM
The Amiga Classic Levels pack by Master-88 has been cleared ! I am quite happy about it, this was definitely a nice and hard trip through those already know levels.

Now that I am done with a (small) pack by Master-88, I can say that he definitely deserves his username of Master, as one needs to master many tricks and skills from the game to clear those levels. Good job on creating those remix levels Master-88 !

As it seems I am the first one to report having cleared the pack, I'll go through the ritual level-per-level thoughts from my solutions.
Also one must note that some levels in this pack fall under the category of "solution is easy to spot, but hard to execute", namely levels number 7, 9, 10, 16, 21, 23, 26, 28.
I know some people tend to not like much those levels, I personnally do not mind them up to a certain point and will mention the few ones that bothered me the most in the spoiler below.

Spoiler
1 : the pack starts hard ! Very well know level with what seems an impossible skill set at firts. Though the very few number of skills given does not leave many choices, and once the digger spot is found, the rest is ok.

2 : nice little puzzle. Walker is strong as usual, and I am left with climber/floater pair, old style Lemmings !

3 : first roadblock to me, I was trying to go the bottom route. I created a half turn with a single pixel digger, I guess this is intended.

4 : I learned the half-turn with stackers here, thank you !

5 : I could save all Lemmings with many digger cancelling in the rightmost pillar. Maybe not intended ? Did not try the Talismans, especially the timed one.

6 : Just dig at the correct place, kind of easy.

7 : Two builders only. I made the first bridge so that the builder turns around and only the last lemming goes up. This saves a lot of time for the second builder. This is one of the level where solution is hard to execute, and pixel perfect.

8 : I love this one ! Solved it by using the fact that a miner removes a bit of terrain above his head, so a single miner can both free the crowd and open the way to exit, nice ! I guess one can also extend the miner with bridges on the right side.

9 : As compicated is it looks ! Awful turn around tricks everywhere, I must say I do not like this one very much, but I got the talismans nonetheless.

10 : Also hard to execute, no real thinking involved I guess. I managed the talisman by going the counter-intuitive right route.

11 : Really clever puzzle ! I spent about 4 days thinking about it to solve, it took me some much time to find how to control the crowd and use this extra basher. When you look at the solution, it looks obvious though, the mark of great levels !

12 : This one was also very hard to me, both because of time limit and crowd control. Hint : the stairs are not the same between the pillars...

13 : Nice puzzle and easier than the previous one in my opinion. Or maybe the previous one served as a training for this one ?

14 : I think I backrouted this one with basher-blocker trick. I end up with lots of skills left.

15 : Long and exhausting level, this Super Lemmings is really strong ! I did not try the talismans as I was kind of worn after the clear, sorry.

16 : Awful Group Control ! Achieving compression with walkers only is definitely hard. And the hidden Cameleon at the end is pure evil !

17 : Really nice puzzle, pure Lemmings style. One of my favorite in the pack, congrats.

18 : This one was really hard to me too, until I let the pionneer escape to the left instead of the right. This remains a very good level, builderless and need to control that zombie correctly.
I can maybe see how to solve faster for the timed talisman, but have absolutely not idea on how to solve with a single jumper and all the destructive skills though ! I'd be curious to see a solution for this talisman is someone has one.

19 : I think I have another backroute here since I saved 25/23 with many skills left. I used basher cancelled by shimmier to gain height and save many builder I guess.

20 : Interesting level with 99RR, so all happens at the beginning. Maybe another backroute as I save many skills again ?

21  : Once again hard to execute. I did not try the talisman as I do not like the miner-cancels-miner trick. Though this level definitely teaches you how to do this correctly !

22 : I found this one easy with all those super powerfull skills like cloners and walkers. Another backroute ?

23 : Hard to execute, so much that I ended up making a little paper frame showing a cloned laserer. Then I put the frame on my screen at many different place to see how I could save 2 or more blockers at once. In the end the 1.15 time limit is not that hard.

24 : Tough one, but satisfying when you pull it out. I did not use the blocker, and I think its presence made me loose much time. I'd say my solution not using it is more straightforward.

25 : Good puzzle, hard to spot what to do with this crowd.

26 : Tough one, the chains are not symmetrical ! Once you spot this, it becomes easier. I could not get the timed talisman though, I can not prevent my worker to make an unwanted back and forth way...

27 : Definitely a favorite of mine ! Straight lemmings puzzle solvable with not that muck tricks. All skills used to their full extent, especially all those miners that seem useless at first in this setting. Great level.

28 : Hard to execute zig-zag builder with blockers, freeing lemmings at the correct timing is tough.

29 : Favorite of mine too ! The original level was hard too, but this one is climax. I love it, thank you.

30 : Many skills given, but managing time is the hardest here. I'm not sure I could save 5 more seconds for the talisman.



Thanks to Master-88 for this pack, it gave me quite many things to think about and taught me new tricks in the game. Good job  :thumbsup: