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#21
Lemmini / Re: [BUG] Miners step through ...
Last post by WillLem - April 12, 2026, 11:51:52 PM
Fixed in RLPlayer commit 5a26622.

This is a physics update and could break existing replays, but only if they specifically involve turning a Miner on a OWW.
#22
Lemmini / [✓][BUG][PHY] Miners step thro...
Last post by WillLem - April 12, 2026, 10:34:32 PM
Thanks to hrb264 for reporting this one on Discord.

The replay is for the DoveLems level Maze in a Clepsydra, but the glitch will happen wherever this precise setup occurs:

A lemming is walking across a platform <=2px in height.
The platform has a OWW facing the opposite direction of the walking lemming.
The walking lemming is assigned a Miner.

Expected outcome:

No terrain is destroyed. The lemming stops mining and turns to walk back the way they came (i.e. facing in the same direction as the OWW)

Actual outcome:

No terrain is destroyed, but the lemming completes a full miner swing and steps through the <=2px platform, falling through the other side. They remain facing in the same direction (i.e. the opposite direction to the OWW).



Possible cause:

Best guess is that the miner detects the OWW too late, and has completed a swing (during which their Y position is increased) before they react to it. We need to detect the OWW earlier and adjust the miner's journey appropriately.

#23
In Development / Re: Revenge of the Lemmings - ...
Last post by WillLem - April 12, 2026, 08:16:23 PM
Quote from: Proxima on April 12, 2026, 03:54:02 PMI think we should add some new ones to help out the very beginning of the pack, while dropping some of the less interesting existing ones.

You're definitely thinking along the right lines as far as pack approachability is concerned; your post above has my full support.

Two additional suggestions that might be worth considering:

1) When deciding which levels to feature as "X-of-each", look to the general layout of the level. The more detailed and featured it is, the more likely an X-of-everything version will work well in its own right. I'm sure you're already aware of this, but just thought it was worth mentioning in-topic. Also, I'm happy to post a list of possible candidates when the time comes (i.e. if you're taking suggestions on specific levels).

2) Consider that not all X-of-everything needs to be 10. For instance, 5, 3 and even 1 of everything can make for great quality accessible levels. I'd suggest adjusting X to suit the level layout being used. Again, I'm sure you're already aware of this anyways :)
#24
In Development / [L2 STYLES] Lemmings 2 Styles ...
Last post by WillLem - April 12, 2026, 08:03:50 PM
We need a volunteer (or several volunteers) to give the 2 attached style sets a hi-res retrofit.

The images have already been scaled up to 200% using nearest neighbour, so are currently identical to their low-res counterparts. The idea will be to add pixels around the edges, perhaps make the shading pop a bit more, and just generally upgrade the pieces to befit a hi-res platform such as RetroLemmini or Lix.

If nobody wishes to take this on, we can use the pieces as they are of course, but a hi-res upgrade by one of the community's artists would be a particularly nice bonus.

There's no rush on this, it will likely be several months before they're actually needed. If you want to get involved, feel free to grab the styles and have at them!

#25
In Development / Re: Revenge of the Lemmings - ...
Last post by Proxima - April 12, 2026, 07:41:08 PM
On another note, I've spoken with Will and he's agreed to add the L2 Circus style to RetroLemmini. (It's used by three levels in RotL that we are probably keeping: Cry for me, Another Day at the Office, Getting a Cat Down from a Tree.) There are also some levels using the L2 Egyptian and Sports styles, which are already supported by RL.

As well as those three, RL supports the L2 Shadow style, and Will is considering adding Beach, but at the moment there are no plans to add all twelve. So, for the third pack of the RotL v5 project (the pack with new levels), allowed styles will be all the original and ONML ones, and the five L2 styles just mentioned.
#26
NeoLemmix Levels / Re: Yippee! More Lemmings [Dif...
Last post by JawaJuice - April 12, 2026, 06:15:13 PM
Finally got around to finishing this pack! As others have said, it might be small, but it still represents quite a challenge. I think in the past I probably got as far as the Taxing or Mayhem rank and gave up. :P Mayhem 1 (Pythagolem's_Theorem) actually caused me to rage quit the whole pack last time around IIRC XD While I still kinda hate that level (it just happens to contain a couple of real bugbears of mine: extremely limited skillset and incredibly tight time limit), I stuck with it and completed the pack :thumbsup: Solving time went up greatly with the Mayhem rank, though except for 1, I found all of the levels to be enjoyable puzzles that were satisfying to solve. Bonus 2 is also somewhat annoying since it was reduced to 1-of-everything - it would be tempting to say it's just a bit trial-and-error but I do think some logic can be applied there.

All in all, a neat pack which, for being quite small, has a remarkably smooth difficulty curve imo - no levels really seemed out of place. Replays attached, looking forward to revisiting Long Live Lemmings! as well soon!

#27
In Development / Re: Revenge of the Lemmings - ...
Last post by JawaJuice - April 12, 2026, 04:10:29 PM
Quote from: WillLem on April 12, 2026, 03:13:03 PM10-of-everything levels are not just for beginners. They make good warm-up levels to get the cognitive synapses firing ready for more challenging fare.

Completely agree with this. I consider myself a fairly experienced player at this point, but I still enjoy X-of-everything levels. They can certainly be made more interesting with talismans (the recent Lemmings Faithful pack is a good example of this), but you can also set yourself challenges like always saving 100% wherever possible. It's just nice sometimes imo to not have an extremely limited skillset and a single intended solution that you have to find, as you can get creative with your solution and explore the open-endedness that affords.

#28
In Development / Re: Revenge of the Lemmings - ...
Last post by Proxima - April 12, 2026, 03:54:02 PM
The poll is still open (for another six days, in fact), but in a community this size, 8 votes means we can already draw some conclusions based on current standings. It's pretty evenly split between yes and no, but slightly favouring yes. A strong majority are not bothered by "ghost repeats". Also, I want to take into account that a recurring theme in previous feedback (e.g. Pieuw's spreadsheet and Flopsy's video) has been that previous versions of the pack get tough too quickly.

It's true that the pack is unlikely to be played by anyone as literally their first experience of Lemmings (which is why I didn't bother asking for opinions on skill tutorial levels; we are simply not bringing those back); but it should be approachable for players at all skill levels.

So, my inclination is to keep 10-of-all repeats but reduce their number, and in particular, I think we should add some new ones to help out the very beginning of the pack, while dropping some of the less interesting existing ones. I'll come up with more concrete suggestions for this around the time the poll closes.

geoo, given your stance, we can cut "Canopy Lemmings" (the 10-of-each repeat of "Stroke at Retirement Age") if you prefer, though I would like to keep that one as it's certainly one of the more interesting 10-of-each levels.
#29
In Development / Re: Revenge of the Lemmings - ...
Last post by WillLem - April 12, 2026, 03:13:03 PM
10-of-everything levels are not just for beginners. They make good warm-up levels to get the cognitive synapses firing ready for more challenging fare.

Above all, though, the most important thing a pack should have: variety.

So:

Quote from: geoo on April 12, 2026, 09:25:09 AMSure, levels with lenient skill sets are beginner friendly as they allow players to explore mechanics. But similarly, levels can have a small set of skills (in particular few different skills) and only use straight-forward mechanics and thus be beginner friendly and yet not easy ... At least these could be interleaved between the 10-of-each levels.

Yes, agreed - mix it up, give people a bit of everything.
#30
In Development / Re: Revenge of the Lemmings - ...
Last post by geoo - April 12, 2026, 09:25:09 AM
I'm not a big fan of padding packs with a bunch of 10-of-each levels at the beginning (regardless of whether they are repeats or not), especially if it's a long chain of them. I find them rarely interesting, and usually they are just work and become repetitive really fast. I guess talismans can sometimes spice them up, but I still think the fewer of these the better.

I think there's a difference between easy and beginner friendly. Sure, levels with lenient skill sets are beginner friendly as they allow players to explore mechanics. But similarly, levels can have a small set of skills (in particular few different skills) and only use straight-forward mechanics and thus be beginner friendly and yet not easy. For example, I wouldn't find it outrageous if "Eeny, meeny, miny... OH", "Little miner puzzle" or maybe even "The Placement is the Key" appeared in the second level slot. They are still accessible to beginners but arguably more interesting for the seasoned players. At least these could be interleaved between the 10-of-each levels.

Maybe this is moot anyway as I suspect pretty much anyone playing custom packs has enough familiarity with the game to be beyond "beginner" level anyway.