Recent posts

#21
Game Bugs & Suggestions / Re: [+][SUG][PL/ED] Keep playt...
Last post by Guigui - July 23, 2026, 03:05:20 PM
Your method of implementations sounds good.

I would add : delete temporary replay file when the editor is closed, or when a new level is loaded within the editor.
This way you always create a single temp replay file which vanishes when you end your work session with the current level.

With this method, you do not have a replay auto-loaded when you start working on another level. But this is not a problem imo, because then you do not have your intended solution (or close) autoloaded when you start working on this level, instead you have a fresh start and this helps tracking backroutes.
#22
Contests / Re: LOTY 2025 Results (Winner:...
Last post by Guigui - July 23, 2026, 02:33:18 PM
Congratulations to the winners !

This was nice competing with you and watching Simon streams.
Hope to meet you again next year.
#23
Contests / LOTY 2025 Results (Winner: "It...
Last post by IchoTolot - July 23, 2026, 02:29:47 PM
LOTY 2025 has finally ended and the winners are:

kaywhyn's "It's Crazy Sports Day!"

&

92Dexter11's "Epilogue"

Congratulations to kaywhyn and 92Dexter11! I will contact you soon regarding the price of 10 USD.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Third place goes to: IchoTolot's "Industrial Incident"

See you soon in LOTY 2026!
#24
Game Bugs & Suggestions / Re: [DISC] Make 'Replay Mode' ...
Last post by IchoTolot - July 23, 2026, 02:21:14 PM
QuoteWould you mind always having to airclick to cancel the replay? (i.e. the proposed 'single replay mode' would no longer cut the global future on lem assigments or RR changes).

Note that airclick-to-cancel is staying, and will be default behaviour (just to be clear).

That is a very though question that I cannot answer with certainty.

I am used to also canceling the replay by assigning stuff and use it automatically by now as an LMB alternatve. I can see me adapting, but do not know the final impact and if it gets on my nerves.

The biggest problem I see is conveying the information better on that you are in replay mode and how to get out of it.
It existed before, but the issue was smaller as a result due to more ways of exiting it.

On the "advance gameplay by 1 frame whilst paused" side: I use the LMB for that frequently and mostly only switch to the dedicated key when I am frame stepping inside the red "R".
I never had the LMB clash negatively impacted my gameplay so far.

#25
Other Projects / [RELEASE] Lemmings: a PICO-8 D...
Last post by Buzzard - July 23, 2026, 10:20:50 AM
What I naively started over a year ago is finally finished.  :thumbsup:
I just released my PICO-8 demake of Lemmings, recreating all 100 levels from the NES version!
A huge thanks to Eric Billingsley for the amazing soundtrack, and to MissMouse for the incredible CANVAS and PAKRAT libraries that made this project possible.
You can play it directly in your browser or download it from itch-io Pico-8 Lemmings.
or check it out on the Pico-8 Lexaloffle BBS Pico-8 Lemmings.

Hope you enjoy it! Would love to hear what you think!

#26
Editor Bugs & Suggestions / Re: [?][SUG][ED] Auto theme
Last post by WillLem - July 23, 2026, 06:03:06 AM
Quote from: namida on July 23, 2026, 05:41:05 AMIf the editor can determine a fallback, it may as well just handle the entire auto-selection logic.

Agreed, the Editor should handle it, and it should be as visible as possible to the user.

With that in mind, if the theme is set to 'Auto', could it still change even after the level has been saved for the first time? Is there any point at which the Editor decides 'this is the theme for this level' and then stops assessing for an Auto-theme, or is it an ongoing process?

There is also the following scenario to consider:

User places 10 pieces from l2_sports (a style with a relatively bright blue background) into a level for which the theme is 'orig_dirt' (or some other default with a black background). They place fewer than 10 pieces from other styles, leaving l2_sports as the most likely 'Auto' candidate.

They then save the level, at which point the Auto-theme is applied. Suddenly, the level has a bright blue background and the user doesn't necessarily know why.

Or, if we set the theme on a per-piece-placement basis, the background colour keeps changing as users place pieces from different styles. Granted, this one is a fairly unlikely scenario, but it could happen.

I'm thinking the best way to handle the problem of 'user never set the theme during level creation' is simply to prompt for it when saving. A custom dialog with options to always use the chosen style as a default, etc, could suffice. It's also fairly easy to grab the colour values from the .nxtm and preview them in the dialog for the user to see.

Another idea would be to explode 'Theme' out into its own tab. This tab has the dropdown, plus some panels showing the theme's main colour scheme (background, masks, etc), maybe other information like whether it has custom sprites, etc. This wouldn't be too difficult to do and would certainly make it stand out as 'this is important, don't forget to set it'.

Should the user not want to have to worry about theme, let them choose a default, and let the default default be as universal as possible.
#27
Editor Bugs & Suggestions / Re: [?][SUG][ED] Auto theme
Last post by namida - July 23, 2026, 05:41:05 AM
The issue with letting the game handle it is that the editor would still need to set a fallback for 12.14 compatibility. If the editor can determine a fallback, it may as well just handle the entire auto-selection logic.

My thought - the main use case for this would be "user does not need to manually select it, they just start placing pieces in their preferred style and the theme is assigned automatically". As such - I would say, invoke the automatic decision when a level:
- does not have a manually assigned theme (when loading a level, it could in practice just be assumed the theme was manually assigned)
- and does not currently contain any pieces from a style with an associated theme
- and the user places a piece in it that comes from a style that does have an associated theme

In the event of a copy-paste causing pieces from multiple eligible styles to be pasted at once, I would say determine it by whichever such style has the highest number of non eraser pieces, and break any ties with an arbitrary factor such as alphabetical order or which one has the first (relevant) piece in the raw data. Keep in mind that this is a convenience feature, not a critical one.

Alternatively, it could be invoked when first saving the level if it doesn't yet have a theme assigned. In this case, determine it based on which style has the highest proportion of non-erase pieces.
#28
Editor Bugs & Suggestions / Re: [+][SUG][ED] Auto theme
Last post by WillLem - July 23, 2026, 05:22:20 AM
Just giving this a bump. I'd like to look at adding it in the next Editor update.

A few questions:

1) When should the Auto-theme be applied? Every time a piece is added? Only when saving? Either way, what if the Auto-chosen theme has a wildly different background colour, for example?

2) If the theme is set to 'Automatic', does the Editor ever need to know what the output theme is, or should it be handled entirely by the Game? If the latter, again - what about wildly different background colours, or other potentially unsuitable theme properties?

Alternative suggestion:

Leave the theme blank by default. Then, let the existing Validator system handle un-set themes. Yes, it means showing the user a popup, but prompting them to choose a theme would perhaps get users into the habit of always choosing a theme as part of the level creation process.

Users can disable the Validator, or not use it. In this case, we set a default theme which is as universal as possible.

Thoughts and suggestions welcome.
#29
Lemmini / Re: [RELEASE] RetroLemmini 3.2
Last post by WillLem - July 23, 2026, 01:24:33 AM
EDIT: Fixed broken link, apologies to anyone who tried to download in the meantime.


Get RetroLemmini 3.2 here.

#30
Lemmini / Re: [RELEASE] RetroLemmini 3.2
Last post by WillLem - July 23, 2026, 01:10:05 AM
Version 3.2 update

A small but chunky update! :lemcat:

Here's what's changed:

:lemming: Batch Replay Checker

• RetroLemmini now features a 'Batch Replay Checker' which can check, and display the results for, an entire folder of replays!
• The process is very fast and the results list is displayed in a dialog
• It's possible to organise the replays into folders from the results list, although they cannot be renamed from here (yet!)
• It's also possible to load a replay directly from the results list
• Batch Replay Check can be run from Level > Batch Replay Check or via a configurable hotkey (Ctrl + B by default)

:lemming: Styles/Mods

• 'Classic' style expanded to include all tiles as individual pieces - thanks to ericderkovits for porting the style over from NeoLemmix
• Bugfix - 'Flapper' is now 'Ohnoer' and 'Flipper' is now 'Hoister' in the xmas mod following the 3.1 update

:lemming: DMA Levels

Lemmings 2: Classic Tribe levels re-converted by ericderkovits using the expanded 'classic' style
• Music for the Classic Tribe levels is now included with the download

A reminder of what's new as of 3.0.


Get the latest version here.