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#21
Other Projects / Re: Walkers: a Lix-based mobil...
Last post by Proxima - October 11, 2026, 01:50:22 PM
One thing that occurs to me is that lower-ranked levels, especially Fun-style ones, are more likely to be salvageable with classic skills only, so if we go by a strict criterion of salvaging all levels that can be salvaged, we'll end up with an unbalanced pack with more in the lower than higher ranks. Still, we can see how things look and decide later on cutting more levels (or moving them to an outtakes pack).

To start with, I've attached my thoughts on a first look through the Lovely rank. In summary:

* Of 40 levels, 10 (indicated with parentheses) should remain dropped.
* Two ("Snow Really" and "The Lion, Lix and the Wardrobe") should move to Quirky.
* Two (indicated with question marks) are filler-ish and could either stay or go.

That leaves us with a rank of 26 to 28 levels, and we could easily cut that down to 25 if we decide to aim for a pack of six equal ranks (150 being a nice round number). Alternatively, if it turns out we can't salvage 150 levels in total, we could shift the rank boundary by moving more Lovely levels to Quirky and aim for six ranks of 20 levels each.
#22
Other Projects / Re: Walkers: a Lix-based mobil...
Last post by Simon - October 11, 2026, 12:23:18 PM
Hmm, in that case, your next prompt should be: Please run over all the singleplayer levels from the upstream Lix download, look for levels that match the pattern n-each-of-m-different-skills for n > 0, m > 7, remove from those files all skills that Walkers doesn't support, and print me the list of these so-modified levels so I can manually test them.

From that point, you'll have to play some of it yourself, but I'm sure you can do it. :-) We're happy to help with concrete suggestions if you get stuck. Examples:

  • Any Way You Want will certainly pass, and it's the iconic opener that would be nice to preserve.
  • Solar Eclipse will certainly fail even though it's easy with the full Lix skillset.
  • Put Your Lix on Ice is solvable with 5 climbers, 5 miners, but it will become harder than Lovely (more timing, no jumpers to help) and should rank higher or stay out.
  • Adventure Playground should pass.
  • The Hopeless n-of-everything will likely all fail after cutting skills. Labyrinth of Despair may be open-ended, but it's hard, it needs the many skills and it needs the flexibility.

Ah, and a curiosity from looking more into your linked list of levels: Was it really a prune according to skills only, or did you prune for other criteria, too? I'm wondering because Little Miner Puzzle (lemforum/Lovely) made it and Advent Calendar (simon/xmas20218) didn't, and both levels' skillset is exactly 5 miners and nothing else. Ah, traps aren't supported in Walkers, that explains it.

-- Simon
#23
Other Projects / Re: Walkers: a Lix-based mobil...
Last post by Walkers - October 11, 2026, 11:56:34 AM
Quote from: Proxima on October 10, 2026, 04:22:52 PMI appreciate that this may be a lot of work, but could you give us a list of included levels? As the maintainer of the lemforum pack, I'd like to be able to take a look over it and offer suggestions.

In particular, it sounds like you've discarded all levels that offer skills other than the classic eight. But some of the discarded levels are 20-of-everything levels that would (most likely) work just as well with the classic skills only; even some of the puzzle levels may be adaptable. And discarding levels carelessly is likely to leave gaps in the intended progression and difficulty curve.

Hi Proxima,

Thanks for offering to look through the selection. I've uploaded the lists to the Walkers website:

- [All 210 included levels](https://walkers-pixel-puzzle.netlify.app/included-levels-2026-10-11.txt)
- [The 79 included lemforum levels](https://walkers-pixel-puzzle.netlify.app/lemforum-included-levels-2026-10-11.txt)

They're grouped by their original packs, with titles, filenames, authors, and positions in the original order. The 210 levels include eight tutorials.

You're right about the limitation of the selection process. The importer automatically excludes levels offering unsupported skills; it doesn't check whether those skills are actually needed to solve the level. It also excludes wrapping, traps, and legacy no-overwrite terrain. Walker assignment is supported alongside the classic eight.

The selection was based on those compatibility checks, rather than a review of the intended progression and difficulty curve. The included levels retain their original order, but I can see how the omissions could leave gaps.

I'd welcome your suggestions, especially for levels that could work with the supported skills or be adapted with small changes. Those would be useful candidates to test, both for solvability and for how they fit into the progression.

Thanks for taking the time to help!

Jacob
#24
NeoLemmix Levels / Re: Lemmings in Weirdyland (20...
Last post by MASTER-88 - October 11, 2026, 11:35:56 AM
Here we go. Step 1, 2 & 3 completed. And Work Step 4. Youtube playlists Guff, Drivel & Blather alls.
https://www.youtube.com/playlist?list=PLQ1Zrk-tMcTM

Step 4 Vexing. Some really good levels here.  :thumbsup:  Especially level 10 Evacuation Procedure. Sure my favorite level at this point. 8-)


Level 10 Evacuation Procedure
This level is perfect example very good EXTREME difficult level, still one builder remain, heck yeah this level was tough as hell, but still not "rage" level like death or glory. Evacuation Procedure is one most interesting level i ever played myself, not sure is it backroute, that very hard figured out and very hard executed, i´ll goes everybody rightside goal.

Few others was easier one. Did i´ll played this Nostalgia for misspent Crane pack before? Its migth different tool sets. Have to check out it.
EDIT: Check out this Crane remake level (fun 14) contains different tool sets..


EDIT 2
Here is few one. I think this level 9 Cotigo Ergo Lem is cheap backroute, or oterwise that was really easy level.

Fiddlecode
Another great and cunning level, its might intention solution

Cotigo Ergo Lem
Okay that was really easy level, but i think its might backroute





#25
Lemmini / Re: [✓][BUG] Disallow flipping...
Last post by Simon - October 11, 2026, 09:15:05 AM
Makes me wonder how you're going to load from file a previously-rotated forcefield.

Load it rotated (as it was saved), and you can then rotate the tile to default rotation via UI, but then not re-rotate via UI? That would bring small extra concerns like how an undo stack must support undoing the rotate-to-normal, which is a re-rotation, even if manual re-rotation is forbidden.

Load it unrotated (enforce the default rotation of the tile-from-tileset on the tile-in-map)? Then load-then-save will gain a new side effect, it will now normalize according to a new rule. But level maintainers rely on load-then-save for some other normalization anyway.

Load it rotated (as it was saved) and then forbid all rotation: That would be contrary to what the bugfix intends.

NL 12.14's format is going to support these rotations whether we like it or not. Ah, this is RetroLemmini, not NL, and you have the luxury of purging it from the future format, too. Then it's mainly an issue for how you'll load old levels.

-- Simon
#26
Lemmini / Re: [+][BUG] Disallow flipping...
Last post by WillLem - October 11, 2026, 03:10:07 AM
Force-fields can no longer be rotated, flipped or inverted in either RL Editor or RetroLemmini itself.

Fixed in RLPlayer commit dc52107, with Editor support in RLEditor commit c7717e5.
#27
Editor Bugs & Suggestions / Re: [Suggestion][Editor] Clear...
Last post by WillLem - October 11, 2026, 02:44:00 AM
Agreed, there's now a dedicated button for this.

Implemented in NLEditor commit 0d0d426.
#28
NeoLemmix Levels / Re: Lemmings in Weirdyland (20...
Last post by MASTER-88 - October 10, 2026, 10:43:33 PM
LOL This Level was nearly RAGE QUIT One. :devil:  But finally got it correct. 8-) Feels me quite happy. ;P That first part not was that bad, but 2nd is real PIXEL Perfect one.  :evil: 

Vexing  2 Death Glory part 2
Take me nearly 2 hours perform this timing correct. Even its quite easy figured out, but that execution here is pretty DAMN HARD, seriously 1:02 time limit, why not 1:05. :evil:

Played this pack first 20 levels and some random levels here and there. Timings here is brutals nearly everywhere. I think if we goes make that precise at end and longer levels, its might really tedious.  :P
#29
Other Projects / Re: Walkers: a Lix-based mobil...
Last post by Proxima - October 10, 2026, 04:22:52 PM
I appreciate that this may be a lot of work, but could you give us a list of included levels? As the maintainer of the lemforum pack, I'd like to be able to take a look over it and offer suggestions.

In particular, it sounds like you've discarded all levels that offer skills other than the classic eight. But some of the discarded levels are 20-of-everything levels that would (most likely) work just as well with the classic skills only; even some of the puzzle levels may be adaptable. And discarding levels carelessly is likely to leave gaps in the intended progression and difficulty curve.
#30
Other Projects / Re: Walkers: a Lix-based mobil...
Last post by Walkers - October 10, 2026, 03:23:31 PM
Quote from: Simon on October 08, 2026, 03:26:24 AMHi Jacob, thanks for showing this!

Walkers fills a niche. I've had a few bug reports that requested support for phones or tablets #485 #225, and I've never gotten around to any of it.

I hard-wired the mouse controls in a few places. Good job ripping them out.

Single-player Lix relies on two-handed play (second hand on keyboard) to remove the execution difficulty from harder levels. But the keyboard is unavailable on phones. Did you select easier levels in light of this? Or did you take everything that confined itself to the 8 skills?

From your screenshots and videos, the skill-assignment UI looks like it makes lot of sense on the confined screen. I cannot try the UI myself because I don't have these kinds of phones.

It's interesting that you can sell existing levels instead of your main contribution, the UI for phones. It makes sense for your closed system; the user can't separate the levels from the UI and really buys the levels with the UI. I've always told contributors how CC0 means that somebody might eventually come along, take everything and sell it. You're the first in those 15-20 years to sell it, and your UI makes a reasonable case.

You've understood the licensing situation: Music and font aren't CC0, everything else is CC0. Explicit attribution isn't required by CC0 but you're crediting me and the forums nonetheless. Thanks!

I assume the name change (Lix to Walkers) is to show unaffiliation in the most direct way.

Simon

Hi Simon,
Thanks for taking a look and for the thoughtful reply! And thank you for making Lix and the community's work available—it gave me the foundation for this mobile adaptation.
The level selection is based on compatibility rather than difficulty. I included all single-player levels that passed the supported-mechanics checks, excluding levels with unsupported skills, wrapping, traps, or legacy no-overwrite terrain. That left 210 levels, including eight tutorials. Harder ranks such as Hopeless, Insane, Black Hole, and Nightmare are still represented, so I didn't specifically choose easier levels for phones. Walker assignment is also supported alongside the eight classic skills.
Your point about two-handed play is helpful. Pause and rewind are available, but selecting compatible levels doesn't by itself establish that every harder level is comfortable to play on a touch screen.
On licensing, Walkers uses the CC0 code and assets, without Lix's music or font. The font is Pixelify Sans under the SIL Open Font License, with its license included. Crediting you, the contributors, and the level authors felt like the right thing to do regardless of whether CC0 requires it. My contribution is the mobile adaptation; the original game and levels deserve clear credit.
There wasn't any particular thought behind the name beyond knowing I couldn't call it Lemmings, so I settled on Walkers. Signalling unaffiliation wasn't a deliberate reason for the choice, although I can see why it reads that way. If you have a better name in mind, I'd be happy to consider changing it.
Thanks again!
Jacob