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#21
Game Bugs & Suggestions / Re: [+][SUG][PL] Pickups skill...
Last post by Guigui - March 02, 2026, 05:25:00 PM
I also agree that default pickup should not be changed because it would break levels already including them.
Just putting the bigger blue ones in the Special style sounds enough.
#22
Lemmini / Re: Menu bar theme & icons
Last post by gag2000 - March 02, 2026, 04:32:07 PM
Dark mode for RetroLemmini would be very nice, nice looking icons. Thank you all.
#23
Game Bugs & Suggestions / Re: [+][SUG][PL] Pickups skill...
Last post by IchoTolot - March 02, 2026, 04:30:38 PM
QuoteWould people be up for this in NeoLemmix as well? If so, we could either add it to the 'default' style, have it replace the default pickup, or add it to the 'special' style. If not, a red version of the above pickup is always available from 'willlem_lemminas', and I could add the blue one to 'willlem_lemminas_special' (in fact, I'll go ahead and do that anyway).

As many levels do rely on the pickup size and maybe even incorperate it into their design: How about making a second pickup_large object for the default style (if indeed a style can hold 2 pickup object types here)? Having the option would be a good thing and a net gain in all cases.
#24
In Development / Re: Ah yes, PimoreLems!
Last post by IchoTolot - March 02, 2026, 03:22:38 PM
QuoteI've tried it and the digger does indeed turn around even if you don't see the Lemming become a blocker. All that matters is you block in the right spot. Maybe you're referring to the original engines, eg, Dos? At least, no matter how much I try, the basher/blocker obscure trick doesn't work on CustLemmix, so maybe that's what you meant by how diggers don't turn either when blocking with a Lemming inside the pit and he immediately gets released on an engine like CustLemmix?

Hm, I have memories of trying to do the trick, but failing because the blocker got immediatly released. Maybe my memory was indeed wrong or there is something else that's important here like the Lem-ID.

Anyway, no need to derail the topic.

Glad to hear that we have the same favorites in the calm rank.  :thumbsup:
#25
In Development / Re: Ah yes, PimoreLems!
Last post by kaywhyn - March 02, 2026, 01:06:22 PM
Hello @Pieuw,

I too have played all these Calm remakes, as well as obtained all the talismans and have attached my solutions :thumbsup: I normally don't go for the talismans, but I made an exception here! :laugh: I'm glad I decided to rise to the challenge here, as some of these are far harder than the ordinary way of solving them, most of which are any-way-you-like if you don't bother youself with the talismans. Like @Guigui, I normally don't open up the talisman to see what the requirement is on my first pass, but if I didn't obtain it when solving the level, I simply went back and opened them up and attempted the optional challenge talisman!

I can only reiterate what the others who played these levels before me, and that is I really enjoyed these PimoLems Calm rank level remakes! :thumbsup: In addition, I found myself agreeing with all of Icho's remarks on the levels he gave feedback on, as Calm 9 - The Strange Relics of Lemnos is my favorite level too and that The Ancient Crash Site's talisman was also the hardest for me. I would also add Spring Break's talisman to my list of favorites! :thumbsup:

Detailed Feedback on some of the Levels
Calm 2 - Training Day Nice one! :thumbsup:

Calm 3 - We Are Lem-Bob-Omb! Personally I'm not a fan of excessive bombing levels, but the challenge talisman is still quite interesting nevertheless!

Calm 4 - Emerald Cave Another great talisman! :thumbsup: Interestingly enough, this one took me some time to figure out, though apparently I was already on the right track with turning the second Lemming around earlier by building into terrain but simply didn't realize it at the time :forehead: I thought the first Lemming to build across the first gap would be able to do a lot of the work before the others arrive, but nah, turns out it's not possible without going over the total skill limit.

Calm 5 - Better Run For Shelter Wow, I really love those bombs pointing down indicating they're falling from the sky that you put in the level :laugh: :thumbsup: Reminds me of that one meteor level from Apjjm's Lemmings Quartet pack. The first level in which I got the talisman on my first pass even though I didn't open it up to see the requirement :P Looking back, I definitely could had easily used just 4 builders here, though I think the talisman isn't possible without that digging immediately upon laying down a builder brick so that he can build to turn around trick.

Calm 6 - Lemming Falls I went down the corridor before the gap, but looking back at the level I can definitely see the first approach I tried also being viable, as I could had simply make the splatform for the others with just one climber by having him build once he dug out all the terrain in order to turn.

Also, as an extra challenge, I now see there's even a no digger solution and hence the talisman could possibly even be changed to that in a future update! :P

Calm 7 - Lemstones The second level which I got the talisman for on my first pass, but that's because I'm one of those Lemmings players who loves going for save all solutions or if that's not possible then to save as much as possible ;) As a matter of fact I pretty much went for save all's as much as possible on my first pass of these levels and sometimes I was lucky that it's also the talisman requirement. Think I even tried it on the PimoLems version but didn't succeed? It's probably not possible to save all on that version of the level anyway, but I might be misremembering.

Calm 8 - Cloud-Covered Stalactites Aha, I thought the talisman was no blockers, only I ended up using one on my first pass because the timing didn't work out the first time for me. Really good one here! :thumbsup: This one's even better than the PimoLems version especially as it's a builderless one and that tends to be my favorite level type in the game! :laugh: Not only that, it's far more interesting with just blockers and bashers.

Calm 9 - The Strange Relics of Lemnos As already mentioned, this was my favorite level! :thumbsup: This reminds me of one of your first rank Fiat Lem! levels that had lot of bashers. Well done here, definitely a far better level than the PimoLems one! :thumbsup:

Calm 10 - It's a Kind Lembourhood Aha, no diggers here in contrast to the PimoLems version which was an X-of-everything in all classic 8 skills. Definitely an easy talisman, though still have to be careful as skills run out quicker than they appear despite having a huge amount of miners and builders.

Calm 11 - Minimal Design Once I realized that you can lose up to half, the talisman wasn't so bad, though it's definitely still a challenging one to figure out. Nice one nonetheless!

Calm 12 - Ancient Crash Site Hardest talisman by far, though I kind of figured the bashers needed to go in the middle sections fairly quickly and hence the hardest part for me was figuring out how to get the crowd over there by going to the right at the top. Indeed, I kept thinking to mine through the emerald that connects to the ceiling through to just the two short ones immediately to its left while building the crowd to get over the first two. However, this then leaves the problem of the climber being stuck in an infinite loop and hence you save all but one, which is no good for the talisman. Took me some time to see that it is indeed possible for the miner to go all the way to the first two emeralds as well while allowing you to save a builder to turn the climber so too can go to the exit along with the others. It's probably a little too heavy on the precision with the miner, though the builder/miner combo always is.

Calm 13 - The Italian Job The funny thing was that my first pass had me go for a diggers only solution while going for the save all. I totally laughed upon seeing the talisman requirement because it was the complete opposite of what I attempted! :laugh: This one's quite an easy talisman to figure out and much easier to execute than the diggers only solution I tried even though canceling a miner with another one is itself timing heavy. Nice level!

Calm 14 - Pagoda St Another one whose talisman isn't too difficult to figure out, though just like Calm 10 skills do run out much faster than expected. However, using the diggers wisely will help even out the miner and builder usages. There's that fire in the rings just like in the PimoLems version of the level! :laugh:

Calm 15 - Standard Test Chamber Nice level whose talisman can be somewhat challenging to figure out but it wasn't too bad for me. Kind of helps that I've already seen this trick before in a few other levels. I did try going through the bottom, but I quickly abandoned that approach upon seeing that someone needs to go over the top to dig them out the far left side, which would mean more builders and more losses than you afford for the talisman.

Calm 16 - Voltaic Mosaics The third and final level which I got one of the talismans on my first pass, but again that's due to me going for save all's as much as possible when playing Lemmings. The one miner talisman is far more challenging but it's still not too difficult thanks to the very lenient save requirement. Also a remake that uses a NeoLemmix skill.

Calm 17 - What happened in Sovogda? Not familiar with what the reference in the level title is. That's a really nice sun at the top of the level, if that's what it is :laugh: Took me some time here to figure out the talisman, but once I realize bombing a faller which frees up a bomber that you otherwise would use to get into the first open window at the start, it wasn't too bad. First zombie level of the pack from what it appears.

Calm 18 - Clumps I can up you on the talisman here, as I was able to save all but one ;) I do believe the PimoLems version was a builders only one?

Calm 19 - Iron Industry Wow, this looks really amazing design-wise! :thumbsup: Another level with NeoLemmix skills. It was hard for me to tell what the pickups here were. So, looks like it's not just you and Guigui. The talisman is a bit imposing, but it definitely makes it clear that getting the pickups are required and so isn't as hard as it appears. The challenge then is to figure out how to get them.

Calm 20 - Spring Break Really love the talisman here! :thumbsup: Definitely reminiscent of some Pickaxe levels from PimoLems that made very good use of the miner skill. I originally got a save 98 solution and hence beat the requirement by 1, but I quickly went back and improved it to 99. Looks like Icho got me beat here by getting a save all. Darn it! :forehead: However, I think I can see how it's possible and that it simply requires me to mine at a different spot at the top on the left side of the level. 

Once again, well done on these Calm rank remakes Pieuw and I look forward to seeing the rest of the pack in the future. I'm definitely really hyped about it now! :thumbsup: Also I got to mention that I've gotten some inspiration from your PimoLems levels for some levels in my Lemmings Memories pack :laugh: I'm happy to hear my Lemmings level solving skills have been inspirational for you, and I'm still quite honored and touched when you told me that I remind you of Akseli due to our level solving skills being quite similar :thumbsup:

Quote from: IchoTolot on February 27, 2026, 03:24:19 PMAnd here the basher-blocker confusion is actually resolved! If you place the blocker right when the digger digs further the blocker gets instantly released and does not turn the digger in the same frame as I recall!

I've tried it and the digger does indeed turn around even if you don't see the Lemming become a blocker. All that matters is you block in the right spot. Maybe you're referring to the original engines, eg, Dos? At least, no matter how much I try, the basher/blocker obscure trick doesn't work on CustLemmix, so maybe that's what you meant by how diggers don't turn either when blocking with a Lemming inside the pit and he immediately gets released on an engine like CustLemmix?
#26
Game Bugs & Suggestions / Re: [+][SUG][PL] Pickups skill...
Last post by Pieuw - March 02, 2026, 09:26:12 AM
It's not just you @Guigui. Working on Iron Industry for instance, even knowing which pickup skills I set, I couldn't recognize most of them. In NeoLemmix there's this view mode that clearly shows terrain, steel and object types. Maybe it could also show pickup details more clearly?
#27
Game Bugs & Suggestions / Re: [SUG][PL] Pickups skill ty...
Last post by WillLem - March 02, 2026, 05:24:40 AM
Quote from: Guigui on March 01, 2026, 10:33:57 PMSimple suggestion : display the skill type and its number in the panel when mousing over the pickup icon ?

Great idea, I'll get on this for sure.

SuperLemmix also solves this problem by making the default pickup much larger:



Would people be up for this in NeoLemmix as well? If so, we could either add it to the 'default' style, have it replace the default pickup, or add it to the 'special' style. If not, this version of the pickup is always available from 'willlem_lemminas'.
#28
Lemmini / Re: [TUTORIAL] How to compile ...
Last post by WillLem - March 02, 2026, 05:12:50 AM
Here is a GUI-based tool for building a full levelpack.ini file. You can add music, levels and groups and auto-generate a codeseed for the pack.

For RetroLemmini: Make sure the .exe is placed in the RetroLemmini root directory, or 'resources' folder.

For any other version of Lemmini: Make sure the .exe is placed in the same folder as 'levels', 'mods', 'music', etc.

Enjoy!

Changelog:

Version 1.1 ensures that the resources\ folder is present
Version 1.2 adds .rlv support
Version 1.3 removes the junk strings between level entries (your level files should be properly named anyway! ;P)
Version 1.4 fixes the music indexing issue
Version 1.5 adds the ability to load and edit a pre-existing levelpack.ini file



F.Y.I. It's always possible to download the latest version of the LemminiLevelPackCompiler via the Editor.

#29
Lemmini / Re: Artists Wanted! (for drawi...
Last post by WillLem - March 02, 2026, 03:49:16 AM
Here are some demo background colors. I really like the blue:



A more standard-looking dark gray:



A much darker gray (also made the text a bit darker for this one):



And, a darker blue (the same color, in fact, as the Amiga blue background):



The last of these blends in perfectly when playing a level in one of the OG styles. Maybe a bit too perfectly, but it does look awesome.

EDIT: I've now also updated the hotkey text color so it's visible against all backgrounds.
#30
Lemmini / Re: Artists Wanted! (for drawi...
Last post by WillLem - March 02, 2026, 02:41:37 AM
Quote from: zanzindorf on March 02, 2026, 12:44:18 AMHere's the icons so far on different backgrounds

The dark background looks so much better. I'll have a play with the menu bar, it probably should have a dark mode.

The angled glasses do look great, but the front-view ones are just way better imho. Maybe somewhere between the two perspectives could work...? Keep the originals as well so that we have a few to play with.

The hatch looks good as well, I did end up wanting to straighten the edges and make it slightly bigger. Here are the icons in context so far:



I'll have a go at making a dark mode now and post the results soonish.