Recent posts

#21
Community Edition / Re: [RELEASE] NeoLemmix Commun...
Last post by WillLem - January 27, 2026, 03:15:13 PM
Quote from: Simon on January 27, 2026, 12:05:04 AMThe link for CE 1.0.1 is broken.

Apologies, the download .zip has been removed.

Let's direct people to the RC in the meantime. 1.1 proper should hopefully be ready in a few weeks.
#22
Lix Main / Newbie with very basic questio...
Last post by ac4rd - January 27, 2026, 02:55:04 PM
Greetings from a Lix neophyte, and thanks for making this website possible and keeping the Lemmings family alive.  I didn't know how deeply the Lemmings fanbase was!   Like most of you probably did, I loved the original Lemmings.   I'm an absolute Lix newbie and, looking at the Lix general postings, I feel like a first-grader listening to an algebra class.   

Quick intro: My name is Ken, I'm an old retired guy, playing "Lix" casually, mostly designing long paths without traps, and sending the little Lixes off marching.  The fiddling with designs is my favorite part.  I'm using Lix 0.10.30 on a Fedora laptop from the official (I think) repository.  Zero problems.

My questions will seem dumb to you tech folks, but I'm wondering if there's a patch or modification or update that might have any of this--advice welcome, thanks in advance!

A.) I'd like Lixes that could dig *upward* on an angle, that is, miners going up on an angle instead of down, if they exist.

B.)  Can "splat height" be adjusted somewhere, such that falling X onto steel kills the little Lix but falling the same X  height onto a tree or bush does not?  (this may exist but I don't find it)

C.)  Is there a way to control how many Lixies emerge from each entrance hatch?  Or control spawn speeds for individual entrances?  Or to give our Lixes different colored shirts or something for different entrance hatches?

I rarely add traps; I mostly make little pathways for my little Lix amigos, watch them marching around as I fix paths and think of new things, and then usually get tired of any one level and start a new one before finishing or refining the first.  I rarely get one level really finished.  If it's OK i'll include a link to screenshots; if not allowed, please delete and my apologies.  ("It's my first day!")
   
   https://kuzenski.org/lix_levels

Thanks!   --ken ac4rd
#23
In Development / Re: The Tomato Watcher's Next ...
Last post by weirdybeardy - January 27, 2026, 02:25:36 PM
These look brilliant. I'm really looking forward to playing them.

I can feel another Lemmings binge coming on... I feel it in me waters...
#24
Game Bugs & Suggestions / Re: [✓][SUG][PL] Support for m...
Last post by WillLem - January 27, 2026, 02:19:27 PM
I disagree to be honest. Wheel up is a forwards motion, so it feels like that should also be "forwards in time", and vice versa. Probably best to implement both and make it optional, since everyone is likely to have a different preference.

For now, I've swapped the direction as Simon suggested, but I would like the option to have it the other way.

What are the alternatives to hardcoding? More menu options?



Meanwhile, whilst looking at this again, I've managed to get the framestepping behaviour hard-coded to the mousewheel itself (rather than the zoom in/out actions). It still relies on modifiers to work.

So, if Ctrl/Shift/Alt are pressed, we get +/- 1/10/100 framesteps, with the wheel determining the direction. If the modifiers are not pressed, the mousewheel performs its user-configured hotkey action (zoom in/out by default, but could be anything).

This is soft-implemented (in commit 9ef191c). I say "soft" because the thought occurs that, since we're also allowing modifier keys to be used as one-shot hotkeys, pressing the modifier to get the mousewheel framesteps also fires up whatever action is linked to Ctrl, Shift or Alt (depending on which modifier is pressed). This is obviously not ideal.

So, really, if a user wants the modifier + wheel behaviour, they need to not be using the modifier keys to perform any other action. I can't think of a sensible way around this.
#25
Lemmings Main / Re: Atari 2600 Lemmings - in d...
Last post by twiggy - January 27, 2026, 07:52:16 AM
This is fascinating. Looking forward to further updates on this
#26
Help & Guides / Hint System/Page?
Last post by twiggy - January 27, 2026, 07:51:08 AM
Hi all,

As there's a Universal Hint System for Point and Clicks, is there something similar for Lemmings, where you get hints instead of the full solution?

Cheers
#27
Game Bugs & Suggestions / Re: [✓][SUG][PL] Support for m...
Last post by Guigui - January 27, 2026, 01:49:44 AM
Good call Simon.

I think I just made a mistake in the OP. Trying to imagine it in action, I can definitely see wheel down for forward, and wheel up for backward.
#28
Community Edition / Re: [RELEASE] NeoLemmix Commun...
Last post by Simon - January 27, 2026, 12:05:04 AM
The link for CE 1.0.1 is broken.

-- Simon
#29
CustLemm, Lemmix, Golems / Re: Golems — a DOS Lemmings ga...
Last post by KrzysztofB - January 26, 2026, 11:21:02 PM
Any improvement to select a lemming walking in required direction
(especially in the crowd) would be helpful.
Thanks!
#30
Game Bugs & Suggestions / Re: [✓][SUG][PL] Support for m...
Last post by Simon - January 26, 2026, 11:11:56 PM
Oh, you're hardcoding. Then:

My hunch is to rewind with wheel-up + modifier keys, and to forward with wheel-down. Guigui recommends it the other way. And it sounds like WillLem has implemented it Guigui's way.

Reasons:

  • Wheel-up moves back in a document. It should move back in time.
  • Wheel-up zooms into details. It should move into history (= the details/reasons for the present).
  • Wheel-up moves toward the top of a list. NL lists the earliest plies at the top of the replay editor. But it's not only NL: Lix lists the early plies at the top of the tweaker. And both NL's and Lix's replay files are sorted by in-game time, with early plies at the top.

Or, Guigui, do you have a specific reason why you want to rewind with wheel-down?

This feature has potential. Might warrant more love than hardcoding, but if we hardcode for the first release, we should think about direction.

-- Simon