Recent posts

#21
NeoLemmix Levels / Re: Oh Wow! More New Worlds
Last post by Guigui - March 08, 2026, 01:27:32 AM
Thank you for your answer to my interrogation on The Mirror World Armani :

Spoiler
I totally agree with you : it makes perfect sense that a shimmier can access a reversed exit like it happens here.
What lead me to think that it was not possible here, is that in CPM the exit trigger appears floating in the air, and not buried in the ground (well, ceiling in this case) like it usually does.
But then again this makes sense with the way the engine works : the feet of the Lemmings (precisely the red star under them visible in CPM) touches the trigger area when shimmiering, so all good !

I'm almost done with the pack now : only the talisman on Terrarium is not achieved : I can save 43, but not 44 yet.

I could also clear The Chosen One without help, so pretty glad about it. I confirm this level uses unusual skills, and yet more unusual interactions between them! Gotta remember the NL Introduction Pack, advanced training to know some of them.

My route through The Chosen One was quite long and fulfilling. It unfolded like this
Spoiler
1) Figure out how to push all those buttons. As I remember from a level in contest 33 by Icho, you have to build some of your own shimmiable ceilings here. Also use the slider correctly.

2) Seeing the strict save requirement of 18/20, and the 2 stoners available, realize that I need to save this button pusher ; save The Chosen One himself !
This was the hardest part for me as all my attempts before that used the single digger elsewhere to either contain/free the crowd or make a way. So I had to spare that digger to save the Chosen One and this is where 3) comes into place.

3) Release the climbers correctly at the beginning to contain/free the crowd correctly w/o using the digger and stacker. This was not that hard actually.

4) Have a heartattack when ready to finally dig-save the Chosen One with the other climber at the end : digging in a diagonal floor leaves that little pixel triangle that prevents climbers from climbing  :XD:
Then I spent 15 more minutes trying to find another place to extract the Chosen One from down here, no success. Then I saw this extra stacker and understood the unbelievable combo : stacker + climber + digger = save The Chosen One  :thumbsup:

5) Have a last rush of tension when I saw that evil Armani put a flip down there, instead of a boring non climbable wall, so that the Chosen One has a limited amount of survival time before falling to its doom.
Fortunately my digger finished its pit some 20 frames before the Chosen One came back, and they could all go together to the exit. Oh Wow !

Thank you for the ride Mobiethian and Armani, I had a very good time with the pack.
#22
Forum Games / Re: Corrupt-a-Wish
Last post by WillLem - March 08, 2026, 12:04:42 AM
Yummy, chocolate mini eggs - my favourite! Too bad there's only 3 of them.

I wish Subway would switch back to Pepsi instead of Coca-Cola.
#23
Lemmini / Re: [SUG][RetroLemmini] Provid...
Last post by WillLem - March 07, 2026, 11:44:37 PM
Added a tag-based template option for naming auto-saved replays:

{user} {pack} {rating} {level} {time}

That's username, pack name, rating name, level (number_title), and timestamp. Whichever of these tags you wish to use can be placed in any order you like, and are separated by double underscores in the output name.

Implemented in RLPlayer commit d7add49.
#24
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by Simon - March 07, 2026, 09:35:24 PM
I'll steelman a case for the restrictive behavior 2) No, and weakly 1) No:

You have 50 lemmings in a dense pack. The replay contains a future builder assignment for one of them, followed by a largely-completed 10-skill route (he's a main worker). Now you want to bash with one of the 50 lemmings in the dense pack. You click into the middle of the pack. If you're unlucky and bash with the soon-to-be builder, you lose the builder's future, i.e., you cut the 10-skill route from the replay.

In Lix, this risk is reduced because Lix (under default options) is in insert mode whenever the tweaker is open. In the tweaker, you see the hovered lix's future assignments highlit. You'll think twice before you click. NL doesn't have this default behavior and indeed warrants separate risk-vs-annoyance balance.

Ideal would be: 1)-2) Yes, and some previewing power into the replay/click, and an undo stack for changes to the replay. Such undo is expensive to implement. Will and I consider undo out of scope of this issue here.

Please participate in WillLem's call for feedback (in the post before this)!

-- Simon
#25
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by WillLem - March 07, 2026, 06:52:12 PM
Apologies for the double-post, but this ideally shouldn't be hidden under the code in the previous post.

I need community feedback before deciding on the following:

1) Should we allow same-lem-same-frame assignment in Replay Insert mode?
2) Should we always erase the lem's future existing assignments when making an assignment, regardless of replay mode?
3) Should we erase future nuke when making an assignment in Replay Insert mode?

I'll give this a minimum of 1 month from today to generate discussion.

Your silence = I will probably mostly go ahead and follow Simon's advice, i.e. we'll allow same-frame-same-lemming overwrite even in Replay Insert mode, and will also erase the future assignments of that lemming. I'll also probably make this behaviour optional in Settings; having thought over the proposed hotkey, it's probably asking too much of players to press a key every time they want to make an assignment if they know they always want the same behaviour. Meanwhile, I probably won't erase the nuke, but Simon may convince me otherwise next time we meet.

So:

1) Yes, optionally 2) Yes, optionally 3) Maybe, but probably not.
#26
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by WillLem - March 07, 2026, 06:50:18 PM
Thanks, Simon.

Your modified version of the method compiles with the following tweaks (see condition brackets, and no ";" for the empty statement):

procedure TReplay.EraseLemSkillAssignment(
  L: TLemming;
  aFrame: Integer;
  DoCutFuture: Boolean);
var
  Item: TBaseReplayItem;
  i: Integer;
begin
  for i := fAssignments.Count - 1 downto 0 do
  begin
    Item := fAssignments.Items[i];
    if ((Item.Frame < aFrame) or ((Item.Frame <> aFrame) and not DoCutFuture)) then
      Continue;

    if (Item is TReplayNuke) then
       // Always delete a future nuke
    else if (Item is TReplaySkillAssignment) then
      if ((Item as TReplaySkillAssignment).LemmingIndex = L.LemIndex) then
        Continue;

    fAssignments.Delete(i);
  end;
end;
#27
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by Simon - March 07, 2026, 05:17:03 PM
Implementing the function from voice chat.

I can't build Delphi here to test. There will probably be many small errors.

How wise is cutting future nukes when we cut an assignee's assignment future? I think it's correct to cut the future nuke. If you disagree, put Continue; instead of the empty statement ;. I erase future nukes in Lix, got no negative feedback, and most NL levels behave like Lix levels in this regard. Nuke levels are rare and you can always re-insert the nuke. Inserting a nuke shouldn't cut future assignments of anybody.

procedure TReplay.EraseLemSkillAssignment(
  L: TLemming;
  aFrame: Integer;
  DoCutFuture: Boolean);
var
  Item: TBaseReplayItem;
  i: Integer;
begin
  for i := fAssignments.Count - 1 downto 0 do
  begin
    Item := fAssignments.Items[i];
    if (Item.Frame < aFrame or (Item.Frame <> aFrame and not DoCutFuture)) then
      Continue;

    if (Item is TReplayNuke) then
      ; // Always delete a future nuke, like in Lix. Okay in NeoLemmix or not?
    else if (Item is TReplaySkillAssignment) then
      if ((Item as TReplaySkillAssignment).LemmingIndex = L.LemIndex) then
        Continue;

    fAssignments.Delete(i);
  end;
end;

-- Simon
#28
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - March 07, 2026, 08:53:45 AM
Okay you told me Go Ahead. There is one trick which might be unknow for you. First time its showed custom+3. This is perfect level to train it. Yes you will need that trick in future levels. So just train it.
#29
NeoLemmix Levels / Re: Oh Wow! More New Worlds
Last post by Armani - March 07, 2026, 08:23:31 AM
Thank you very much for playing our pack! :thumbsup:  I'll attach my own solutions to my levels, including the talisman solutions, so you can compare them with yours if you want! I also updated one of my level. :forehead: (Down the Rabbit Hole)

@Dexter
Spoiler
Mesmerizing
Intended! :laugh:

Mirror World
There's a minor difference between my solution and yours, but yours is perfectly acceptable too. ;)

In the Rear with the Gear
Intended! :laugh:

Down the Rabbit Hole
This one I may call a backroute. :(

Terrarium
Acceptable solution! I'll attach my talisman solution below!

The Chosen One
Perfect solution! Yeah, the skillset is a bit unusual. When I made the level, I first chose several skills and limited myself to using only those, and then tried to find interesting interactions between skill types that don't normally interact much. :santa:

@Guigui
Spoiler
Mirror World
I'd consider both your solution and Dexter's acceptable. ;)  The main idea I had in mind for this level was figuring out how to make a splatform with two builders so that the crowds from both sides can land safely. I'll attach my solution below.

The trigger areas of exits(and most other objects) have fixed relative positions. Because of that, rotating/flipping/inverting them can sometimes make the trigger areas look visually odd. That's why people usually avoid things like inverted traps or water except for aesthetic purposes, at least not in ways where the unusual trigger areas affect the solution. :XD:

That said, if someone asked me "Should a shimmiering lemming be able to use an exit attached to the ceiling he's shimmiering along?" my answer would be yes becuase it looks so natural! And in the same way, a shimmiering lemming can press a button attached to the ceiling. ;)

The Chosen One
Good luck with this level! Let me know if you'd like a hint. 8-)
#30
Lemmini / Re: [SUG][RetroLemmini] Provid...
Last post by WillLem - March 07, 2026, 07:56:43 AM
Good shout, I'll look into it for sure.