Recent posts

#21
Game Bugs & Suggestions / Re: [?][SUG][PL] "Clear Record...
Last post by WillLem - January 31, 2026, 12:16:09 AM
This has now been implemented (commit 14fe26d).
#22
Game Bugs & Suggestions / Re: [✓][SUG][PL] Cycle Zoom ho...
Last post by Guigui - January 30, 2026, 11:26:29 PM
Sounds great, thank you WillLem. But do you sleep sometimes ?
#23
Game Bugs & Suggestions / Re: [?][SUG][PL] Modifier + Mo...
Last post by WillLem - January 30, 2026, 11:10:36 PM
Quote from: Simon on January 27, 2026, 09:24:19 PMI'm not sure either whether wheel-up or wheel-down is better for rewinding. Option is sensible.

Having had a chance to play around with it, up=forwards and down=backwards makes the most sense (to me, anyway). I've added an option for it anyway, so that the direction can be inverted.

I'll mark the topic as resolved for now as I think this feature works well as-is. We can test and tweak in the next release.
#24
Game Bugs & Suggestions / Re: [+][SUG][PL] Cycle Zoom ho...
Last post by WillLem - January 30, 2026, 11:08:13 PM
OK, went ahead and added Cycle Zoom as well. It's a ping-pong zoom action which first zooms in to the maximum possible factor (usually 9), then zooms back out to factor (0), and then this cycle repeats with each hotkey press.

When using the hotkey, the current zoom factor is shown in the minimap so that the user knows if they've reached (max zoom) or (0):



The hotkey is not mapped to anything by default, it must be user-assigned.

Implemented in commit 44ff52e.
#25
Game Bugs & Suggestions / Re: [+][SUG][PL] Cycle Zoom ho...
Last post by WillLem - January 30, 2026, 08:39:08 PM
Having tested both, ping-pong is definitely the better of the two. Reset looks like a bug, and only goes in one direction.

Quote from: Guigui on January 30, 2026, 04:22:53 PMWhy not add a visual indication on screen or on skill bar when you have reached min or max zoom to prevent from going too far ?

This could optionally be added to the corner of the minimap, I'll look into it.
#26
Game Bugs & Suggestions / Re: [+][SUG][PL] Cycle Zoom ho...
Last post by Guigui - January 30, 2026, 04:22:53 PM
Not sure which one of ping-pong or reset is the best. If I understand correctly, you can zoom one step too far and have to make the whole cycle again in both case. So I guess either solution works.

Why not add a visual indication on screen or on skill bar when you have reached min or max zoom to prevent from going too far ?
#27
Game Bugs & Suggestions / Re: [+][SUG][PL] Cycle Zoom ho...
Last post by WillLem - January 30, 2026, 03:44:59 PM
Quote from: Guigui on January 30, 2026, 01:24:38 PMjust add a "zoom cycle" function.

Not the worst idea. You could, as you've said, then simply configure the time/zoom hotkeys as desired. Would ping-pong (>>> MAX <<<) or reset (>>> MAX >>>) be better?
#28
Game Bugs & Suggestions / [✓][SUG][PL] Cycle Zoom hotkey
Last post by Guigui - January 30, 2026, 01:24:38 PM
Split from this topic: [SUG][PL] Modifier + Mousewheel = Forwards/Backwards Framestep



Humm, here comes another idea that might result in about the same effect but with maybe less programming hassle : just add a "zoom cycle" function.

When one presses the "zoom cycle" button, the game zooms in. Other presses continue to zoom in until you reach max zoom, at which point other presses start to zoom out and so on. This way one can reach any amount of zoom with some presses a single button. Then one can configure hotkeys as follows :

wheel up (no modifier) : time skip desired number of frame forward or backward
wheel down (no modifier) : time skip desired number of frame forward or backward
right click : zoom cycle.

This way you have total control of both zoom and time with the mouse only, and I guess the programming part is easier.
#29
NeoLemmix Levels / Re: New Level Pack - Lemmings ...
Last post by Plodderuk - January 30, 2026, 12:09:45 PM
An interesting and enjoyable pack, with some levels using more recent NeoLemmix features such as Portals, Neutralizers and Skill Removers. I went for the talismans. My solutions are mostly similar to those of IchoTolot, Kaywhyn and/or Swerdis, but there a few levels where I diverged. In the Tricky and Treacherous ranks I particularly enjoyed Tricky 7 "Vive La Revolution!," and 10 "Zen Rock Garden" and Treacherous 2 "Long Shot," 6 "Pushing Up daisies" and 10 "Ring Of Fire." Some comments on a few levels:
Spoiler
Like Kaywhyn, I found Tricky 3 "Which Way, Mr Scarecrow" the most difficult level – it took me a long time. Each lemming has to navigate 3 bi-directional splitters to get home, so – even ignoring the Zombies - there are 8 potential paths, of which 2 need no intervention, 4 need one, and 2 need two. So 8 lemmings would need 8 skills, and 20 need 20 – which leaves only 5 skills free for evading Zombies. I suspect that is impossible, so some lemmings need to be helped by either a Zombie or an earlier lemming turning the scarecrow in the desired direction. I looked for a pattern with the first splitter encountered: alternate left and right, or alternate in groups of 2, 3 or 4? Unfortunately I tried 3 of these options before finding the one that worked. With the help of 92Dexter11's tip about turning lemmings around, I eventually found a solution that uses just 23 skills.

Treacherous 3 "Pumping Station" initially looked like one of those levels where the required strategy is clear but execution is time-consuming and tricky – having to send up a succession of perfectly-timed Climbers to make sure that later-spawning lemmings do not splat. But it turns out there is a solution that avoids any risk of these splatting and only needs 2 Climbers (maybe only 1, but that would make timing very tight).

Treacherous 6 "Pushing Up Daisies" is ingeniously designed and provides quite a challenge for the Talisman. But it's one of those levels where you can get close and then do some final tweaking to avoid running out of Platformers.

Treacherous 10 "Ring Of Fire": a nice challenge to end on. I was having trouble rescuing the lemming that acquires the Jumper pick-up without causing problems elsewhere, so I looked to see if there was a solution not requiring the Jumper. And there is.
LemFaith_Plukz.zip
#30
NeoLemmix Levels / Re: Angry Lemmings (easy to me...
Last post by Plodderuk - January 30, 2026, 12:01:15 PM
As no-one else appears to have given detailed feedback here on the full Neolemmix Angry Lemmings pack, I thought I'd offer a few comments on this entertaining pack. I played it a while back, but have only recently joined the forum.
Aspects I liked: a good range of difficulty; there's very little use of pixel-perfect or frame-perfect precision; and I liked that there is only occasional use of 'misdirection' features such as providing skills you don't need. Also there is a very good variety of types of challenge. Angry Lemmings makes more extensive use of pickup skills than most packs I've played – a good side of this is it can give clues on how to solve the level, though occasionally I found it tedious, especially the 2 levels where you have to wait for a Neutral to reach the pickups before you can assign skills.
Below, when I refer to the author's solutions, I mean those on YouTube at https://www.youtube.com/playlist?list=PLZZlEJhdyoANmPGFiwsWMV7xd9ntZzIR_
Fun, Tricky & Taxing ranks
Fun: early levels provide useful introduction/refresher for skills used later on. I found a couple of possible backroutes, for levels 10 'Laugh if you like lemmings' and 25 'Lemmings, lemmings not everywhere'.

Tricky: Backroutes for levels 6 'Lemming psychology' and 26 'She has a clever plan'; maybe also for a couple of other levels.

Taxing: I particularly liked the puzzle provided by level 11 'The ascending shimmier scenario,' where  my solution is a minor variant of the author's, which saves a lot of time; also 28 'Poor lemmings.'  The hardest level for me was 26 'Trouble times 3' where I found it very difficult to synchronise the timings. My solutions for quite a few levels may be backroutes – notably level 2 'Many traps about'; level 12 'On the Edge'; 15 'This is an AWESOME level;' 16 'Heights beware'; and 25 'Follow the boss.' For level 7 'Every lemming must think for himself,' my solution is faster but far less fun. Level 30 'We might all fall down' is another level where a slight tweak to the solution can save a lot of time.
The Mayhem rank has many long levels – though where there are Builder/Platformer-fests, these mostly have a purpose. More detailed feedback on each level in this rank (with few, if any, useful clues, but I'm putting it under a Spoiler tag just to be on the safe side):
Spoiler: Mayhem rank
1 Blue Works: a lengthy but relatively straightforward level, with what seems to be a major backroute available.
2 This room is boiling: the most difficult level in the pack, for me. There are so many possibilities as to where to deploy the Cloners, and it is tempting to use the first one too early. Also, I wasted a lot of time trying complicated ways of accessing a couple of the pick-ups, because I failed to spot the easier way. The Zombies on this level are a minor distraction that just delay the effective start.
3 Be a hero: I reckoned there was only one way to solve this within the deadline, but I was wrong – my solution differs from the author's.
4 The roads that cross: 3 sets of lemmings to be co-ordinated. There must be lots of different solutions here; mine is reasonably quick. Whichever one you go for, you have to be patient with those on the right – possibly even the advance party. 
5 Up and down!: again there must be quite a few solutions available, at least in relation to accessing the pickup skills and creating a path for the upper group. 
6 This way or that: a relatively easy level for this rank, as I could not see any alternative solutions, apart from minor tweaks. Timing is tight though. 
7 Separated poles: not too difficult a level; again I would think there are several alternative solutions possible.
8 Don't be a rotten egg: timings are tight again here, but there's still some scope for tweaking the start and exactly how the Cloners are used. 
9 The Pharoahs curse: this is a very long level, in space and time. 3 trapdoors, 3 exits, buttons and teleporters make it quite a saga.
10 Hercules'pillars: not quite as difficult as it looks at first sight, but still a considerable challenge. I looked for a route that did not use so many Stackers.
11 We mostly all fall down: a breather level. With a locked release rate, there's no chance of beating the time limit by much. 
12 The side too far: another long level, with the advance party doing all the work.
13 The lemming thief: a nice little puzzle – only 2 lemmings, but lots of buttons to be pressed.
14 The split pea soup: a range of paths available, but good co-ordination needed whichever one you choose.
15 The quicky food solution: a close study of the skills available allows you to work out what the solution must be – I doubt if there are any alternatives to the main part of the solution. I ended up with just a fraction of a second to spare.
16 Only a minute: another easy breather level.
17 Don't step on stones: a good variety of solutions possible here, and an interesting use of a cascade of splitters. I had to work hard to find a way of speeding up the final lemming, to stop it lagging a long way behind the others. It's possible to beat the time limit by nearly 2 minutes, though that solution is not very elegant.
18 Only 4 of them: a very difficult level. In the end I came up with a crude solution, which meets the 'Save' target with over 1 minute to spare, but feels like a bit of a cheat. However, one of the pleasures of the game is seeing how many different solutions there can often be to any particular challenge.
19 Up you go!: one of the less interesting levels – straightforward, lots of platforming and bridging.
20 Discolored lemmings: it took me a while to work out how to access the pickup skill embedded in the ceiling. The vast array of traps before the exit means that the group cannot be released early. It's obvious where the Cloner has to be used, but there is scope for varying exactly how the Shimmiers are used.
21 A lemming twist please: a frustrating start, as you have to wait ages for the Neutrals to collect pickup skills. After that, it's an interesting challenge to work out where to deploy the Cloners.
22 A Beast!!! of a level: a key part of the challenge here is reaching all the buttons required to open the exit – quite a bit of trial and error is needed, along with some tweaks to stop a couple of lemmings heading away from the exit.
23 Up we go!: a very cleverly designed layout. Some aspects of the puzzle are easy to figure out, but I really struggled to find a way of freeing the lower group without causing a problem elsewhere.
24 All in please: fairly easy to work out what has to be done, but the timing is very tight.
25 Have a nice night!: the location of the teleporters and pickup skills gives useful clues to deploying the Cloners, and other key aspects of a solution are relatively easy to work out. But there is still scope for finding a speedy solution.
26 Steel areas of K*****: a key aspect of the challenge here is working out how best to access all the buttons, and in what order. How you use the Jumpers is important. A lot of trial and error got me to a speedy solution.
27 Another minute: a very easy level – maybe more appropriate to the Tricky rank? 
28 Don't mind the step: another long level; a bit of time can be saved if you find a way to avoid the Platformers reversing each time they bridge a gap.
29 Save me once more: I love a well-designed Zombie level, where you have to figure out a way of containing and/or removing the Zombies. My first attempt involved holding them back at the 1-way tower, but I couldn't get the timings right. In the end I came up with a tighter containment, which looks like a backroute. 
30 Meet in the middle: a nice puzzle to finish on. I could have done without the long wait for the Neutral to collect vital pickup skills. The layout and skillsets allow you to work out exactly where the Cloners must be used. But you have to work out how to use the teleporters; and it took me a while to realise where the Stoner and Stackers have to be deployed.
Angry_Plukz.zip