Recent posts

#21
NeoLemmix Levels / Re: [NeoLemmix] NeoLemmix Intr...
Last post by IchoTolot - July 03, 2026, 06:25:25 AM
V 2.1 is out!

I saw a slight backroute by eric for "Becoming Indifferent" and decided the best fix is to adjust to kaywhyn's suggestion and remove the jumper and to add a basher.

Fixed levels:

- "Becoming Indifferent" - Removed the jumper, added a basher
- "Fluctuant Knowledge" - Very minor visual fix
#22
Site Discussion / Re: [SUG] Post feedback button...
Last post by WillLem - July 03, 2026, 02:52:45 AM
Still think this one would be a good idea to help boost Forum engagement. Happy to help with the grunt work if necessary.
#23
Game Bugs & Suggestions / Re: [+][SUG][PL] Clear Physics...
Last post by WillLem - July 03, 2026, 01:58:43 AM
Option removed.

Colours can now be cycled by typing 'CYCLE' into the relevant field in 'ce-clearphysicscolours.nxmi', or by choosing a fully transparent colour (i.e. $00------).

Implemented in NLCEPlayer commit 7b965a4.
#24
Lemmings Main / Wayne Smithson Interview
Last post by grams88 - July 02, 2026, 11:09:03 PM
Sorry I was late in posting this.   ???  I managed to do an interview with Wayne Smithson who was involved with the lemmings games, the atari st lemmings tribes, oh no more lemmings and many other games as such as creatures.  Hope you find it an interesting read, I try to be different with my questions to the standard interview questions.  He seems a really nice man.  :)

https://www.atarilegend.com/interviews/84
#25
Game Bugs & Suggestions / Re: [✓][SUG] Allow hiding anim...
Last post by WillLem - July 02, 2026, 10:58:48 PM
Quote from: Simon on July 02, 2026, 07:58:23 PMIt doesn't work with animated background: I have "Show ..." disabled and nonetheless see the butterflies on Dexter's The Split. Expected instead: The butterflies have gone away.

This particular object is marked as 'NO_EFFECT'. Such objects are not marked as 'Decorations' (i.e. Paint, Animation, Background) - they are simply not designated at all.

Rather than including undesignated objects in the 'Decorations' crowd, we'll instead understand 'NO_EFFECT' as 'ANIMATION' (which is more or less the same thing anyway, and won't affect existing levels/physics).

Reason for this approach: Traps become undesignated when they are disabled, and it's unlikely we'll want them to disappear when 'Show Decorations' is toggled off. Let's keep undesignated state as its own thing, then.

Fixed in NLCEPlayer commit d51c2b7.
#26
Community Edition / Re: [+][BUG][PL] Issues with P...
Last post by WillLem - July 02, 2026, 09:21:26 PM
Fixed Preview/Postview clicks cancelling the replay. If 'Auto-skip Preview/Postview' is active, the click is added to the message queue and gets processed when the game starts, cancelling the replay iff Replay Insert mode is not active.

So, we simply eat the click.

Fixed in NLCEPlayer commit 8dbba16.

We also now skip levels with missing pieces during playback:

Fixed in NLCEPlayer commit 4b205ff.

We still need better user feedback when Playback Mode is first initialized. Printing a message on the Window Caption is OK, but not if the user has NLCE in fullscreen. Working on it.
#27
Community Edition / Re: [+][BUG][PL] Issues with P...
Last post by WillLem - July 02, 2026, 08:07:34 PM
Quote from: darkshoxx on July 02, 2026, 08:06:08 AMjust to be clear, it's a submission so there's no guarantee it'll be accepted, so don't put additional effort into it for the sole purpose of the submission.

Rest assured, the effort is to get the best working version of this feature. The submission has simply brought attention to it and generated useful feedback, so thank you for that! :)

Quote from: darkshoxx on July 02, 2026, 08:06:08 AMOkay ignore the by-level vs. by-replay issue.
...
Tested it multiple times again just now, if I don't click, everything works just fine in both modes, and clicking stops them in both modes.

Confirmed! :P

Well that's a relief (in that the system itself isn't completely broken!), however it does highlight a considerable flaw with the UI: user input should not cancel the replay whilst Preview/Postview screen is displayed.

I've refactored the Playback Mode playlist building system anyway, because it previously relied on a bunch of mutable lists and, on looking again at the code, was way messier than it needs to be. The refactor makes every playlist item its own object, so the matchup and playlist-building process is much snappier and less prone to bugs; this is a win, even if it wasn't actually needed for this particular bug report!

Refactor in NLCEPlayer commit 1f50f71.

So, the third issue is actually:

:8(): User input during Preview/Postview screen cancels the replay!

This is unusual, because in normal circumstances clicking the screen would advance to game/next preview. We need to be extra careful if Playback Mode is active, then. Clicking should do absolutely nothing!

I'll fix this later tonight.
#28
Game Bugs & Suggestions / Re: [✓][SUG] Allow hiding anim...
Last post by Simon - July 02, 2026, 07:58:23 PM
CE 1.1.2

Yes, the option is now worded positively. Yes, it works with non-animated backgrounds as before.

It doesn't work with animated background: I have "Show ..." disabled and nonetheless see the butterflies on Dexter's The Split. Expected instead: The butterflies have gone away.

The Split is contained in Icho's pack of all candidates of Level of the Year 2025.

The butterflies in The Split aren't the main concern; they're out of the way, you can't possibly reach there, and they're cute. Some other levels have more of these animated decorations. But I still test it with the butterflies because Flopsy enjoyed me saying "Butterflies don't go away" on stream.

-- Simon
#29
NeoLemmix Levels / Re: [NeoLemmix] NeoLemmix Intr...
Last post by IchoTolot - July 02, 2026, 07:39:42 PM
All replays are totally fine!  :)

That you fell for the slight trap in "Becoming Indifferent" is indeed intentional. It shall be a moment for a slight hickup to look and see how to prepare the route and use the jumper. I had a basher instead of the jumper at first, but decided for this tweak.
The older level introducing neutrals before that also already had a slight puzzle, so I wanted to keep that level of difficulty.

Nothing major, just not completely trivial.

The jumpers in "Fluctuant Knowledge" are just for saving lemmings when building that last platform with no crowd containment. I used 2 for that and I just wanted to give an amount where platforming is necessary, but not punishing any solutions otherwise.

For the ordering I went with complexity ordering rather than with theme ordering and that's why I chose to stick them to the end:

- The teleporter is rather easy alone and introducing portals and showing the differences betweeen them is quite a bit more complex, so I decided to leave a gap there.
- The neutral level was already quite hard and I wouldn't want it to be earlier in the rank. That leaves only a little gap to the neutralizer/deneutralizer introduction which needs the neutrals as a basis.
#30
NeoLemmix Levels / Re: [NeoLemmix] NeoLemmix Intr...
Last post by kaywhyn - July 02, 2026, 07:15:50 PM
My replays are attached for the three new levels that use the new 12.13 NL objects. Great levels, though "Becoming Indifferent" might be a little difficult considering that I fell for the trap of being a basher short. Also, only one jumper used for "Fluctuant Knowledge" ;)

As mentioned from quite a while back, I think the portal introduction level can be a bit closer to the level that introduces teleporters, and similarly maybe the neutralizer/deneutralizer can come a bit after the neutral Lemmings introduction level. Finally, if there is a level that introduces preplaced Lemmings with preassigned permanent skills and/or a level with preassigned trapdoors, maybe the skill assigner/deassigner tutorial can come a bit after either one.