Recent posts

#21
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...
#22
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.
#23
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
#24
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
#25
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.
#26
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
#27
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!
#28
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
#29
Contests / Re: Level Design Contest #33 -...
Last post by IchoTolot - January 26, 2026, 07:22:44 PM
Finals are up in this topic!  :)
#30
Lemmini / [RELEASE] RetroLemmini Level E...
Last post by WillLem - January 26, 2026, 10:44:45 AM
RetroLemmini Editor Release Topic

The latest version (1.1.1) is attached to this post. To use, place the .exe into your RetroLemmini directory and run it from there.

This level editor is based on the NeoLemmix Editor, and has been designed specifically to make levels for RetroLemmini. It features many of the Lemmini-specific controls you may be familiar with from the earlier NL 1.43 Editor such as support for steel areas, variable max fall distance, superlemming mode, etc. It expands upon this by adding support for direct playtesting (via F12)*, custom skillsets, visible trigger areas, level hints, and many other QOL features from the more recent versions of the NeoLemmix Editor.

*(N.B. You need RetroLemmini 2.6 or later for this to work).

RetroLemmini Editor supports .ini level files as well as the brand new .rlv format which can be used to file-associate level files with the RetroLemmini Editor (file-associating .ini files is not recommended due to how widespread the .ini file format is on Windows systems). The .rlv format is internally identical to .ini, and is fully supported in RetroLemmini 2.6 onwards.

If you wish to mass-convert between .ini and .rlv, use the Cleanse Levels feature (which can also update your levelpack.ini file to list the levels in the correct format).

Happy level creating! :lemming:  :lemming:  :lemming: