Recent posts

#21
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by Plodderuk - June 21, 2026, 04:45:55 PM
On to the final rank, Havoc Highway. With 4 levels in the previous rank still not solved, I've been expecting to struggle with the final rank. So far I've managed 11 of the first 14 levels - my favourite being level 5.
Detailed comments under spoiler tag:
Spoiler
Level 1 "Jungle Speedway": the chameleon trap by the exit means the crowd have to be compressed very tightly. I have several skills unused, but that does not necessarily indicate a backroute..
Level 2 "Sfift Action Freeway": I tried 2 routes, coming up 1 skill short with both. A 3rd route I'd been considering from the start looked impossible to execute, but then I realised that using one of MASTER-88's favourite tricks would make it easy to achieve the necessary synchronisation between the advance lemming and another. There are several viable variants to my solution – for example, in two variants I don't clone the Disarmer, and in one of these I save 100 rather than the required 99.
Level 3 "Lethal Sidewalk": a relatively straightforward level, with very generous time limit.
Level 4 "You Have To Take Little Detour": I had 1 false start with this. You need to know one Stoner trick and be very precise with positioning and timing.
Level 5 "Minute Mile": mind-boggling. The key challenge here, besides the super-tight time limit, is how to get past 2 obstacles while sacrificing only 1 lemming, since 1 has to be sacrificed by the trapdoor. There is no way past the 1-way pole without using a Stoner or a Bomber. This means the Flipper has to be passed without losing a lemming. I looked at various Blocker-Flipper interactions, but none of them quite worked, within the time limit – leaving me with several ways of rescuing 77 lemmings, but not the required 78. Eventually I realised it was possible to free up a skill and use it in a weird way that indirectly allowed the Blocker-Flipper interaction to deliver as required. If this is the intended solution, the level design is so ingenious.
Level 6 "Demolition in Coalmines": this is a large and long level, with a 15 minute time allowance. It is very difficult to free the crowd without using too many skills. I considered freeing them from below, using the sole Basher to go underneath the trapdoor chamber; but this route faces major problems with the chains and firebreaks. My solution, by using spare skills to reduce delays, takes well under 10 minutes.
Level 7 "Lemmings in Slaughter House": at first glance this does not appear extremely difficult. There are 2 Shimmiers to help get the advance lemming to where it needs to be to forge a path for the crowd. But then you realise there's a major problem with the group on the right: 2 traps to disarm, plus a high release rate, spell trouble. Solving this headache needs lateral thinking and experimentation. Another challenging puzzle.
Level 8 "Bullet Train Lemmings": another great challenge. I looked for a way to shift the first lemming from the front of the crowd, where it has to be to disarm the first trap, to the back - to give it ample time to disarm 2 traps and mine to the exit. I think this is essential to any solution. There are some spare skills that, as far as I can see, cannot be used.
Level 11 "Lemmings On Thin Ice": a much needed breather level, where it is not too difficult to beat the save requirement and save all 80. The time limit is very generous.
Level 13 "Very Tricky Position": this needs precise positioning of the Builders, which took me several attempts; and some very difficult work at the end, using the same trick as in level 15 of the 4th rank.  I don't see why the time limit is twice what it needs to be – maybe an element of misdirection?
Level 14 "High Place Expresslane": the key to this level is finding a mining route that is economical on Builders; and the key to that is where the Bashers are deployed. Working this out is challenging, but once that has been achieved it's not too difficult to meet – and exceed – the requirements for the 2 Talismans.
Solutions for levels 1-8, 11, 13 & 14 attached.
OYMLr5v1_plukz.zip
#22
Live Event Scheduling / Re: Simon will stream Level of...
Last post by Simon - June 21, 2026, 01:01:42 PM
Stream is over! Recording will remain for 14 days at: https://www.twitch.tv/simonnaar

We played 2 levels by Dexter, the remaining 2 by Kaywhyn, Ice Palace by Giga, and So Many Spikes by Guigui. We backrouted Kaywhyn's Oh Yes Molten Problem.

Left unsolved: 3 by Dexter, 1 by Kaywhyn (Oh No Molten Problem).

-- Simon
#23
Game Bugs & Suggestions / Re: [✓][SUG][PL] Clear Physics...
Last post by Simon - June 20, 2026, 09:47:00 AM
I've tested this today, immediately after CE 1.1.2's release. Every other bug can wait until tomorrow's livestream.

Yes, everything works. The player must, in the user options, uncheck the color cycling. Gadgets will now be dark green. And if the player doesn't like the dark green etc., he can edit data/ce-clearphysicscolours.nxmi for gadget and lemming colors.

I got exactly what I had emphasized, and it's released well in time for the stream tomorrow. In hindsight, this bug bothered me during play the most. The (overall more important) data loss on settings import is also fixed, so WillLem didn't even have to deviate from the most sensible order.

There are smaller things left to discuss for later. E.g., should ce-clearphysicscolours.nxmi sit in user/ (we expect the user to edit it) instead of in data/ (here it gets overwritten by next release), or should color cycling be default. But none of that is urgent. It's better for me to have the immediate dark green available.

WillLem, this was an excellent way to handle your user feedback. It works, I see no bugs, but I mean this especially from the non-technical angle. You guessed that this bothered me and Proxima the most, and we had no workaround.

-- Simon
#24
NeoLemmix Main / Re: [✓][SUG][PL] Redesign defa...
Last post by WillLem - June 20, 2026, 09:24:59 AM
Reading back over this topic, I still like the idea of showing the hatch fall distance in CPM but forgot about it due to the focus being mostly on the ruler itself.

So, a hatch fall distance guide will be added in the next update. It's on the to-do list.

Meanwhile, for Climbers' fall distance, my honest view at this point is that it probably isn't worth supporting. Reasons: 1) levels requiring it should be discouraged, and 2) it's a move back towards the confusing multi-ruler scenario that we're trying to avoid.

I'm open to being persuaded that there's good reason to add a second ruler and let it be accessed via Shift + (User's Ruler Hotkey), but in the absence of vocal support for this idea, or any (welcome) alternative suggestions, I'll most likely not bother.
#25
Community Edition / Re: [RELEASE] NeoLemmix Level ...
Last post by WillLem - June 20, 2026, 12:21:28 AM
NeoLemmix Editor Version 2.1 Update

A few additional features, tweaks and bugfixes. Here's what's new:

:lemming: Previous/Next Level Buttons
 • Added '<<' and '>>' buttons for navigating between levels in the current directory.

:lemming: Piece Search
 • 'Background' and 'Animation' objects are recognised as 'Decoration'.
 • Bugfix - Removed 'Normalizer' (SuperLemmix object).
 • Bugfix - Removed the 'Perma' prefix from Skill Assigner/Remover.

:lemming: Misc UI
 • 'Random' button is enabled by default.

:lemming: Bugfixes
 • Only ever draw 'Paint' objects on Terrain.



Download the latest version of the NeoLemmix Editor.

#26
Community Edition / Re: [RELEASE] NeoLemmix Commun...
Last post by WillLem - June 20, 2026, 12:18:15 AM
1.1.2 Hotfix Update

Feature updates and bugfixes. Here's what's changed:

:lemming: Options

• 'Hide Backgrounds' is now 'Show Backgrounds and Decorations', and encompasses decorative objects (Paint, Animations, etc) as well as Background images

• Added option to toggle Colour Cycling for gadgets in Clear Physics Mode

• Colours in Clear Physics Mode can now be user-customised using data\ce-clearphysicscolours.nxmi. Simply edit the hex values of the listed colours to tailor them to your liking! See this post for more details

:lemming: Hotkeys

• Added hotkey for 'Select Unassigned Lemming' - this can be used to select any lemming that is either a Walker, Ascender or Faller, and not an athlete. There is no default key, so be sure to set it yourself if you wish to use this hotkey

:lemming: UI / Bugfixes

• Data Loss Fix - NLCE tolerates the absence of 'NLCESettings.ini', and recognises 'settings.ini'
• Data Loss Fix - Hotkeys are now saved and loaded as 'NLCEHotkeys.ini' ('hotkeys.ini' is still compatible, but will not be overwritten)

• If a level has missing pieces and a preview text screen, the missing pieces are handled before proceeding to the preview text screen

• Replay Insert Mode - 'CUT X TASKS' is shown on all frames, including the assignment frames, when mousing over a lemming with future replay assignments

• Level Select Menu - Title and Author fields are reset correctly after using the 'Edit Level' button to edit a level

• Updated default fall distance ruler. See this topic for full discussion and details

See also: NeoLemmix Editor 2.1 Update



Get the latest version here.

#27
Game Bugs & Suggestions / Re: [+][SUG][PL] "Select Unass...
Last post by WillLem - June 19, 2026, 11:38:20 PM
Select Unassigned Lemming hotkey added. This will choose a lemming that is either Walking, Ascending or Falling, and which does not have a permaskill assigned to them.

There is no default assigned as yet, so it's added on an 'assign it yourself' basis. We can always change this later.

Implemented in NLCEPlayer commit d9335a3.
#28
Game Bugs & Suggestions / Re: [+][SUG][PL] Clear Physics...
Last post by WillLem - June 19, 2026, 11:33:27 PM
Colour-cycling is now optional.

Implemented in NLCEPlayer commit 49cfd1c.

Static CPM colours can be user-specified in ce-clearphysicscolours.nxmi. See above post for details.

Implemented in NLCEPlayer commit 1359ae5.

This can now be considered resolved, then. Users can choose whichever colours they wish for gadgets, trigger areas, and the various lemming states, whilst in CPM.

#29
Lemmini / Re: [RELEASE] RetroLemmini Lev...
Last post by WillLem - June 19, 2026, 08:11:40 PM
Version 1.7 Update

A small but significant update this time.

:lemming: Previous/Next Level Buttons

• Added '<<' and '>>' buttons for navigating between levels in the current directory. These buttons instantly open the previous/next available level for editing!

:lemming: Bugfix

• Changed default top boundary to 2px to match the hard-coded value in RetroLemmini.

Please Note: RetroLemmini no longer supports variable level boundaries, but the Editor will continue to soft-support them to make it easier for level designers to adjust their levels (if necessary).



Download the latest version of the RetroLemmini Editor.

#30
Lemmini / Re: [RELEASE] RetroLemmini 3.1
Last post by WillLem - June 19, 2026, 08:06:46 PM
Version 3.1 update

More physics updates, UI tweaks and - at long last - a Replay Checker!

Here's what's new:

:lemming: Replay Checker

• When loading a replay, the replay is first checked for pass/fail status (this is lightning fast and invisible). The result is then displayed in the window caption, including the number of lemmings saved (thanks to hrb264 for this suggestion!).

• This feature will form the basis of an in-development Mass Replay Checker, which will be able to check multiple replays in batch. Let's ensure that the single-check feature is stable first!

:lemming: Replay Format

• The player's name is now stored in the Replay file.

:lemming: Physics

• When a Builder is turned by a Blocker, the current step is drawn again to ensure that the bridge fully connects. This does not affect replay timing as the step is drawn instantly, but it may affect replays which used the glitch in order to separate a lemming from the crowd.

• Removed support for variable level boundaries: RetroLemmini will ignore these values wherever they are present in a level file, and instead will default to Top = 2, Bottom = 20, Left = 0, Right = -16.

• Builders are prevented from building past (Y = 4).

• The Top Boundary is taken into account when determining Walker -> Hopper transition, meaning that lemmings cannot step above (Y = 2), and will instead turn around.

• Bugfix - Skill assignment to OhNoing Blockers is now disallowed (as per regular OhNoing lemmings).

:lemming: UI

• When in Debug mode, the Frame value and X/Y position of [the lemming under the cursor] is shown in the panel info in the format "F:n X:n Y:n".

• Bugfix - Window caption is reset when cancelling Replay mode.

:lemming: Lemming Sprites

• 'Jumper' renamed to 'Hopper'.
• 'Flapper' renamed to 'OhNoer'.
• 'Flipper' renamed to 'Hoister'.

• All left-facing lemming sprites have been restored to their original positions and are instead offset in-code to match the 3.0+ Builder physics. This does not affect the actual in-game position of the lemming, and is a purely aesthetic tweak to ensure smoother animation, and to restore the original sprites (which should NOT have been changed - I don't know what I was thinking!).

:lemming: Editor

• RL Editor version 1.7 is included with the download. See the Editor's "About" dialog for update info.

A reminder of what's new as of 3.0.


Get the latest version here.