Recent posts

#21
Fan Corner / Lemming drawing I made on my n...
Last post by Baldem1990 - February 10, 2026, 03:30:53 PM
This is the lemming I drew.
It is sketched.
#22
Level Design / Re: How do you get level ideas...
Last post by Sabriella_Casper - February 10, 2026, 11:42:15 AM
It's wild how much the Amiga version stands out compared to the others. Those special levels really had a unique vibe that the PC/DOS ports just didn't quite capture. If anyone's looking to play them today, the 'Amiga' level packs for NeoLemmix are a lifesaver - they port the levels over perfectly while keeping the modern quality-of-life features.
#23
Lemmini / Re: [RetroLemmini] The Complet...
Last post by WillLem - February 10, 2026, 06:19:44 AM
This pack is now fully converted to .rlv for RetroLemmini 2.7 onwards.
#24
Lemmini / Re: [RetroLemmini] NepsterLems...
Last post by WillLem - February 10, 2026, 06:00:36 AM
This pack is now fully converted to .rlv for RetroLemmini 2.7 onwards.

V1.4 also features a fix to Neutron Star 7 Divide and Conquer courtesy of Eric and Icho.
#25
NeoLemmix Levels / Kids Lemmings : awkward levels...
Last post by Guigui - February 10, 2026, 01:28:06 AM



My kids watched too much of me creating levels ! So they wanted to try to create levels of their own, and somehow succeeded.

Here is a compilation of 11 levels made by them that are awkward for sure, but actually enjoyable to solve. One may even need some thinking to do so ?

The .zip file is a bit heavy because it includes a very important soundtrack for one of the level, kids music tastes are what they are... Just unzip in your main NL folder.

The levels were 100% created by them, I just helped them using the editor and finding english names for the levels.

The pack is split in 2 ranks :
* Val from the first 3 letters of the name of my 7yo kid. He likes fire!
* Max from the first 3 letters of the name of my 10yo kid. He likes teleporters!


Here are two screenshots for you to taste their ingenious level design :

Val's Fire Burn More :


Max's Boat :


We hope you can spend a nice 20 minutes solving those levels and have fun deciphering how kids brain work.
#26
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Simon - February 09, 2026, 08:00:46 PM
A reason behind putting {saved minus required} and {lems alive} next to each other: You compare these counts to see how many you can lose. {Lemmings in hatch} is unrelated, and should go to the side.

Don't use red for the completely normal state (level not yet won) that you see 95 % of the time.

The negative count has always been questionable UI; we did it because it saved space and because it uncluttered the panel. It makes sense in theory, too: It's a debt. saved/required was nicer, but it needed 4 numbers. History: Clam proposed in 2015 to show the save requirement during play.

It's conceivable to write {lemmings in hatch} onto the hatch instead of into the panel. Reason: When you need this number, you're looking near the hatch anyway. Unsure.

The NL panel comes from the archaic design of Lemmings 1's panel, which hid the save requirement. NL panel's main value is nostalgia.

-- Simon
#27
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Guigui - February 09, 2026, 03:41:04 PM

I do agree with Dominator_101 here : display required only with positive red number. Turn it blue or green once it reaches 0, then display "+"extra_saved before it if it goes over the requirement.

As for the order of the displays I dont really know how to explain. It would just make more sense to me to have a decreasing sequence at the beginning, like for instance :

Total=100  --  Still_in_hatch=80 -- To_be_saved=98

This may be just me, and is not important at all actually.
#28
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Dominator_101 - February 09, 2026, 01:35:09 PM
Quote from: WillLem on February 09, 2026, 04:38:24 AMWhat about once it reaches 0 and lems are still entering the hatch?

This is one of the problems with the negative saved display actually: once it reaches 0, the positive number thereafter becomes somewhat meaningless. If it reads "7", for example, what that actually means is "the save requirement + 7".
One option for this would be to display extra saves as '+X'. This could work with both negative and non negative req count really, but for the case of using a positive req counting down adding '+' in front after saving enough helps differentiate it. A plus in and of itself also kinda denotes 'extra' a lot of times, so it's indicating they're bonus as well. And it doesn't take up any more space than the minus already does.
#29
Lemmings Main / Re: How to play and create cus...
Last post by Sabriella_Casper - February 09, 2026, 12:42:43 PM
I've been wanting to dive into custom levels for a while but wasn't sure where the community was at these days. Seeing NeoLemmix and Lix side-by-side makes it much easier to choose where to start.
#30
Lemmini / Re: [RetroLemmini] GeoffLems
Last post by WillLem - February 09, 2026, 08:34:20 AM
Uploaded V1 of the RetroLemmini version of GeoffLems, converted to .rlv and with exits/entrances fixed where necessary. The pack now uses the Amiga music bundled with RL so no need to download additional music.