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#31
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by Guigui - November 19, 2025, 11:12:28 PM
Thank you for playing the pack JawaJuice, you got all of them solutions as intended in EON rank ! :thumbsup:

In NEO rank you can clear NEO 1 easily. Maybe NEO 2 starts to get a little more difficult, let me know if you try.

Some comments on your solution :

Spoiler
EON 2 Trust Your Lucky Star ? You have intended for the talisman which saves the blocker : start bashing when the climber is about the height of the Lucky Star ! To my knowledge, this is now the only way to get through the vertical structure w/o using the blocker.

About intended solution using the blocker you are also right : just start bashing at any time, and stop the basher with a blocker when the climber is safe from the traps.

EON 2 Head Bang Bump Wash Dry Turn Blow This one is not that hard, the solution is in the title. Look at the Head of the worker which :
Bang : when he is a digger (you have to be a metal music fan to get the headbang concept ;))
Bump : when he bumps his head while building
Wash : when he bashes under the water
Dry  : when he walks under the shredder
Turn : when he is a blocker
Blow : When ... Oh No !
#32
Contests / Re: Level Design Contest #33 -...
Last post by Crane - November 19, 2025, 07:36:37 PM
Just got Rusty Ruin Zone too - that was a tough one, but I put it down to my inexperience with splatpads.
Comments
When I finally realised I could use a Shimmier to jump into the portal, rather than trying to use Builders or assuming it was a red herring, then everything fell into place.  Whenever I thought I had found a backroute or a solution, the splatpads always stopped me!  Now I understand your clue about the lemmings building a bridge together and one going back upstairs, so the overhanging Digger has somewhere safe to build to.

That just leaves Benzene.
#33
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by JawaJuice - November 19, 2025, 04:54:56 PM
Quote from: Guigui on November 09, 2025, 12:19:27 AMQuest From Kieran I left aside for the moment, kind of discouraging to me in the last rank.
I also started Lock and Key by Dexter, but it is hard too, cannot get past level 3...
I think I have better time with simpler packs for now.

For what it's worth, I've tried Quest From Kieran a few times myself and given up every time when I hit the final rank. It's a very hard pack at this point. I found his Abandoned Zone more accessible - did manage to complete that one. I struggle with pretty much everything Dexter has released - Lock and Key was too hard for me as well. The only pack of his (and ∫tan x dx) that I have managed to finish is Lemmings Faithful.
#34
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by JawaJuice - November 19, 2025, 04:41:34 PM
OK, your Eon updates didn't pose too much problem actually ;) Replays for this rank attached. I do like your concept with this pack, Guigui; it definitely forces you to approach problems differently, knowing you only have to save one. For my money, Level 4 (Head Bang...) of Eon is by far the trickiest - not just in seeing a solution, but the execution is pretty difficult as well.

Spoiler
I'm not sure if I did Level 2 'properly', I really can't work out what the blocker is supposed to be for there - to stop the progress of the basher after the climber has got past maybe? It seemed easier to just rely on timing and not use the blocker to me, but maybe I'm being obtuse!
#35
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by JawaJuice - November 19, 2025, 03:53:29 PM
I gotta say, @Guigui, there's no way this pack is Medium difficulty, imo. I've completed all Medium packs released to date, including DoveLems (which I also thought was a hard 'Medium') and this has given me considerably more trouble than any of them! On my last attempt, I cleared the first rank but couldn't complete any levels from the second rank. Thought I'd give it another crack just now, but I see your update means two of my replays from before no longer work! I will persevere with it though :-P
#36
Contests / Re: Level Design Contest #33 -...
Last post by Crane - November 19, 2025, 02:22:15 PM
Completed Armani's R1 level - let me just say that was absolutely beautiful... definitely my favourite level so far.  You were right about the last few skills being the puzzling ones - I worked out where everything else went, but with the remaining skills...
...it begged the question:
How do you release the crowd?!

R2 and R3 still giving me trouble unfortunately, despite your clues.
#37
Contests / Re: Level Design Contest #33 -...
Last post by kaywhyn - November 19, 2025, 12:26:06 PM
I've decided to release a V2 for my R3 not because of backroutes (no one has backrouted it yet) but to fix it up a little more to make it look better. In particular, I've replaced some steel pieces with its corresponding green piece and vice versa. Yea, I think I'm at that point where even small stuff like that in my levels bugs me :P
#38
Contests / Re: Level Design Contest #33 -...
Last post by kaywhyn - November 19, 2025, 12:20:02 PM
R1 remains V3!

Changelog History of R1:

V2 - Removed some terrain to fix a backroute I discovered. That's what I get for going overboard with the decorating! :-[

V3 - Shifted steel blocks on the right side to exactly line up with the thin terrain pieces above to fix a backroute thanks to Crane. Another dumb mistake on my part because I thought they were already perfectly aligned! :forehead:


R2 remains V2!

Changelog History of R2:

V2 - Added a button to fix a backroute thanks to Crane.


V2 of R3 uploaded!

Changelog History of R3:

V2 - Fixed up the level some more to make it look better.
#39
Community Edition / Re: +][BUG][PL] Gracefully han...
Last post by WillLem - November 19, 2025, 04:36:00 AM
OK, so after a failed attempt to embed the resources (which would only solve the default style anyway), I tried exploding lems to replace the missing Sleeper. This is fun, we get the fireworks, but it takes longer for the animation to play out, requires extra code for having the explosion not leave a crater, and fills the screen with particles which may obscure important level detail that the player may need to see.

So, let's try the Vaporizer (Burner) animation instead, effectively turning the exit into a fire trap when time runs out. This is shorter even than the Sleeper animation, less code, and less impact on the visuals (which, again, may be important).

That handles the missing sprite. We also need to handle missing animation data from scheme.nxmi. After a bit of unsuccessful tinkering with various bypassing methods, I've opted to simply add the missing data to the scheme.nxmi file at runtime. This is relatively low impact, and in fact helps any sprite set designers because they won't then have to manually add the data themselves should they wish for their style to support the Sleeper sprite.

This seems to be the best solution overall. It's highly unlikely that any other sprites will ever be added to CE, so the special handling in this case is acceptable. And, it only applies to users who opt to run CE from their original NeoLemmix directory. If doing things the other way around, the Sleeper sprite will be there anyway.

Implemented in commits 2651404 and 7c9de20.
#40
In Development / Re: Armani's new level pack De...
Last post by Guigui - November 19, 2025, 01:06:44 AM
I also went for pillar. Crystal is the easy pick for sure, but definitely overused and so 2022. You're Armani or not ?