Recent posts

#31
Reviews / Re: Level Review--Lemmings Rev...
Last post by whoever - November 08, 2025, 05:23:32 PM
Quote from: mobius on September 19, 2018, 12:11:11 AMUnder and Up is one of the main candidates (which I mentioned earlier) as seeming to indicate that they intentionally created backroutes in some of these levels. As to why; I have no idea.

Level 8.3 "Under and Up" is usually solved via a backroute. This solution assumes the lava pit hasn't been emptied, uses all three switches, and relies heavily on the teleporters. It should be close to the intended solution.

This improved solution saves 60 of 60 Lemmings :)

#32
NeoLemmix Levels / Re: LemFan's various packs
Last post by JawaJuice - November 08, 2025, 04:53:17 PM
Quote from: jkapp76 on November 08, 2025, 04:16:28 PMI've played all of LemFan's packs. They're odd, but they certainly have a place here. People know what they're getting into with these packs and often enjoy them... there's certainly a few frustrating levels.

Yeah, for sure, I've enjoyed them for the most part. I guess you have played those two specific levels I mentioned then? Any hints, or do you still have your replays saved maybe? They're the only two levels that have completely stumped me so far! Just can't see how they're possible.
#33
NeoLemmix Levels / Re: LemFan's various packs
Last post by jkapp76 - November 08, 2025, 04:16:28 PM
I've played all of LemFan's packs. They're odd, but they certainly have a place here. People know what they're getting into with these packs and often enjoy them... there's certainly a few frustrating levels.
#34
NeoLemmix Levels / Re: LemFan's various packs
Last post by JawaJuice - November 08, 2025, 02:48:10 PM
I've been playing through these packs recently. Not gonna give detailed feedback as I don't think LemFan will read or respond to it, but basically, what has already been stated is true: the difficulty curve is all over the place, especially in the earlier packs, and I suspect a lot of my solutions are backroutes. That said, I still think these packs are worth peoples' time. There're some good puzzles and interesting ideas throughout, albeit with the odd really badly designed level, where it's all about some ridiculously fiddly execution.

I'm going to attach my replays for ColdLems, as I don't see that anyone else has posted replays for it - not so much for the author's benefit, as I don't think he'll look at them, but for anyone else who might be playing these packs and is struggling with a particular level. I won't add replays for the rest as they've all been covered, mainly by ericderkovits, who seemed to be the main player on this (old) thread.

Question: has anyone played through the LemFanLems I pack? I've pretty much finished it, but there're two levels I just can't do: Brutal 18, A Higher Platform, and Chaos 3, Statue of OilDrums. The former seems to be lacking one skill (a bomber) to make it possible, while the latter doesn't seem doable at all with the skills given. Strangely, neither of these levels are in the final rank (Clueless) and yet are way harder than any in that rank! If no-one has played the pack through, I wonder if someone would be willing to play just these two levels? I'm genuinely curious as to whether they're technically possible.

#35
Editor Bugs & Suggestions / Re: [+][SUG][ED] Show Erased a...
Last post by WillLem - November 08, 2025, 04:51:53 AM
OK, so... Eraser pieces drawing solid colour is relatively easy to achieve. Current behaviour (i.e. erase invisibly) can of course be preserved and a toggle option/hotkey provided.
#36
Editor Bugs & Suggestions / [✓][BUG][ED] Moving the mouse ...
Last post by WillLem - November 08, 2025, 04:37:20 AM
This is a bit of a "focused component" tail-chaser.

Dropdown lists can be browsed by hovering the mouse wheel over the dropdown whilst the list is closed. For this to happen, focus must be pushed to the component whilst the mouse is hovered over it.

I ran into a bug where focus stayed with the dropdown even after the mouse was then moved elsewhere, meaning that when subsequently trying to zoom using the mouse wheel, the dropdown list would still be cycling through its items.

So, focus must be pulled back to the main form when the mouse leaves the dropdown. This gives rise to another bug whereby if the list is opened but the mouse is moved away from the dropdown component too quickly, the list closes. It's necessary, then, to explicitly tell the compenent to wait for the list to be closed manually before pulling focus.

This has now been sorted out, but I wanted to log it here in case any further issues arise.

Fixed in commit 32ab92d
#37
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by WillLem - November 08, 2025, 12:30:01 AM
OK, I've added the following colours as options:

Pink
Yellow
Green
Blue
Purple

See the above post for examples of how they look. We'll demo these in the next update, hopefully these options will suffice.

Implemented in commit 451d5f1.
#38
Game Bugs & Suggestions / Re: [?][SUG][PL/ED] Change Col...
Last post by WillLem - November 07, 2025, 10:14:00 PM
OK. GIga confirmed via Discord that the feature is being suggested mainly for the Editor. So, let's go ahead with that. There are a number of possibilities for the trigger area colour in the Editor, these ones are the easiest to achieve:


Baja blast green


Gengar purple


Squirtle blue


Sunflower yellow


Original pink, for comparison

Which colour is best? Should we have all 4 as potential options, or provide a single alternative from the choices above?
#39
In Development / Re: Random level sharing topic...
Last post by JawaJuice - November 07, 2025, 09:48:31 PM
@kaywhyn As requested, I attach my replay for your AWESOME Fire Level.

Spoiler
Kaywhyn, looking at it again, it may have been a slight backroute as I didn't have any use for the sliders. The execution on this one was pretty tricky to get right; dunno whether I over-complicated it? I don't think so, given there is only one miner.

I actually save all of my replays for everything, so I've got most of the levels on this thread with the exception of a couple from authors whose stuff is generally too tough for me (I'm afraid I got nowhere with saba's level above).

I'd be happy to be a pre-tester for your WIP pack, if you like - just let me know.

#40
NeoLemmix Levels / Re: Sweet 'N' Sour Lemmings: a...
Last post by kaywhyn - November 07, 2025, 09:24:04 PM
Quote from: JawaJuice on November 07, 2025, 12:04:53 PMVery nice to meet you, kaywhyn! You're something of a legend around these parts  8-) I've read your detailed feedback on many a pack after solving them myself. The handle is, more mundanely, a reference to Star Wars; specifically Attack of the Clones. The drink is offered to Obi-Wan in Dex's Diner on Coruscant. I know it's got nothing to do with Lemmings, but it's a name I use elsewhere so just thought I'd stick with it here  :P

Likewise with it being a pleasure to meet you JawaJuice! :) Aww shucks :-[ I don't know about me being a legend around here on the site, but I appreciate the compliment nevertheless! :laugh: :thumbsup:

Thanks for the explanation on your username. Oh man, believe it or not I haven't seen any film Star Wars since middle school! So, about 25 years now :lem-mindblown: I think I only fully seen just one film, and probably portions of one or two other films in the series. Needless to say, I'm not that well-read or well-versed in anything Star Wars related :-[ Perhaps it's time for me to revisit the series again after so long and also buckle down and watch the films I haven't yet! I don't really remember much from any of the films.     


QuoteYeah, I'd say I've probably completed about 80% of all Neolemmix packs, but NepsterLems and Lemmings United are two where I gave up. Hopefully I'll return to them at some point if my solving skills are ever good enough! I did complete Lemmings Reunion, which is certainly easier than United but still quite challenging - a great pack actually; I really like IchoTolot's approach to level design. It can be hard to see the solution, but they're normally very logical, and fair, when you do. That's clever design. The kind of difficulty I don't care for is where a level is overly fiddly and relies on pixel perfect execution / timing or knowing some arcane trick to finish it.

I'm the same with finding levels where the solution is obvious but it takes so much trial and error to get the setup correct not enjoyable. At least IMO. Instead, I'm a big fan of hard levels where the solution is difficult to figure out but the execution of the solution isn't.

QuoteI'm looking forward to giving it a shot although it sounds like it might be too difficult for me :P I did complete your AWESOMRE Fire Level from the random levels thread, but it wasn't easy and I'm sure your new pack will be more challenging than that. Anyway, thanks for the warm welcome - happy to be a part of this great community!

If you still have your replay for my AWESOME Fire Level, please send it to me. I would like to take a look at your solution! :thumbsup: You can post it in the Random Level Sharing Topic itself :) From what it sounds like, you probably got either the intended or an acceptable solution to it. On the other hand, that does remind me that I still need to fix a backroute by a member who privately playtested it for me from several months ago. Your solution sounds like it isn't the same one they found, but I'll have to check your replay to be sure.

You can also consider being a pre-tester for my pack once I open up the pre-testing phase in the far future. It really sounds like you're someone pack authors would greatly appreciate doing testing and getting feedback from :thumbsup: For my pack, you don't have to worry about this for a long time, as I'm quite slow when it comes to level making and I haven't made much progress on it in a long time, though I'm happy to say that I've finally gotten around to resuming work on it again :laugh: