Recent posts

#31
Community Edition / Re: [?][CE] Running CE and NL ...
Last post by WillLem - January 27, 2026, 11:36:01 PM
Quote from: Guigui on January 27, 2026, 10:42:10 PMIt looks like I launched this whole idea of booting CE from the same directory as NL, so I'm giving my vague 2 cents here : either solution 2) or 4) sound fine to me.

Agreed. I'll probably go with 4. It's a bit more work for a lot more benefit.

Quote from: Guigui on January 27, 2026, 10:42:10 PMI'm just an end user who likes to keep things kind of tidy on my machine.

This actually makes you the perfect person to provide feedback, and I'm very grateful for it! :thumbsup:
#32
Community Edition / Re: [?][CE] Running CE and NL ...
Last post by Guigui - January 27, 2026, 10:42:10 PM
It looks like I launched this whole idea of booting CE from the same directory as NL, so I'm giving my vague 2 cents here : either solution 2) or 4) sound fine to me.

1) could indeed turn CE things hard to locate, and 3) does not allow modifications (which I already did for some tiny things in the CE).

Please note that I am not a programmer at all so I may not understand all arguments when they become complicated like here, I'm just an end user who likes to keep things kind of tidy on my machine.
#33
Lemmini / Re: [RELEASE] RetroLemmini 2.7
Last post by WillLem - January 27, 2026, 09:33:36 PM
Version 2.7 hotfix update

N.B. If you're on 2.5 or earlier, please get this update.

Following very quickly on from 2.6, some replay loading bugfixes and a hotfix for the Editor.

:lemming: Replay Loading Bugfixes

• If the exact pack, rating and level can't be determined, we fallback to search by level name only. This should help to avoid a lot of false negatives when loading replays.

• When checking for compatibility, if a replay is determined as 'possibly incompatible', we now avoid the annoying popup and simply show compatibility info in the window caption. This way, if a replay actually is incompatible for any reason, we can ask users to check the compatibility info in the window caption (which is visible at all times) and this should help to diagnose the issue.

• Compatibility checking now tracks the last physics update. At the time of writing this, that's version 2.6 (which should at this point be considered the last major update).

:lemming: RetroLemmini Editor 1.1.1

• The (brand new!) level editor has had a small update to better handle styles loading errors.

A reminder of what's new as of 2.6.



Get the latest version here.

#34
Lix Main / Re: Newbie with very basic que...
Last post by Silken Healer - January 27, 2026, 09:27:45 PM
Quote from: Simon on January 27, 2026, 09:11:48 PMC) More control over entrance hatches is interesting. I feel that the existing system is too simplistic: Round-robin across all hatches from the same initial count of lix.
I definitely feel as if being able to adjust the ratio of initial Lix for each hatch would be a good, low-hanging fruit-type suggestion which could maybe be added within the next few updates :lix-smile:. I'm surprised no one has thought of it already honestly.
#35
Game Bugs & Suggestions / Re: [?][SUG][PL] Modifier + Mo...
Last post by Simon - January 27, 2026, 09:24:19 PM
I'm not sure either whether wheel-up or wheel-down is better for rewinding. Option is sensible.

I think it's correct to continue offering one-shot LCtrl, RCtrl, LShift, ... If it clashes with that rewind, so be it. I assume the wheel-rewind will eventually be optional altogether (not merely which direction, but whether the wheel rewinds at all).

No idea yet for how to reconcile the feature with the remaining hotkey mappings.

-- Simon
#36
Lemmini / Re: [RELEASE] RetroLemmini Lev...
Last post by WillLem - January 27, 2026, 09:17:51 PM
Version 1.1.1 hotfix

Our first hotfix for the Editor!

:lemming: Bugfix

• If the styles cannot be loaded for any reason, an error message is shown and the Editor closes.



Get the latest version here.

#37
Lix Main / Re: Newbie with very basic que...
Last post by Simon - January 27, 2026, 09:11:48 PM
Welcome!

Happy to see Lix working well on Fedora, and that you aren't running into any problems even with your grand level designs.

None of A, B, C are possible in Lix 0.10. Silken has already explained it well while I was typing, but I'll post the full answer nonetheless.

A) I have no satisfactory explanation for why there is no upwards digging. The best argument is historical. I reimplemented the 8 skills from Lemmings 1 and then a few things from Lemmings 2, and that is it so far.

B) Splat height is fixed. Even a fixed height is hard to eyeball. It needs the splat ruler in play, and I still have an open bug report for how the editor lacks the splat ruler. It's the nastiest part of running physics mentally, and I'd prefer not to exacerbate.

What exactly do you want to do with adjustable splat height? Do you need falls survivable in specific places? You can catch lix at the bottom of a long fall with steam (the white steam clouds, or the blue transportation beam, both are in the traps dialog) and it resets the lix' fall distance.

C) More control over entrance hatches is interesting. I feel that the existing system is too simplistic: Round-robin across all hatches from the same initial count of lix. At the very least, it should become possible to place a single lix into a level outside of the existing round-robin.

You can already have different shirt colors by making multiplayer levels. You can run them in singleplayer, you control every team. You can't make puzzles in this way (multiplayer levels don't have a goal number of lix to save), but you can still make pretty paths.

-- Simon
#38
Community Edition / Re: [?][SUG][PL] Bake physics ...
Last post by IchoTolot - January 27, 2026, 09:01:34 PM
QuoteIcho's position is interesting. What do you think about externalizing even more physics? E.g., create a physics configuration text file. Let people set custom splat height in it. Warn nonintrusively about custom physics when it contains anything else than 63 safe, 64 dead.

Yeah you are right, I think at that point it would create more confusing stuff than do any good. I would be against that.
I rather would agree to put the masks in the exe instead of externalizing even more physics.

I just like really like having files visible instead of big data-blobs hiding them from me. Flashbacks to old games where I wanted to listen to the soundtrack only to see that all tracks where hidden in data-blobs. Sad times!  :'(

I do not have a strong opinion about it, when you wanna hide them for CE, do it. I just remembered why we actually went away from the big exe blob and I feel like that could be a frist step back to it.

Just be careful!
#39
Lix Main / Re: Newbie with very basic que...
Last post by Silken Healer - January 27, 2026, 08:55:26 PM
Quote from: ac4rd on January 27, 2026, 02:55:04 PMA.) I'd like Lixes that could dig *upward* on an angle, that is, miners going up on an angle instead of down, if they exist.
Such a skill does not exist. Simon is open to suggestions for Lix however (Simon being open to suggestions also applies to pretty much all your points here).

Quote from: ac4rd on January 27, 2026, 02:55:04 PMB.)  Can "splat height" be adjusted somewhere, such that falling X onto steel kills the little Lix but falling the same X  height onto a tree or bush does not?  (this may exist but I don't find it)
No. You can use the transportation beam (edit: after reading Simon's reply I learnt also the white steam clouds have this effect) item to reset the Lix's fall height mid-way during a fall to get the same effect, but you'd have to put it the same height above every single tree and/or bush, and the item is not invisible so it might ruin the effect. There may? be a way for you to copy this item and make it invisible so you could give a seamless effect. If it is, I'm not sure if other people need to have the copy item downloaded and place in the ...\lix\images directory to play your level (which would be more of a problem for multi-player levels). I have to admit this one of the few aspects of Lix I'm unsure on. Simon will probably clarify this for me and you when he sees this post.

Quote from: ac4rd on January 27, 2026, 02:55:04 PMC.)  Is there a way to control how many Lixies emerge from each entrance hatch?  Or control spawn speeds for individual entrances?
You cannot adjust the ratio of total lix each hatch gets. The spawn interval is a per-level setting which is the same for all hatches and can't be adjusted during normal gameplay in Lix. This is unlike Lemmings where it could be adjusted during gameplay.

Quote from: ac4rd on January 27, 2026, 02:55:04 PMOr to give our Lixes different colored shirts or something for different entrance hatches?
Only in multi-player.


#40
Community Edition / Re: [?][SUG][PL] Bake physics ...
Last post by Simon - January 27, 2026, 07:38:46 PM
I would bake this into the executable.

But there are alternatives. Allow editing the file, but checksum on load and warn nonintrusively on mismatch.

Icho's position is interesting. What do you think about externalizing even more physics? E.g., create a physics configuration text file. Let people set custom splat height in it. Warn nonintrusively about custom physics when it contains anything else than 63 safe, 64 dead.

-- Simon