Recent posts

#31
Site Discussion / [SUG] "Post redirection topic"...
Last post by WillLem - January 20, 2026, 04:09:15 PM
It's in the title.  I always uncheck "post redirection topic" and I imagine that other mods do the same (since we don't see a lot of redirection topics, but we do see a lot of topics being moved). Maybe the check should be un-ticked by default?
#32
Game Bugs & Suggestions / Re: [SUG][PL] Support for CTRL...
Last post by WillLem - January 20, 2026, 04:05:16 PM
Quote from: Simon on January 20, 2026, 07:56:00 AMDoes the trouble arise from the design of the keybinding dialog?

No. I don't think the program is able to distinguish between "keydown" and "keyheld", at least not currently.

Wouldn't "keyheld" necessarily have to fire "keydown" anyway? I could be incorrect in this assumption.

Anyways, what would be possible without changing or adding any existing modifier key logic would be to simply implement "Ctrl + zoom hotkey in/out = frame step +1/-1." I'm happy to add that. Most users are likely to leave zoom in/out linked to the mousewheel, and it seems a good idea to also be able to framestep like this by default.

A thought occurs though. Using the mousewheel to framestep is a good idea, but maybe the increments should be slightly larger than 1. I'd suggest somewhere between 5 and 10 as a good alternative. It makes movement forwards & backwards more what you'd expect from mousewheel use.
#33
Game Bugs & Suggestions / Re: [SUG][PL] Support for CTRL...
Last post by Simon - January 20, 2026, 07:56:00 AM
You don't have to remove single keybindings for this. The program should be able to fire event A on LCtrl-down, and later fire event B on ((LCtrl-held or RCtrl-held) + another-key-down).

LShift-down and LCtrl-down are handy in a left-hand layout.

Does the trouble arise from the design of the keybinding dialog?

-- Simon
#34
Game Bugs & Suggestions / Re: [SUG][PL] Support for CTRL...
Last post by WillLem - January 20, 2026, 05:43:13 AM
Quote from: Guigui on January 17, 2026, 02:08:32 AM* CTRL + mousewheel up = chosen number of frames step forward
* CTRL + mousewheel down = chosen number of frames step backward

Hm. I agree, but this would mean treating the modifier keys only as modifiers. They could no longer be used on their own as single-fire key events.

I'm pretty sure a hack exists where you can use a modifier with itself (so, Ctrl+Ctrl) to get essentially the same behaviour as a single keypress, but I wonder if the key has to be held for a certain amount of time for that to work.

So, would anybody mind this being changed? Allow the modifiers to be used as modifiers, but no longer as hotkeys by themselves?
#35
Game Bugs & Suggestions / Re: [BUG][PL] Incorrect panel ...
Last post by WillLem - January 20, 2026, 05:35:57 AM
Quote from: daniel on January 19, 2026, 11:05:55 PMthe mouseovers of the six right-hand buttons are not correct.

Thanks for letting me know, I'll take a look at this soon and get it fixed for the proper release.
#36
Lemmings Main / Re: Lemming Races
Last post by The64Watcher - January 20, 2026, 01:45:43 AM
Today marks the tenth race. One will win their name. Place. Your. Bets.
#37
CustLemm, Lemmix, Golems / Re: Mindless's Level Database ...
Last post by GigaLem - January 20, 2026, 01:23:31 AM
You mind adding a volume slider of some sort for this? Using Volume mixer is globally affects the browser, not just the game. and I rather not having to have ear piecing volume on this given I wear headphones.
#38
Game Bugs & Suggestions / [✓][BUG][PL] Incorrect panel h...
Last post by daniel - January 19, 2026, 11:05:55 PM
Thank you for the great work on the NeoLemmix CE. I noticed a cosmetic flaw in version 1.1-RC1: the mouseovers of the six right-hand buttons are not correct.

One Frame Backward/Forward shows Gliders/Stoners
Directional Select shows Disarmers/Blockers
Clear Physics Mode/Replay shows Bombers/Platformers
#39
NeoLemmix Levels / Re: GeoffLems - Converted for ...
Last post by Guigui - January 19, 2026, 03:33:26 PM
I also cleared all of GeoffLems, replays attached.

The level that I struggled the most with was Gray matter in the Mayhem rank. For some reason it took me a whole week to finally find how to dig those 4 obstacles correctly with the 6 diggers available.
On this level I spent way too much time trying to use the bomber to clear one of those obstacles because it seemed to make things easier for the diggers. But then the problem was to contain the crowd w/o the blocker since only 1 loss is allowed. In the end I think the bomber is here just to make the blocker explode once all lemmings are in, old style fashion !

There must be some backroutes here and there in the last 2 ranks since I sometimes end up with left over skills.

Also worth noting is that my 7 and 10 years old kids actually cleared the Fun rank, so you can watch if you want to see some very unconventionnal solutions  :thumbsup:
#40
Lemmings Main / Re: Lemming Races
Last post by The64Watcher - January 19, 2026, 03:29:18 AM
yippee