Recent posts

#31
Lemmings Main / Playing Lemmings 2 on Modern P...
Last post by CrystalCore - February 11, 2026, 07:51:47 PM
I see there's How to play Lemmings (1991) on a modern PC, but are there equivalent source ports for Lemmings 2: The Tribes?
#32
Lemmini / Re: My first attempt at a leve...
Last post by hrb264 - February 11, 2026, 06:46:25 PM
Quote from: Ron_Stard on February 11, 2026, 06:40:57 PMI think there are too many lemmings! Although that's a major part of the level's difficulty. Perhaps a smaller skillset would improve it.

Haha. Yeah - I thought about having less builders or having one-way arrows in one part of the level, but I am worried that it might make the solution I thought of more obvious. The main reason I added so many skills is because I didn't want people to worry about running out of skills with how many lemmings there were, but maybe I could reduce them to increase the difficulty :D
#33
Lemmini / Re: My first attempt at a leve...
Last post by Ron_Stard - February 11, 2026, 06:40:57 PM
I think there are too many lemmings! Although that's a major part of the level's difficulty. Perhaps a smaller skillset would improve it.
#34
NeoLemmix Levels / Re: Kids Lemmings : awkward le...
Last post by Ron_Stard - February 11, 2026, 06:30:11 PM
Great levels, harder than I expected!  :thumbsup:
#35
Lemmini / Re: My first attempt at a leve...
Last post by hrb264 - February 11, 2026, 01:41:09 PM
Sorry, here's a lot less messier replay (Although I'm still sure there are quicker ways to do it) :)

#36
Lemmini / My first attempt at a level wi...
Last post by hrb264 - February 11, 2026, 01:30:33 PM
I don't have much work on today so I tried out the level editor on Retrolemmini and made this :D I've attached a playthrough for illustration purposes although it took me way longer than it should have, you can do it in way under 12 minutes and use a lot less builders. The solution is pretty obvious in my opinion although I'm sure there are other solutions people can come up with.

I'd say the main difficulty is the builders and floaters at the beginning on the right hand hatch.

It would be really cool to have some feedback on it and see what I can do to make it better from a design pov, or harder to solve.

I want to keep the no time limit and the 300 lemmings because I came up with the idea originally - I think my next level will have 10 lemmings.

#37
Level Design / Re: How do you get level ideas...
Last post by WillLem - February 11, 2026, 11:05:02 AM
Quote from: Proxima on February 11, 2026, 10:45:19 AMIt's true that NeoLemmix is a continuation of the Lemmix engine, which started as a direct port of the DOS version. But the levels included in Redux try to be more faithful to the Amiga version

Fair enough, and I know that by now NL is probably only like DOS in terms of its default gfx and sounds, all of which can be modded anyway. But even so, I'd still say that the answer to the specific question "where can I play Lemmings and Oh No! More Lemmings as close to the Amiga version as possible whilst offering modern QOL features?" is SuperLemmix rather than NeoLemmix.

As well as restoring the levels, several other engine elements such as the UI graphics, menu theming, sprite colours and internal physics have been modelled on the Amiga version during SLX development.

The only thing I haven't done yet is restore the Amiga sound scheme. SLX still uses the DOS sounds from NeoLemmix. The music has all been sampled via the Amiga Paula chip though (albeit an emulation thereof).

One of the main goals of SuperLemmix in fact, and specifically as a fork of NeoLemmix, was to base it more on Amiga than DOS. Obviously, the absolute best way to do that would be to reverse engineer the Amiga game itself from scratch (as Lemmix originally did with DOS). But, by the time SLX development began, NL was already quite far away from its DOS base anyway, certainly far enough to be able to redesign it to a different set of specifications.
#38
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Guigui - February 11, 2026, 10:59:37 AM
I have to agree with you here will, except maybe with the immediate switch.

When player reaches the required number, I'd say the display should turn green and remain at 0, following the logic of 'this number is what I still have to save'
Then switch to positive only when player saves extra lemmings.

Also switching for 0 to total saved makes sense, but creates a discontinuity in the display that can be hard to interpret if player has forgotten the required number. I'd rather see +1 +2 and so on but this may be just me.

Also why not changing the flag icon to a victory icon when requirement is met ? This could clarify the interpretation of the number next to it.
#39
General Discussion / Re: Brave web browser: Logo sp...
Last post by Sabriella_Casper - February 11, 2026, 10:52:41 AM
It's always been the 'complicated' sibling of the original game, so having better tools to look under the hood is a huge win for the community.
#40
Level Design / Re: How do you get level ideas...
Last post by Proxima - February 11, 2026, 10:45:19 AM
Quote from: WillLem on February 11, 2026, 09:38:27 AMWhilst it is a fantastic option, NeoLemmix doesn't actually include the original Amiga games. Lemmings Redux is a collection of the best levels from DOS Lemmings, Oh No! and other ported versions (Genesis, PSP, etc).

That's not entirely accurate. It's true that NeoLemmix is a continuation of the Lemmix engine, which started as a direct port of the DOS version. But the levels included in Redux try to be more faithful to the Amiga version: the DOS version removes water on many levels, and has lowered requirements on a few levels (notably "Come on over to my place" and "The Steel Mines of Kessel"), and instead of keeping these, we put them back to how they were on Amiga.