Recent posts

#31
Live Event Scheduling / Re: kaywhyn streams NepsterLix...
Last post by kaywhyn - August 31, 2026, 11:01:02 PM
5th stream is over and was on Monday, August 31.

https://youtube.com/live/Cpy352witHc?feature=share
#32
Live Event Scheduling / Re: kaywhyn streams NepsterLix...
Last post by kaywhyn - August 31, 2026, 10:00:34 PM
All rightie, I would like to stream some more NepsterLix in an hour, Monday, August 31, 2026, at 4PM PST (23:00 UTC). This is an hour earlier than I normally stream. Once more, sorry for the late notice.

See you if you can make it, and I'll try and remember to post the link when I start this time, as I forgot to do that the last time! :forehead:
#33
In Development / Re: First Custom Levels: VexLe...
Last post by Vexar - August 31, 2026, 09:21:50 PM
Quote from: Flopsy on August 31, 2026, 06:28:10 PMThese levels seem to be missing a background image which is preventing the level being played.


Unbelievable, I double checked this post like 10000 times and still this happens  :8():
Thank you very much!
#34
In Development / Re: First Custom Levels: VexLe...
Last post by Flopsy - August 31, 2026, 06:28:10 PM
Remake 2: Sulfure-Friendly-Lemmings
Remake 4: Egg and Lammini
Remake 6: The Rusty Ruins

These levels seem to be missing a background image which is preventing the level being played.

Otherwise, a great looking pack so far :)
#35
In Development / First Custom Levels: VexLems!
Last post by Vexar - August 31, 2026, 05:22:54 PM
I'm happy to finally share some of my first levels with you!  :lemming:

This is VexLems (I know, I'm not long on naming), a recap of some very old levels that I made when I discovered WinLems Editor back in 2010, with a couple fresh ideas now that I'm rebuilding everything in NeoLemix. I'm not sure to mark this as a finished pack, but I patched every backroute I could find and even reworked some levels with the Tilesets that were unavailable in WinLems. Still, my brain knowing how and where to proceed, may be impairing  my ability to judge to say the least, so I'd love to see how the OG's approach my ideas.

I consider myself a more casual player, so I think the levels go from Taxing/Crazy to Havoc/Mayhem, and I separate them in 2 categories: Remake and Original, each one sorted from hard to harder, but feel free to rate them and suggest changes or ideas

I left a Read me too with some extra info to keep this post as short as possible, I hope you like it!


Edit: Thanks Flopsy for the heads up, I updated the file!


:lemming:  :lemming:  :lemming:
#36
Game Bugs & Suggestions / Re: [+][SUG][PL] Display a com...
Last post by Piedro0 - August 31, 2026, 01:43:15 PM
tbf, part of it is on me, as I seemingly don't realize that i'm back to the 1st level of a pack, only after a few levels, but thanks for considering my suggestion.
#37
Game Bugs & Suggestions / Re: [SUG][ED] Talisman require...
Last post by WillLem - August 31, 2026, 06:22:14 AM
This has now been implemented in SuperLemmix. We can give it a try there and see if it's any good.

It's been done as a 'Min-Max' skill limit, to keep the interface as clear as possible and to allow both limits to exist for the same skill.

Example UI:

If a skill has a minimum limit of 5 but no max, it will show as '5+' and 'Use at least 5'.
If a skill has a minimum limit of 5 and a max of 10, it will show as '5-10' and 'Use at least 5 but no more than 10'.
If a skill has no minimum limit and a max of 10, it will show as '0-10' and 'Use no more than 10'.

SLX Editor support has also been added.

SuperLemmix 3.0.3 should hopefully be released in the next 5-7 days.

SLXPlayer commit 0b5147d - 507c34c.
SLXEditor commit 1ab2b41.
#38
Game Bugs & Suggestions / Re: [+][BUG][PL] Level Select ...
Last post by WillLem - August 31, 2026, 06:10:24 AM
After testing from Flopsy (thanks! :)), it's very likely that this issue is now resolved.

1.1.3 will be released sometime during the next 5-7 days. It would be nice to get feedback on this particular issue from NLCE users.
#39
Game Bugs & Suggestions / Re: [SUG][PL] A Level Pack com...
Last post by WillLem - August 31, 2026, 06:06:53 AM
Nice idea! :)

This can already (sort of) be done. The pack author can add a Postview text screen to the final level of the final group, which can be used to congratulate the player on completing the pack (e.g. Mayhem 30 Rendezvous at the Mountain contains such a screen!)

However, that doesn't account for when players might complete the levels in a different order; a likely scenario, since incomplete levels may occur earlier than the last level in the pack, and the player will then come back to those levels later.

So, OK then: let's detect if the level just solved is part of a pack, and ask for the completion status of all other levels in that pack. If all are solved, regardless of ordering, let's show a simple 'Congratulations!' screen.

I've added this one to the to-do list.
#40
In Development / Re: Armani's new level pack De...
Last post by Armani - August 31, 2026, 05:11:30 AM
@Guigui

You might have to wait until the pack's release for the exact details but I can give you a few hints ;) :
Spoiler
Almost everything you see in the video is not what it actually seems.

I created a special tileset(currently named armani_special - to be changed) that will be used in certain special levels of this pack, like this one. There will likely be one special level every 2 or 3 tribes depending how often my creativity sparks. By special levels, I mean they play out very differently from the usual guide enough Lemmings to the exit style of gameplay. Here's a sneak peek of an example special level that I previously shared on Discord:

Spoiler

(it's a GIF, click it if it doesn't auto play)
you have to survive long enough for the big laser gun to shoot down the boss, after which the exit will appear along with a victory message in the center of the screen

The tileset is packed with objects featuring deceptive sprites and animations; teleporter objects that use the bomber animation, as well as terrain hallucinations, walking Lemmings, gliding Lemmings and even some icons and UIs. I also made single-use trap objects with the sprites, sounds, and animations of various Lemming actions, which switch to another deceptive sprite once triggered.

The video doesn't show the ugly part of the level where the things actually happen; where it counts how many targets you've shot and triggers the hidden script. Once you see the full map, it'll be easier to grasp how it all works.

You won't have a lot of freedom in deciding what to do in the level, though. It isn't going to play like, say, Counter-Strike, but rather as you mentioned, more like Duck-Hunt X Lemmings! ;) As for the interface used to add a lemming in the middle of gameplay, that's not possible in curent NL. I added a debug mode to my custom build that lets me spawn new lemmings during gameplay, get any amount of skills, add/destroy terrain with the mouse etc, to make playtesting levels easier.