Recent posts

#31
NeoLemmix Levels / Re: LemFan's various packs
Last post by Plodderuk - November 24, 2025, 11:15:55 AM
Thanks for the welcome, JawaJuice.
#32
In Development / Re: Levels by Crane
Last post by JawaJuice - November 24, 2025, 10:55:53 AM
You're not going to like this, @Crane, but your latest Sphinx fix was easy to circumvent I'm afraid :P

Spoiler
It was just a case of starting the second miner a bit further on to finish the bridge across the gap higher up and still be able to bash through to a survivable height.

#33
NeoLemmix Levels / Re: LemFan's various packs
Last post by JawaJuice - November 24, 2025, 10:52:52 AM
Ah OK, good to know. I may revisit those few levels in the Depressive rank that I wasn't able to solve yet in that case. Knowing that there are possible solutions makes it worthwhile. Cheers for the confirmation, @Plodderuk. From another recent joiner, welcome to the forum, btw!
#34
NeoLemmix Levels / Re: LemFan's various packs
Last post by Plodderuk - November 24, 2025, 10:42:27 AM
I think the only impossible level in Lemmings Obliterated is 'The Top Card.' I have solutions for all 125 levels except this one and the Reasonable rank's 'Acknowledgements' level, where somehow I ended up with a green tick but no saved replay. Will provide more detailed comments when time allows, probably next week.
#35
In Development / Re: Levels by Crane
Last post by JawaJuice - November 24, 2025, 10:37:23 AM
This seems like a good idea, cheers @kaywhyn!

@Crane I'll have a look at your latest Sphinx. I'm happy to playtest your levels, but as we saw with The Oubliette, it may reach the point where I can no longer backroute a level but neither can I find your intended solution. That's when someone else needs to pick up the baton!

Out of interest, do authors generally not accept alternative solutions they hadn't thought of, or does that depend on the author? By alternative solutions, I mean ones that are technically backroutes but don't seem that backroute-y.

Where can I find this Level Design Contest topic? I don't see it pinned in either the Levels or the In Development sub-forums. I'd like to contribute with playtesting there as well, if I can.
#36
Contests / Re: Level Design Contest #33 -...
Last post by kaywhyn - November 24, 2025, 09:05:55 AM
@Armani

All your solutions are intended! Great job! :thumbsup: Also thank you so much for your compliments, I'm glad you liked them! :laugh: :thumbsup:

For R1, there's actually two intended ways, since

Spoiler
the basher and miner are interchangeable with each other. The timing works out about the same, the only difference is a single pixel between the skill assignments.

Also yea, it works out perfectly because of how the L2 Sports exit is only a single pixel wide :P I originally wanted to use the ONML Bubble tileset for this ruleset, as it's my favorite graphic style from ONML, but the problem is that the exit's trigger is several pixels wide and thus one would be able to simply make the builder mine rather than require the assistance of the bottom  left middle Lemming. At the same time, I suppose it could still work with any other graphic set, if for example I line up the platform like I did here so that the far most side edge is in line with the far most side of the exit trigger so that if the Lemming doesn't manage to destroy the corner pixel then the miner will simply fall past the exit trigger. Oh well, plus I would need to use a lot of eraser pieces to make the platform thin enough anyway :P 

After some thought, yea, for now I'm just going to leave my R1 as a final rank level for Lemmings Memories. Sure, I kind of made the solution pretty obvious to expert level solvers like you, but it's still a pretty nasty level if one isn't aware of something like this :evil:

For R3, alternatively,

Spoiler
you can have the climber dig the right pillar instead to free the left-most entrance. That's fine as well :)

The no pickups version of this level is currently a bit harder for me to place in my Lemmings Memories pack, since I'm not certain how difficult it is. If anything, I'm thinking it's at least a rank 3 level. That and maybe 4th rank level maximum. Definitely not a 5th/final rank level, it's not THAT hard IMO!

Quote from: Crane on November 23, 2025, 06:02:04 PMYou're going to hate me for this, kaywhyn!

Heh, why would I? On the contrary, I appreciate you catching this one that I missed! :P For V3 I shifted the terrain so that it shouldn't be possible to cheese anymore no matter how you place that basher the way you did!     
#37
Contests / Re: Level Design Contest #33 -...
Last post by kaywhyn - November 24, 2025, 08:48:35 AM
R1 remains V3!

Changelog History of R1:

V2 - Removed some terrain to fix a backroute I discovered. That's what I get for going overboard with the decorating! :-[

V3 - Shifted steel blocks on the right side to exactly line up with the thin terrain pieces above to fix a backroute thanks to Crane. Another dumb mistake on my part because I thought they were already perfectly aligned! :forehead:


V3 of R2 uploaded!

Changelog History of R2:

V2 - Added a button to fix a backroute thanks to Crane.

V3 - Shifted terrain to fix a backroute thanks to Crane.


V2 of R3 uploaded!

Changelog History of R3:

V2 - Fixed up the level some more to make it look better.
#38
SuperLemmix / Re: [RELEASE] SuperLemmix 2.8....
Last post by WillLem - November 24, 2025, 03:44:47 AM
Added latest Editor version (2.9.2) to the download folder. See Editor release topic for more details.
#39
SuperLemmix / [RELEASE] SuperLemmix Editor 2...
Last post by WillLem - November 24, 2025, 03:43:41 AM
2.9.2 Hotfix Update

A quick update with the following features/bugfixes:

:lemming: Refresh Styles - It's now possible to refresh the styles without closing and re-opening the Editor. So, if a style is modified during a level editing session, it can be refreshed without interrupting workflow! This feature is accessed via a menu item and customizable hotkey (Ctrl+Shift+F8 by default)

:lemming: Missing Pieces Handling - Much improved handling of missing pieces. The status bar now gives 3 options (Show, Keep or Delete missing pieces) - no more auto-deletion of pieces, and no more need to auto-save with an appended filename. See this topic for more details

:lemming: Missing Pieces Handling - Bugfix - Status bar is once again shown correctly (it wasn't appearing in 2.8.9b and 2.9)

:lemming: Custom Trigger Area Colours - Bugfix - Fixed transparency for the non-default colours



Get the latest version here.

#40
Editor Bugs & Suggestions / Re: [+][SUG][ED] Refresh Style...
Last post by WillLem - November 24, 2025, 02:19:57 AM
Finally got this one working. We now have a menu item and hotkey which performs a full styles refresh:



This re-loads the entire styles folder and refreshes the level. In the event of missing pieces following a styles refresh, they're handled in the same way as opening an existing level with missing pieces (see this topic for details).

Please note that it's been decided not to add a button to the Piece Browser for refreshing styles, since it's not something that will likely be reached for very often. The customisable hotkey should be enough for quick access to this feature.

Implemented in commits 4efb55d - 21f3f19.