Recent posts

#41
Lemmini / Re: [RELEASE] RetroLemmini Lev...
Last post by WillLem - October 18, 2026, 09:21:50 AM
Version 2.1 Update

Skipped version 1.9 to go straight to 2.1 due to a significant update to Style handling.

If you're using an earlier version of RetroLemmini, you must update to Version 4.0 for Editor 2.0 to be cross-compatible.

With that established, here's what's new in the Editor!

:lemming: Online Updates
 • The Editor can now check online for updates! This happens automatically once per week when starting the Editor, or can be done manually using 'Help > Check For Updates...'

:lemming: Style Handling
 • In accordance with RetroLemmini 4.0, the Editor now looks to the style's .ini folder to find object trigger areas. This system replaces the 'om_' object mask images so that styles can be smaller and easier to maintain.
 • Furthermore, objects are now expected to be named with the updated suffix '_o_' rather than 'o_' as before.

:lemming: Hotkey Config
 • Added 'Clear Current Key' button.
 • Bugfix - 'Edited' label persists until changes have been saved successfully.

:lemming: UI / Bugfixes
 • Added default title 'Untitled' when creating a new level.
 • Rotate/Flip/Invert is now disallowed for Force Fields to keep behaviour consistent with RetroLemmini.
 • Rotate is now disallowed for Entrance Hatches (they can still be Flipped/Inverted).
 • '_pg' object gfx no longer show up in 'Terrain'.



Download the latest version of the RetroLemmini Editor.

#42
Lemmini / Re: Feedback on a new style?
Last post by hrb264 - October 18, 2026, 07:39:42 AM
Thanks so much for taking a look! I thought I had changed all the levels that required the 'metal' objects so they included the objects that were provided, but will take a look at that again thanks :)
#43
Lemmini / Re: Feedback on a new style?
Last post by WillLem - October 18, 2026, 05:21:57 AM
Hi hrb264, thanks for taking the time to create this new style and level pack for RetroLemmini! It's great to see some creativity and personality in these levels, and you've done well to bake in a consistent theme throughout - pun very much intended! :)

The levels themselves are fun to play and showcase the Jewish theme well with clever titles and interesting layouts. The levels are not as easy as they look at first, and present a challenge similar to that of the "Tricky" levels in that they provide plenty of skills but also plenty of obstacles and irregular terrain to work your way around. Nice work!

As for the style, it's very inspired, very colourful, and certainly decent enough for a first effort at creating a style, which is a very difficult thing to master. I like the background color and the fact that the builder bricks are red - this is good attention to detail and really helps it to feel like its own thing.

I do have some suggestions that would improve things a bit:

You could try making all of the pieces half the size they are now. You wouldn't lose any detail at that resolution, and you'd probably find that the pieces would become a bit more versatile as well.

The objects need a fair bit of work. There are some inventive ideas for traps that fit the theme very well, but I'd definitely suggest resizing these so that they're a bit more lemming-sized and can therefore have a more appropriate trigger area. Also, the animation frames need to all be exactly the same size and offset relative to one another to keep the animation smooth and consistent. I'll happily take a look at these with you at some point - creating animated objects is no easy task!

Also, the 'metal' style is required to play a couple of the levels. You mentioned that since you're only using one piece you might add it to 'shalom' and maybe recolour it to fit your theme even more - I'd say that's definitely a good move.

Other than that, this is a very good first set of levels and style pieces. Keep up the good work! :lemcat:



I've taken the liberty of re-uploading the levels and style with the style re-named to 'shalom' instead of 'shalomx', since RetroLemmini 4.0 and Editor 2.0 can now play nicely with style names that end in 'om'. The objects also needed a tiny bit of empty space cropping off the bottom so that their height is divisible exactly by the specified number of frames - this has also been done for you. The animations themselves and positions in the level remain identical.

I'll be happy to help you develop your style further if you wish.
#44
Lix Multiplayer Dates / Re: Lix Multiplayer Session - ...
Last post by kaywhyn - October 18, 2026, 04:48:04 AM
Thank you Flopsy for organizing the Lix session and to everyone for being so welcoming to me for my very first Lix multiplayer session! I had a wonderful time and enjoyed it very much! :thumbsup: That means a lot, considering I'm not much of a multiplayer person and don't have much experience with such games myself :P 

Looking forward to the next one whenever that'll be. No rush at all, I'll keep an eye out on the announcement ;)

Also wow, congrats on 1,111 posts Flopsy! :laugh: :thumbsup:   
#45
Lemmini / Re: Java Exception when steppi...
Last post by WillLem - October 18, 2026, 03:39:23 AM
This is now fixed in RetroLemmini 4.0. The lack of a second value in the 'sound' section of a triggered object's .ini entry is now tolerated by being defaulted to 1 (so, the sound will play on the first frame of the animation unless another frame is specified).

Fixed in RLPlayer 4d026a2.
#46
Forum Games / Re: Corrupt-a-Wish
Last post by The64Watcher - October 18, 2026, 12:13:24 AM
he doesnt

i wish the tomato watcher actually made more lemmings videos
#47
Lix Multiplayer Dates / Re: Lix Multiplayer Session - ...
Last post by Flopsy - October 17, 2026, 11:47:05 PM
Thanks for the session everyone and especially thanks for welcoming kaywhyn to his first session. It was great to have 9 players at one point in the session, not seen numbers like this on Lix for a good while.

Should play again at some time in the new year prior to the German meet up in February  :lix-grin:
#48
Lemmings Main / Re: Lemmings Forever Research
Last post by The64Watcher - October 17, 2026, 10:53:59 PM
guys we need more info, i reccomend you reach out to people to see if they can find some more data on lemmings forever
#49
Lix Multiplayer Dates / Re: Lix Multiplayer Session - ...
Last post by Silken Healer - October 17, 2026, 03:34:59 PM
Quote from: Flopsy on October 17, 2026, 03:33:31 PM
QuoteAlso if I do indeed end up playing there's a possibility I might not have audio :( which means e.g. if we play team maps we won't have the level of coordination we'd have if you could verbally tell me the instructions of what my role is and you'll have to tell me what to do using the in-game Lix chat I guess (or, alternatively, Mumble's text chat I guess if I decide to join the Mumble server (but IDK if I will as there's not much point in me being in the Mumble server though if I don't have audio))

It's kaywhyn's first session, we may play a team map at some point but I don't think we'll solely play them.

I still can play team maps if I play and if I don't have audio I'm just saying that it'll be harder to coordinate then verbally and you'll have to tell me what to do through text
#50
Lix Multiplayer Dates / Re: Lix Multiplayer Session - ...
Last post by Flopsy - October 17, 2026, 03:33:31 PM
Quote from: Silken Healer on October 17, 2026, 02:22:55 PMAlso if I do indeed end up playing there's a possibility I might not have audio :( which means e.g. if we play team maps we won't have the level of coordination we'd have if you could verbally tell me the instructions of what my role is and you'll have to tell me what to do using the in-game Lix chat I guess (or, alternatively, Mumble's text chat I guess if I decide to join the Mumble server (but IDK if I will as there's not much point in me being in the Mumble server though if I don't have audio))

It's kaywhyn's first session, we may play a team map at some point but I don't think we'll solely play them.