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#41
Forum Games / Re: Count to 1000
Last post by Silken Healer - November 30, 2025, 11:56:19 PM
First off, in a PM Namida sent to me I was told me comments without counting up the number are fine, so I'm not disobeying Flopsy's advice that he gave to me.

For me, while I ultimately can't speak for everyone else, nor for Gronkling when he started this thread, I don't believe that there has ever been a "resetting the count" function of this game. For me, I've always been under the impression that the point of the game was to count up to the next number, and that if you make a genuine mistake that's fine, mistakes don't reset the count, and that deliberately counting to the wrong number is considered disruption outside of the spirit of the game, and that everyone else in this thread also shared this common belief. Such a function has never been described in the OP, and I've never seen anyone else deliberately count to the wrong number this game, other forum games of a similar nature don't typically have this reset function, and everyone else from my memory of the deleted posts has either ignored you and carried on with thread or explicitly stated that they don't want you to "reset the count".

Unless anyone else feels differently and wants to speak up, but I'm 99% sure no one does, I think it's safe to say that there hasn't been a "resetting the count" function of this game, and that everyone else agrees with me and thought the rules I outlined in this post are common knowledge, and in future if anyone counts to the wrong number, we should just count up from the last correct number. So whoever wants to go next your number is 266.
#42
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by kaywhyn - November 30, 2025, 11:28:22 PM
Hi @Guigui,

I have solved all of the pack! :thumbsup: Replays attached.

Also, I recorded an LP of your pack: Kaywhyn's LP of Guigui's Save One Pack

Enjoy! :P

General Feedback

Save One is a level pack by Guigui. The concept here is that while there are multiple Lemmings per level, it should be possible to save only 1 Lemming, very similar to Dexter's Lock & Key Pack, which I recently finished LPing after a lot of struggling before playing Guigui's pack. That being said, the only real backroute in my playthrough should be One 3, as I managed to save way more than 1 on that level :P

Though Icho classifies this as a medium difficulty pack, after my LP of this pack, I honestly would have to agree with JawaJuice here that the difficulty is a bit understated. It seems to be on the high end of the medium difficulty range, with some levels most definitely feeling to be "hard" difficulty, with maybe a couple "very hard" difficulty. Here, both One 2 and One 5 come to mind with the latter two, as I consider these to be the hardest levels of the pack, as brilliant as their solutions are :P Needless to say, I would say Guigui's pack is Medium - Hard, though Medium - Very Hard is pretty close, but overall I would probably say the former is fine.

All 3 talismans here are quite hard and hence are pretty appropriate challenges. Eon 2's was one that I figured out after a bit but took so many tries to get right and hence is the most frustrating IMO, while the other two are easier but can still be hard to pull off, especially One 2's. Neo 1's is the easiest of the three talismans but whose solution is very well-hidden.

Overall, I was impressed for a first level pack by Guigui, as there's some excellent levels here, though I suppose you can expect that of a pack especially if Icho pre-tested it and Guigui fixed up the backroutes as a result :P Well done, @Guigui! :thumbsup:

Eon Rank Feedback

Nothing too hard here other than Eon 2 (only if going for the talisman but isn't a hard level if not) and Eon 4, so the latter one I'm in agreement with JawaJuice about the difficulty. The music for them is great though, as I love Daft Punk and Disney's Aladdin, respectively :thumbsup: Still, that doesn't change anything for how very frustrated I was with the talisman of the former :evil: 

Spoiler
Eon 1 - Be Attitude For Save One Nice level to start off the pack even if I got this one super quick. I love the part with bombing the second climber in order to make a turnaround point for the first one who needs to be interrupted with a builder after bashing and making a route to the exit.

Eon 2 - Trust Your Lucky Star? Not a hard level if not concerned with the talisman, but as mentioned it's super frustrating if going for it. A lot of the time the climber came at the wrong time and hence wouldn't be able to make it to the very top. Consider easing the talisman to make it less frustrating. It is a nice one though!

Eon 3 - I Am E.Z.T Nothing hard here other than you need to make sure you don't destroy all of the overhang on the far right edge, since that serves as a splatform for the Lemming trapped on the left side. It still took me longer than it should had. Not sure why it took me a while to figure it out :XD:

Eon 4 - Head Bang Bump Wash Dry Turn Blow Another one that I struggled with much longer than expected. Not sure why building to get over the teleporter from the right side took me a long time to figure out. This makes a big difference in that it allows the long basher to get to the receiver area in time to allow a neutral through after parking with a blocker and bombing to release one at the right time

Eon 5 - Four Shruggers Easy one just like Eon 1. The only hard part is the top Lemming using one builder only as delay, but it's not too hard to see after one spots catching the bottom climber with the middle Lemming by building and you see that attempting to build past the traps results in splatting after it's done. 

Neo Rank Feedback

A bit harder here but doesn't reach the peak that some One levels do. I also agree with JawaJuice about Neo 5 being so frustrating to pull off. Sorry, I'm not very keen on that level the way it is currently either! :P

Spoiler
Neo 1 - One Hot Minute Wow, very nice talisman and one that took me a long time to figure out. It took a while for me to find a different way than having one climb to go on ahead before I succeeded. It really should had occurred to me that you will always fail the talisman if even one obstacle is climbed, but I didn't catch on apparently! :forehead: As mentioned, the talisman solution is very well-hidden. Didn't think to use a digger to turn around instead of two bombers at the start. In this way, you will have all bombers to clear all the obstacles ahead so that no climbing is necessary, since it's impossible to achieve the talisman that way, even if you squeeze out the maximum potential in saving as much time as possible. Excellent talisman! :thumbsup:

Neo 2 - So Many Spikes Somewhat hard and one in which you will always fail if you take the normal route of passing through the traps at the top, as all Lemmings get killed, even if you bomb the athlete to release the blocker so that he's compressed with the rest of the crowd and hence only 1 dies to each trap. It's not clear that a bomber is enough to not get anyone killed to the needles trap at the start. Nice solution with bombing close to the steel wall at the bottom so that the athlete is the one who goes to the exit! :thumbsup:

Neo 3 - Eroded Ark Nice builderless level! :thumbsup: These tend to be my favorite type of level in the game. Took me some time to see that the climber is the one who goes to the exit, not the floater. The floater simply prepares the route for the climber. Once you realize that, you have to figure out how to delay the others long enough to be able to send a climber at the right time but not so long that one of the diggers digs to the bottomless pit.

Neo 4 - Tower of Sacrifice Nice level by Icho here! :thumbsup: Love the concept of the climbers needing to survive and go up the ramps to make turnaroud points by bombing. It can be a bit difficult to get the climbers to be first to get up the "tower of sacrifice" though. I'm guessing the floaters are for that purpose of making the timing easier, especially to release the Lemming trapped at the bottom by making him climb.

Neo 5 - The 6" Escape Plan Yea, sorry, this also made me rage. I really would suggest expanding and making more room available so that it isn't so tight on the execution. Remember, demanding precision to increase the difficulty is not a great way to do so, especially on an engine that emphasizes that the difficulty should come from the puzzle, not the execution :P It also wouldn't hurt to make some things more obvious that they wouldn't work, such as destroying the terrain before the exit being off by a few pixels and similarly with making it more obvious that the miner would fall past the exit at the top.   


One Rank Feedback

Being the final rank, the hardest levels of the pack are here. Indeed, IMO One 2 and One 5 are the hardest levels of the pack, but only because their solutions can be very hard to figure out, with the latter more than the former.

Spoiler
One 1 - Umbrella Irony Irony indeed, as for some time I assigned the final floater to the wrong Lemming. That's simply due to me being so fixated on building on the far right with the second builder to turn around, when in fact you can just build on top of the green emerald in the middle of the level to do so. Doing this gets around the problem of the timing not working out in the middle of the level with the gap before the emerald. Excellent level! :thumbsup:

One 2 - Aquarium Deception Wow, this is one of the most creative levels I've seen that involves the nuke! :thumbsup: I should had picked up sooner that the nuke is involved due to the high Lemming count, combined with the very low save requirement, and how if you attempt to build over the gaps on both sides you'll always be a builder short. My only point of criticism here is that if my solution is intended, I would lower the terrain at the top so that it's clearer they won't walk out the top of the level and die. I'm not sure if the solution can be adapted to get to the exit from the right side instead.

One 3 - Clappy Clapple Backroute just like darkshoxx, though I haven't seen their solution yet. Mine's definitely one since I saved way more than 1 Lemming here :P

One 4 - Clues Do Easy one but only because I'm already aware of the double builder turnaround trick. Still, I like how every Lemming needs to keep moving forward in the level, especially as only the non-climber can make it to the exit. Well done! :thumbsup:

One 5 - Blues Possibly the hardest level in the entire pack, I had a suspicion the nuke is involved here too. It just took me a while to figure out how to make it work, as it's way less obvious here than on One 2. Should had been clear due to always being a destructive skill short if taking some kind of normal route. All the cracks and everything in the level all seem to be due to backroute fixes and hence that kind of compromises the aesthetics of the level to an extent :P Even then, what do I know, as I haven't made that much levels in the Fire tileset yet. Nice solution but can be very hard to execute. That took me several tries before something finally worked, since I would be able to get the crowd to the exit but none would be able to exit since some explode to take away the terrain burying the trigger and hence the ones that stop on top of the exit trigger fall past it and therefore can't exit. The solution definitely reminds me of one of my levels for my upcoming Lemmings Memories pack, but as mentioned I'm not going to spoil which one it is :P You'll have to wait for me to release the pack first, if and when I ever do ;) Even then, there's a possibility that people might have figured out which one if observant enough :P

One 6 - Bonus Level : The Blue Pi Nice level to finish the pack on but can still take several tries before something works as well. Here I managed to save a digger but should still be acceptable since it should only be possible to save just one Lemming. Looks like I'm not quite right in that it doesn't have to be the athlete that makes it to the exit. Any of the others can do too, as long as the floating block is used to get to it.     

Thanks for this pack @Guigui and well done again! I enjoyed it from start to finish despite some levels I wasn't keen on and some stuff that is very frustrating to pull off :thumbsup:   
#43
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by Guigui - November 30, 2025, 10:59:26 PM
Quote from: darkshoxx on November 30, 2025, 09:46:59 PMCurrent Work In progress, good fun. The Umbrella one, if this is the intended solution then it's a brilliant.
I assume the clappy clapple is a backroute.
looking forward to finishing the ones I haven't gotten yet.
There's a high variance in difficulty  :)

Thank you for the input darkshoxx, you have good solutions here. Some comments :

* ONE 3 Clappy Clapple for sure is a backroute : you saved 3 and could save more. I thought I had this covered at some point, but it looks like this backroute reappeared... I will fix it, you are not very far from the intended solution at all.

* NEO 2 So Many Spikes I consider it a backroute too, because the pioneer goes in by himself, no crowd needed. The intended solution is much more satisfying imo, need to fix again.
You used this trick twice in your replays : start bashing through an illegal terrain (steel or one-way), and still get some pixels of terrain removed under your feet because one bashing animation finishes before getting canceled. Nasty.

* ONE 1 The Umbrella Irony Perfectly intended and executed, good job  :thumbsup: I like the irony of the umbrellas not protecting from anything.

Once again congratulations on those solves  :lemming: , hope you can get more solutions and have fun with this small pack.
#44
Editor Bugs & Suggestions / Re: [+][SUG][ED] .nxlv to .lvl...
Last post by WillLem - November 30, 2025, 10:32:45 PM
A dedicated level editor for RetroLemmini may well happen someday (ar, at least, the ability for the current Editor to handle both formats), but for now I've decided to have a go at implementing a simple "Export to INI" tool built-in to the current Editor which spits out a Lemmini-compatible .ini file:

Preview

It's working well so far, just need to finish the translation tables for the default styles (these tables can be built via the GUI so users can add their own styles) and fix up a few other cross-platform quirks and it's ready to go! This means that some* .nxlv levels can now be back-ported to the Lemmini family.

*Those which only use a single Lemmini-compatible style set, only OG skills and objects, and no pre-placed lemmings, zombies, etc. I'll publish a full list once this feature is finished. For now it's still a WIP.
#45
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by darkshoxx - November 30, 2025, 09:47:54 PM
The upload may have failed Auto.zip
#46
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by darkshoxx - November 30, 2025, 09:46:59 PM
Current Work In progress, good fun. The Umbrella one, if this is the intended solution then it's a brilliant.
I assume the clappy clapple is a backroute.
looking forward to finishing the ones I haven't gotten yet.
There's a high variance in difficulty  :)
#47
NeoLemmix Main / Re: [+][BUG][NL][DATA LOSS] Al...
Last post by namida - November 30, 2025, 09:40:44 PM
Quote from: Guigui on November 30, 2025, 06:25:37 PMMaybe the green checks issue could happen if the kill occurs when the game is accessing userdata.nxsv for instance ? I could not reproduce it though, no matter when I try to manually kill NeoLemmix.exe, my green checks survive.

Are the green checks disappearing altogether, or turning orange?

If they're disappearing altogether: That suggests the userdata.nxsv file is either being corrupted, or outright erased (or potentially, not loaded properly).
Whereas if they're turning orange: That suggests NL thinks the level files have been modified since you solved them.

Can you change your script to attempt to cleanly close NL? Might be worth a try at least.
#48
NeoLemmix Main / Re: [+][BUG][NL][DATA LOSS] Al...
Last post by Guigui - November 30, 2025, 06:25:37 PM
Thank you for the guide WillLem. Now I am still waiting for green checks to disappear again, but it did not happen recently.

One thing I thought about : I set up a process on my machine that kills NL regularly, to prevent me from playing too much  ??? This process brutally does "kill NeoLemmix.exe" if it is running late at night for instance.

Maybe the green checks issue could happen if the kill occurs when the game is accessing userdata.nxsv for instance ? I could not reproduce it though, no matter when I try to manually kill NeoLemmix.exe, my green checks survive.
#49
Contests / Re: Level Design Contest #33 -...
Last post by JawaJuice - November 30, 2025, 11:30:26 AM
OK, solved updated versions again.

Spoiler
RE: Your hint, still not sure which level it refers to, but it seems to me to imply an Oh Noer - that would refer to a blocker in a different state, i.e. in the process of exploding. If so, I suppose that must relate to The Lemming Ledger, but I can't see why that would be beneficial unless the explosion is also creating a path that was previously inaccessible.

My thoughts on my solutions, so you can see my working, as it were:

R1:

Spoiler
This is a solution I haven't tried before for The Lemming Ledger. From very early on, I always thought that thin piece of steel half way up the cliff face must serve a purpose and I believed that purpose was for a miner to mine backwards towards therefore closing off any way back. Until now though, I couldn't see a way to put it into practice - the lemmings were too close together and once I started bashing, a couple would always pass by before the miner tunnel was deep enough. What I've done here is extremely fiddly and precise though, which leads me to believe it's still a backroute but hopefully closer to your intended solution.

R3:

Spoiler
When you said I was close a couple of attempts ago, I took that to mean that my initial move of blocking the builder and immediately digging him out so that two lemmings go in opposite directions is correct. That would also tie into the title of Reverse the Polarity! This time I did need the additional digger because if the miner had continued on his trajectory, he would have landed on the platform and therefore, the newly added trap.

#50
NeoLemmix Levels / Re: [V3] Sweet 'N' Sour Lemmin...
Last post by JawaJuice - November 30, 2025, 10:03:12 AM
No worries! :thumbsup: I understand it can be frustrating to spend time on fixing your levels only to watch people backroute them again - not intentionally, by the way, I want to stress that. I just try to find what seems like the most optimal, logical solution to my mind, which I guess doesn't always necessarily coincide with the author's intent. @Guigui's suggestions for fixing your Sour 2 level sound good, I'd definitely try to implement some of those!

On a more general note, I'd just add (from watching other authors fix my backroutes) that some other good tips for enforcing an intended solution are adding strategically placed steel elements, making terrain elements one-way (left, right, up or down arrows, depending on your purposes), reducing the amount of available terrain in key spots, locking release rate lower and adding more traps (both of which Guigui mentioned). I get that not all authors enjoy fixing backroutes, but if it's seen as part of the level creation process maybe it can be an enjoyable challenge in itself: outwitting the solvers, and making them dance to your tune! :D