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#41
Live Event Scheduling / Re: Simon streamed Level of th...
Last post by kaywhyn - July 01, 2026, 11:23:45 PM
Oh Yes is close to intended that it's an acceptable solution, while Oh No is completely intended. Well done! :thumbsup:

LOL why do people insist on making my Oh Yes harder than it needs to be? :P Dexter was almost right about the leftover blocker.

Spoiler
Change to "eliminates the timing completely" and that would had been accurate. I don't require that the builder and miner meet at the exact same time at all! That's what the blocker is for, use it people! :P

Basically, after the builder turns around to the left, you simply park and make him block at a spot so that when the miner frees him after using the builder staircase to keep going, the miner tunnel's low and deep enough to turn him back towards the exit ;)

I also don't require the stacker to be the splatform. Instead, you can simply build back far enough so that the fall is no longer fatal but then you need to interrupt him with the stacker so that everyone turns towards the right and doesn't get into danger with the trap ;) 

For Oh No, it's possible to do it with just two climbers, but as I haven't been shown any backroute that the third climber causes, I decided to leave it in and would take it out only if it causes backroutes ;)

Spoiler
Simply have the first climber turn around to the left first before digging. Then the rest of the solution can be done the same as before, with the platformer over the small lava pit finishing way ahead of time of the long basher from the right so that he can platform up the gap before the exit on time before the second climber arrives ;)

Yea, I envisioned a level with the repeat where the only way to rescue the crowd is to get help from the other side due to how the basher destructive mask works. Hence the result was Oh No :)

Icho simply organized all the authors' levels by ABC order. This thus creates confusion due to how Oh Yes comes after Oh No alphabetically but that the former is meant to be played before the latter because the latter is the repeat version instead of the other way.

Once again, I got the impression from your groans that you're blaming me for my designs, when in fact you should play the levels before judging. I guess I'm not used to such reactions from people who play my levels on stream, particularly since it's still more common for me to play other people's levels and hence they watch me rather than me be the viewer watching others play my levels. It is true that Oh Yes uses parts of the level that Oh No doesn't, but that is intentional :P Keep in mind that decoration is perfectly valid level design when it comes to deceiving and throwing players off guard into thinking it's integral to the solution when it actually isn't ;P I simply wanted to go beyond just the main areas for Oh Yes and Oh No in an effort to make them look nice. Dexter's tilesets are wonderful to look at and make levels with! :thumbsup: I pretty much knew from the start I wanted to use his Hoard graphic set for the Oh Yes and Oh No levels ;)

It's also amusing people are associating me with a certain level design when I really shouldn't be, as I only have 2 or 3 such levels out of the around 50 or so total I have made in the last 5 years :P

Spoiler
Levels that involve extending skills

Anyway, thank you for streaming and the nice compliments on my levels! :thumbsup: Also for the resolving of my Oh Yes after I backroute fixed it ;)   
#42
Community Edition / Re: [+][BUG][PL] Issues with P...
Last post by WillLem - July 01, 2026, 11:20:24 PM
Quote from: darkshoxx on July 01, 2026, 08:18:54 AMHere's the playbacks I used. Maybe it's because two are for the same level?

Thanks for these. 2 for the same level shouldn't matter. The red flag is more that it doesn't work when 'By Level' is selected, but does work when 'By Replay' is selected. It could be that 'By Level' is broken, then (although it worked fine for me during testing).

I watched the stream posted by Simon and you're absolutely right: the 'R' is purple when Playback Mode is active and there are no more actions in the replay stream. It's to let the player know that Playback Mode is still active even if they cancel the replay mid-playback; Playback Mode itself persists until it is cancelled.

Quote from: darkshoxx on July 01, 2026, 08:18:54 AMCan you post a link to the github, then I can raise it as an issue there.

On second (well, third!) thoughts, you don't need to bother with this. I prefer to handle issues via the Forums anyway.

I'll investigate this tonight and tomorrow and hopefully come up with an answer, if not a fix.
#43
Lemmings Main / Re: searching midi file for 't...
Last post by namida - July 01, 2026, 09:14:57 PM
I would do a search for historical forum posts by DragonsLover. I don't know if he did this track specifically, but he did a lot of Lemmings midis back in the day.
#44
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by IchoTolot - July 01, 2026, 06:40:39 PM
@MASTER-88
I've pm'ed you my solution to "Level 19 Decimation".
It seems intended to me, but I first wanted your confirmation that it's not a backroute before posting it.

It took me an hour, but let's say a lot of people trained me for this particular type of solution and I got a nose for when to suspect it.

I wouldn't call it too precise as well! There are a few tight timings, but all in all it's still ok due to the level not being too long.
Great level!  :thumbsup:
I my case it was very hard, but I've seen a lot worse as well. Difficulty is a bit of a perspective thing anyway.
#45
Live Event Scheduling / Re: Simon is streaming Level o...
Last post by Simon - July 01, 2026, 04:59:32 PM
Stream is over!

Recording will remain for 14 days at: https://www.twitch.tv/simonnaar

-- Simon
#46
Lemmings Main / Re: searching midi file for 't...
Last post by WillLem - July 01, 2026, 02:54:33 PM
It's definitely not the easiest audio format to work with, but it has that old school charm and is bursting with possibility.

Good luck, give it a try!
#47
Lemmings Main / Re: searching midi file for 't...
Last post by kalo - July 01, 2026, 11:30:20 AM
Thank you so much! I'm not familiar with MOD, alas, I'll try my best ;-)
#48
Community Edition / Re: [+][BUG][PL] Issues with P...
Last post by darkshoxx - July 01, 2026, 08:18:54 AM
Here's the playbacks I used. Maybe it's because two are for the same level?
Anyway, thanks for Simon for the idea to demonstrate it on stream.
Can you post a link to the github, then I can raise it as an issue there.
Here's the levels I used: https://www.dropbox.com/scl/fo/8p6c245zqu8veblff5dsj/AKC_TWGEs3rCKCKZNkMgkEE?rlkey=5bbnm98vfpz5iit2haxqq1lwr&st=6ea1zxue&dl=0
#49
Community Edition / Re: [+][BUG][PL] Issues with P...
Last post by Simon - July 01, 2026, 06:31:03 AM
https://www.twitch.tv/videos/2808243186?t=1h21m43s

Excerpt starting at 1:21:43 in the livestream. Video will remain available for 14 days.

-- Simon
#50
Other Projects / Re: Fizzles – Original Puzzle ...
Last post by HPWsoft - July 01, 2026, 04:56:37 AM
Thank you, that is still very useful even without a video.

The Level 5 planter bug description helps. If only one Fizzle turned around at the end point of a plant while all others passed the same point correctly, then it may be related to a very specific position, collision edge, or state of that individual Fizzle. The note that it may have been the same Fizzle that created the plant is especially interesting. I will keep that in mind when checking the planter / bridge logic.

It sounds like the end of one bridge segment may sometimes be treated like a solid edge or blocker for one Fizzle, while the path is valid for the others. That is definitely not intended. Even if it is rare, it is the kind of bug that can become annoying in later levels, so I will investigate it.

About pausing: I understand your point much better now. Coming from NeoLemmix, assigning skills while paused is a very natural habit, and I can see how Fizzles feels different or awkward from that perspective.

For Fizzles, I still want to keep the core direction mobile-first and more real-time than NeoLemmix. I do not currently plan to make paused skill assignment part of the main gameplay, because that would change the feel of the levels quite a lot.

But your concern about the moving skill popup is very valid. If later levels offer four or five possible skills at once, clicking the correct icon above a moving Fizzle could become too fiddly, especially on touch devices. That is something I need to handle carefully.

Possible solutions could be larger skill buttons, a more stable popup position, better spacing, limiting the number of visible choices depending on context, or another mobile-friendly selection layout. The goal should not be to make players fight the interface. If a level is difficult, it should be difficult because of the puzzle decision, not because the correct icon is hard to tap.

So I will keep the pause design as a separate question, but I fully agree that the skill selection UI must stay readable and reliable once more abilities are available.

Thanks again. This is very helpful feedback, especially because it points to problems that may only become obvious when the game grows beyond the first tutorial-style levels.