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#41
Lemmini / Re: My first attempt at a leve...
Last post by hrb264 - February 12, 2026, 09:41:32 PM
Quote from: WillLem on February 12, 2026, 07:37:07 PMif you edit the levels's title to have "V2" and then also put "V2" in the replay I sent (just edit it with any text editor), it should work.
Oh very good! I managed to get it to work - I liked the solution with the digger, I had not actually thought of doing that :D
#42
Lix Main / Re: Newbie with very basic que...
Last post by Simon - February 12, 2026, 09:28:04 PM
Right, always complain about what sucks. Otherwise I can't make things better.

There is no immediate difference between a bug report and a feature request. In both cases, the user wants X, the program does Y, and it shouldn't make a difference whether the programmer/designer wanted X or Y or neither.

Anything that touches physics needs a strong plan for backward compatibility. How much will break in other people's levels? I have control over levels that I ship, but not over what people build in the editor. How quickly will people update, to be able to netplay with each other again? Will it require a change in the level format? This is the most annoying one; people will feed new levels into old Lix and old Lix must react in some way. Many physics ideas go on the backburner, but I still read them.

Tilesets don't necessarily have to be higher quality than what's in NeoLemmix, but they should be at least as nice as what's in Lix on average. Tiles should also be free from copyright restrictions. All existing tiles in Lix are effectively in the public domain (via the CC0 copyright waiver). And, yeah, it's nice if tiles interact nicely with existing tiles. Multiples of 8 or 16 are easy in the editor. Shapes should have clear outlines to make physics easy to see. I recommend against fickle shapes where lix get stuck in unobvious ways. But it's fine to have meticulously detailed paint inside a block of clear outlines.

It's hard to remove tilesets after people make levels with them, tile removal is practically equivalent to a physics change. That's why I'm reluctant to add everything on a whim. Of course, people can still make levels even if the tiles aren't in the main Lix download, but you'll have to tell others to install your custom tiles.

-- Simon
#43
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Simon - February 12, 2026, 09:02:48 PM
Don't use red for the benign state (none saved yet) that you see 70 % of the time.

Required mental computation with this display: 46 (hatch) 27 (space) 79 (exit) 5, how many more may die here? Can you still win?

Printing {alive in the level, excluding what's in the hatch} can't be optimal if room is costly. Consider printing {alive in level + in hatch} instead. That would have helped me more toward computing winnability than {alive in level} and {alive in hatch} separately helped me. There are more detailed arguments in those 10-year-old topics for what exact numbers are helpful.

How will the panel look after the hatch is empty? Does it still make sense to show a hatch icon then, and not a lemming icon?

-- Simon
#44
Lemmini / Re: My first attempt at a leve...
Last post by hrb264 - February 12, 2026, 08:11:41 PM
Quote from: WillLem on February 12, 2026, 07:37:07 PMif you edit the levels's title to have "V2" and then also put "V2" in the replay I sent (just edit it with any text editor), it should work.
OK thanks - I'm out now but will try it when I get home :)
#45
Lemmini / Re: My first attempt at a leve...
Last post by WillLem - February 12, 2026, 07:37:07 PM
Quote from: hrb264 on February 12, 2026, 04:09:22 PMFor some reason the replays you uploaded both seem to be of the first version

If the title is the same for both levels, RL will just play the first level it finds which has that title.

I have thought about adding an ID system for levels and replays, but it would only work for new levels going forward. I suppose now that we have the Editor it might be worth doing.

Anyways, if you edit the levels's title to have "V2" and then also put "V2" in the replay I sent (just edit it with any text editor), it should work.
#46
Forum Games / Re: Replace a word in a Lemmin...
Last post by The64Watcher - February 12, 2026, 07:00:43 PM
5555th post in forum games
#47
Forum Games / Re: Solve a Scenario
Last post by The64Watcher - February 12, 2026, 06:58:07 PM
wait where is everyone
#48
Help & Guides / Re: Music from Lemmings for Wi...
Last post by gag2000 - February 12, 2026, 05:30:13 PM
Hello, thank you for your help.

I will be away for 10 days and after that I will be able to try your solution and let you know.

But I'm sure it will work.
#49
Lemmini / Re: My first attempt at a leve...
Last post by hrb264 - February 12, 2026, 04:09:22 PM
Quote from: WillLem on February 12, 2026, 02:41:43 PMNice first level! 100% solution is possible for both versions, here are my replays.

Looking forward to your next level. Keep up the good work! :)

thanks very much :) For some reason the replays you uploaded both seem to be of the first version - maybe that's an issue with my computer though as I couldn't get them to load initially. I'll delete and redownload and see if that helps.
#50
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by WillLem - February 12, 2026, 03:07:48 PM
After giving this some thought, how about this for an idea:

Instead of separate diplays for "In Hatch" and "Available in Level", we can display these in the same area using a single icon and 2 number displays. We can also do the same for the exit, showing "Still To Be Saved" and "Saved". Like this:

InHatch :hatch-icon: Available [space] ToSave :exit-icon: Saved

Here's a mockup:



In the above example, the level has 99 lemmings and a save requirement of 99. There are 96 lemmings in the hatch, 3 have spawned and are available in the level. None have yet been saved.

We'd still use traffic light colours and a "Save requirement met" indicator (such as a checkmark or medal) in addition to the above. The number to the right of the hatch would turn red if there aren't enough lemmings available to meet the save requirement.

All numbers are positive or 0, and each have their own dedicated meaning. No switching, no additional symbols or asking the player to do sums or interpret the display.

This seems like it could be the best overall solution to this ongoing problem.