Recent posts

#41
Lix Main / Re: Newbie with very basic que...
Last post by Silken Healer - February 03, 2026, 05:24:40 AM
Quote from: Flopsy on February 02, 2026, 04:39:59 PMIt's nice to see someone who clearly prefers Lix to NeoLemmix
I think I also prefer Lix to NeoLemmix. I like the fact that Lix has multi-player, and that Lix uses it's own character. NeoLemmix is a good engine that does the basics and does them well, creating and playing levels, as if they were made on the original Lemmings, however, Lix has a sense of it's own identity, and is competitive due to wanting to practice for multi-player. But I'm not sure if I want to say for definite if I prefer it or not, because those things don't necessarily make Lix or NeoLemmix any worse or better than one another, it could just be that they are different engines with different roles to play.

Quote from: Flopsy on February 02, 2026, 04:39:59 PMI should arrange another session soon, there hasn't been one since September now 😞
I was actually wondering about this. When there were no sessions due to you being busy purchasing a house, I was looking forward to them coming back. Is there a particular reason you didn't arrange the sessions, or did it just slip your mind? From September to now, it crossed my mind to ask about this, and ask if I should arrange the sessions again, but I never got around to it. Though either as a consequence of there not being sessions, or just due to natural causes, I haven't really been playing Lix as much lately, so I'm not really in the groove of playing, so I probably won't arrange any sessions myself while I don't have an interest, but if you (or anyone else) arranges a session I'll probably still join in.
#42
SuperLemmix / Re: [SLX] Lemminas Origins - 1...
Last post by WillLem - February 03, 2026, 12:19:41 AM
Version 3.0 Update

Coinciding with the release of SuperLemmix 3.0 and its updates to the OG styles, the levels are now in .sxlv format and use the new slx_ counterparts to the orig_/ohno_ style sets.

All original intended solutions are preserved. Double-check your replays just in case!

The full 3.0 pack can be found here.

Get the latest version of SuperLemmix here.
#43
SuperLemmix / Re: [RELEASE] SuperLemmix 3.0 ...
Last post by WillLem - February 02, 2026, 11:51:31 PM
SuperLemmix 3.0 - The Next Lemeration 8-)

To get this update, please download SuperLemmix as normal from here.

This update is the next big step for SuperLemmix development, hence the new major version number. The styles have been significantly updated, and SuperLemmix finally has its own built-in online style updater!

See below for the full changelog, and grab your copy of SuperLemmix 3.0!



Changelog

:lemming: Styles Updates
If you need help converting your existing levels, let me know. I'll be more than happy to help
• SuperLemmix now has its own versions of the OG styles, prefixed with slx_ instead of orig/ohno_
• These styles feature the SLX-specific objects (Blasticine, Vinewater, etc), as well as a few other tweaks that make them different enough from orig_ and ohno_ that they really needed to be their own set
• All levels which were previously orig/ohno_ have been updated to slx_ styles. If you have made any levels for SuperLemmix using the OG style sets, it is strongly recommended that you switch to the slx_ counterparts. You can use the SLX QuickMod Tool to batch-swap from orig/ohno_ to slx_, and it will also auto-correct water objects and exit positions
• Many thanks to Dex for providing brand new diamond collectible graphics for OG, default and lemminas styles. They look fantastic!
• Many thanks to Proxima for providing new background tiles for all OG styles. These have been included in both the slx_ and orig/ohno_ versions, and they add an individual touch of atmosphere to each set, the colours having been chosen very carefully to match
• Some of the deprecated pieces have been removed from the OG styles. Any levels featuring these pieces have been updated
• Secondary trap animations for the OG styles have been revised
• Please note that orig/ohno_ will no longer be shipped with SuperLemmix, but are still fully compatible and are included in the main styles update

:lemming: Style Updater
• SuperLemmix now has its own built-in online Style Updater. It's all done manually, but makes it easier than ever to keep your style sets up to date
• Please note that the first time you run the updater, it may show every style as being available for update. This is normal and it's simply because the Updater needs to build a checksums list the first time it runs. It only takes a few minutes to download every style, and from then on it will only show styles that have been added or changed

:lemming: New Level Format (.sxlv)
• SuperLemmix now has its own dedicated level format, mainly to help distinguish between NeoLemmix and SuperLemmix levels, but also so that these levels can be file-associated with the SLXEditor
• SuperLemmix will continue to support .nxlv as well
• See this topic for more information about the new format

:lemming: Updated Level Packs
• SuperLemmix Welcome Pack has been significantly updated, with new levels added and others reworked. The pack has been fully converted to .sxlv
• The SuperLemmix Welcome Pack levels are now sorted into groups to make their purpose clearer and to hopefully make playing through the pack more enjoyable
• Fixed some broken Talismans in the SuperLemmix Welcome Pack
• The DMA Compilation has also been converted to .sxlv, and some levels have been fixed (such as removing the random entrance hatch from Tame 15, not sure how that got there!). Deprecated OG pieces have been removed from all levels

:lemming: NeoLemmix 12.14 New Objects
• Portals have now been added to SuperLemmix with one physics difference: if the lemming detects solid pixel and portal trigger at the same time after a fatal fall, they will portalwarp and not splat
• Normalizers (De-Neutralizers) have also been added to SuperLemmix. These change neutral lemmings back into normal lemmings. It's still undecided as to whether these should be compatible with the Rivals feature, but that's a decision for another time
• Skill Assigners have also been added, with some differences from the NL counterpart: These can assign more than just permaskills (but not every skill). Check them out in the Editor to see which skills can be assigned! Repeated assignments by the same object to the same lemming are prevented, and overlapping assigners assign only the skill designated by the most-recently-drawn assigner
• All new objects have been added to the default style, so they're available from whichever style set you're using

:lemming: Physics
• Steel Type can now be set on a per-level basis, with a choice of 2 types: Only where visible (or 'NeoLemmix style' steel) which is where steel is only steel where the pixels of a steel block are visible, and Always steel, which is where steel blocks are steel wherever they exist, even if partially or fully obscured by terrain
• Swimmer-Blockers now Balloon directly out of the water when assigned a Ballooner
• Teleporting lems that detect solid ground and teleporter on the same pixel after a fatal fall will now teleport instead of splatting
• Bugfix - Lems that enter a Teleporter/Portal after a fatal fall now spawn at the correct location in the Receiver

:lemming: Game Controls
• Ctrl/Shift/Alt + Mousewheel Up/Down now performs forwards and backwards framesteps. Hold Ctrl for +/- 1, Shift for +/- 10, Alt for +/- 100
• Added Cycle Zoom hotkey, which incrementally zooms in to maximum, then out to maximum, and repeats this cycle with each key press
• The default hotkeys for Infinite Skills/Time and Nudge Viewport Up/Down/Left/Right have been updated (see Hotkey Config)

:lemming: Level Select Menu
• Even more optimisations to the level select menu! It's now snappier and more responsive than ever
• Added "Reset All Progress" button, which clears completion status, records and talisman data for the selected level, group or pack
• "Reset Talismans" can now be used per-group/pack as well as per-level
• Added the classic Lemmings font to the level title display
• Resetting talisman data now also updates the tree node image (i.e. the 'incomplete talisman' image re-appears)

:lemming: Bugfixes
• Replay Editor - Added explanatory text and popup dialog for the Replay Insert Mode events (shown in blue)
• Replay Editor - Fixed "list index out of bounds" error
• Fixed spacing for 'lemmings saved' values shown on Postview screen
• Reverted a previous fullscreen mode bug which is incompatible with the current Delphi compiler; any wierd fullscreen-related glitches should now be fixed
• Significantly refactored the .nxrp file-association logic. This feature (i.e. the ability to load level and replay by clicking the replay file itself) is now much more stable and future-proof



See also: Editor Release Topic for full info on Editor updates



To get this update, please download SuperLemmix as normal from here.

More so than ever, it's definitely worth downloading this update as a fresh install with everything included.
#44
SuperLemmix / Re: [RELEASE] SuperLemmix Leve...
Last post by WillLem - February 02, 2026, 11:51:05 PM
SuperLemmix Editor 3.0 Update

This is a significant update to accompany the release of SuperLemmix 3.0.

The new version features the following features/bugfixes:

:lemming: New SuperLemmix-Specific Format (.sxlv)
 • It's now possible to file-associate SuperLemmix levels with the SuperLemmix Editor, and NeoLemmix Levels with the NeoLemmix Editor. The SuperLemmix Format (.sxlv) will always be preferred as the default format unless NeoLemmix Mode is active. You can still choose to save to .nxlv as long as the level does not contain any SuperLemmix-specific features

:lemming: Added support for new 'Steel Type' level property
 • It's now possible to set steel as 'only where visible (NeoLemmix-style)' or 'always steel' on a per-level basis (supported in SuperLemmix 3.0)

:lemming: 'Sketches' are now 'Rulers'
 • Rulers are drawn to their own layer and with their own selection rectangle colour for easier identification. The layer can be toggled on/off via hotkey/menu item. Full backwards compatibility with existing Sketches is preserved (NOTE: the 'sketches' folder is auto-renamed to 'rulers' if the Rulers folder is not found).

:lemming: Refresh Rulers
 • Refresh Styles now also refreshes rulers

:lemming: Batch Exporter
 • Use the batch exporter to convert levels to the following formats: SuperLemmix (.sxlv), NeoLemmix (.nxlv), RetroLemmini (.rlv) and Lemmini (.ini)

:lemming: INI Exporter
 • Export individual levels to RetroLemmini (.rlv) and Lemmini (.ini)
 • Create translation tables to link SuperLemmix style pieces to their (Retro)Lemmini counterparts

:lemming: Style Manager
 • Added a style manager to create/edit the style list

:lemming: NeoLemmix 12.14 Objects
 • Added support for NeoLemmix 12.14 objects (Portals, De-Neutralizer, Skill De-Assigner)

:lemming: Automatic Lem Count Button
 • Added a button to the Globals tab which automatically sets the lem/save counts to the most appropriate for the number and type of pre-placed lemmings

:lemming: Skills Tab
 • Re-added "Clear Skillset" button
 • Random can now go from 0 to 100
 • Removed "Apply Custom Skillset" button (the combo now applies the skillset when changed)

:lemming: Cleanse Levels
 • It's now possible to save to either .sxlv or .nxlv when cleansing
 • It's now possible to delete deprecated pieces
 • A more complete list of errors is now shown (Missing Pieces, Deprecated Pieces, No Lemmings/Exits) and a .txt report is generated in the target level folder

:lemming: Validate Levels
 • Bugfix - "Edit Level" button is not shown if validator opens when cleansing

:lemming: UI
 • Improved Entrance Hatch arrow rendering
 • Steel now has its own selection rectangle colour
 • Added zoom factor indicator to corner text
 • It's now possible to switch between Release Rate & Spawn Interval
 • Improved layout of piece data & 'Load Style' button in Pieces tab

:lemming: Bugfixes
 • Combos are now correctly refreshed when changing levels
 • Music list now searches recursively in subfolders of 'music'
 • NeoLemmix levels are marked as such when saving
 • Restored 'changing main style also changes piece style when no pieces are added' behaviour
 • Piece Search now finds all object types correctly
 • Piece-editing buttons now become unavailable after deleting a piece
 • Piece size label is emptied when no piece is selected
 • Scrollbars on Level Arranger window no longer eat hotkey presses
 • Cursor is correctly reset when clicking status bar buttons
 • The Editor now closes if the 'styles' folder cannot be found
 • Many other general improvements, typo fixes, tweaks, spit and polish



Get the latest version here.

#45
Editor Bugs & Suggestions / [✓][BUG][ED] Indentation of te...
Last post by The Tomato Watcher - February 02, 2026, 09:39:14 PM
Since NeoLemmix Editor 1.45, if a level with more than one terrain piece is saved, each subsequent $TERRAIN group in the NXLV will be indented two extra characters, which accumulates the more terrain pieces there are in the level.

For example, this:
#        Terrain pieces         
# -----------------------------
 $TERRAIN
   STYLE orig_crystal
   PIECE bar_04
   X 507
   Y 65
   ONE_WAY
 $END
 
 $TERRAIN
   STYLE orig_crystal
   PIECE clump_01
   X 38
   Y 109
   ONE_WAY
 $END
 
 $TERRAIN
   STYLE orig_crystal
   PIECE clump_02
   X -8
   Y 115
   ONE_WAY
 $END

...

...becomes this:
#        Terrain pieces         
# -----------------------------
 $TERRAIN
   STYLE orig_crystal
   PIECE bar_04
   X 507
   Y 65
   ONE_WAY
 $END
 
   $TERRAIN
     STYLE orig_crystal
     PIECE clump_01
     X 38
     Y 109
     ONE_WAY
   $END
   
     $TERRAIN
       STYLE orig_crystal
       PIECE clump_02
       X -8
       Y 115
       ONE_WAY
     $END
     
...

ONLY the Terrain pieces section has this issue. Objects and Rulers are formatted properly.

While this doesn't prevent the level from loading or playing normally in the NeoLemmix Player or in the Editor itself, it can make levels explode in file size. After opening the level these examples are from, making no changes, and immediately saving, the file size went from 26KB to 566KB! :lem-mindblown:
#46
Closed / Re: [-][SUG][ED] Rename NLEdit...
Last post by Guigui - February 02, 2026, 08:23:10 PM
Oh my bad, I understand now.
I thought this was the CE edition of the editor but it is just the regular editor improved.
I see no reason to have both indeed.
#47
Closed / Re: [-][SUG][ED] Rename NLEdit...
Last post by WillLem - February 02, 2026, 07:09:39 PM
Quote from: Guigui on February 01, 2026, 06:49:26 PMwhy not renaming the exe file NLEditorCE ?
The CE suffix would allow this editor to not overwrite the regular editor exe if they are run from the same folder as you're currently working on.

This is intended as an update to the NLEditor. It's not a different program, it's a continuation of the same program's development.

What are your reasons for wanting both? What does the old Editor have that the updated Editor doesn't have? Nothing has been removed, features have only been added or improved.
#48
NeoLemmix Levels / Re: LemFan's various packs
Last post by LemFan - February 02, 2026, 06:18:18 PM
Great to hear Flopsy! I've been watching your playthrough videos since 2018
#49
NeoLemmix Levels / Re: LemFan's various packs
Last post by Flopsy - February 02, 2026, 04:44:55 PM
I'm sure I'll be playing one of LemFan's packs soon.

All of the packs are in the pool for my NeoLemmix 30 series on my YouTube channel.

I have not encountered one yet and I pick a pack at random every time.
#50
Lix Main / Re: Newbie with very basic que...
Last post by Flopsy - February 02, 2026, 04:39:59 PM
Only just noticed this topic myself and want to weigh in a bit myself.

First of all, welcome to the Lemmings/Lix community. It's nice to see someone who clearly prefers Lix to NeoLemmix, I used to be very into NL and still am for the purpose of YouTube content but my creativity has shifted to Lix and I mainly make multiplayer levels for our occasional multiplayer sessions.

I really like the 2 level images you have uploaded to the topic and feel these could make great multiplayer levels, they are big enough to make some interesting level scenarios.
Of course multiplayer has a very different design aspect, you are actively encouraged to make levels where players will meet opposing player Lixes on path to the exit, that's usually why a lot more level space is required.

I'm pleased you find the Lix editor more user friendly than other in game editor in similar Lemmings clones. I agree, I can make a multiplayer level so fast in the Lix editor and I think Simon has intentionally worked hard on making the editor so easy to use, the fact that it is in game too is a big plus.

On regards of questions asked in the topic

The diagonal up miner you speak of does not exist in Lix, there is a fencer skill in NL (NeoLemmix) which is based off the skill from Lemmings 2 The Tribes.

The splat height thing has been answered by others, nothing to add there.

You raise an interesting point about not being able to let Lixes fall in opposing directions to each other, walk left then right and so on. I can't think of an efficient way to do that without using opposing entrances (as WillLem said).
You mention using a digger to have a clumped alternate direction release but I know you want to achieve this without interaction most likely.

Tilesets have been lacking in Lix because Simon has maintained that they should be of a higher quality than those being made for NeoLemmix. Like they should be more symmetrical pieces which are divisible by 8 pixels in terms of their size, this is done to keep the ease of use in the editor.

The tilesets have to be made to a higher resolution than NL too, so that makes things more difficult.

You might benefit from joining a Lix multiplayer session if you are interested in that aspect of it also. Simon is almost always present at those sessions and you could benefit from talking in voice chat to him at the very least even if you're not interested in playing the multiplayer.

I should arrange another session soon, there hasn't been one since September now 😞