Recent posts

#41
Contests / Re: Level Design Contest #33 -...
Last post by kaywhyn - December 13, 2025, 09:41:13 PM
@Icho

All solutions to my levels are intended! Well done! :thumbsup:
#42
Contests / Re: Level Design Contest #33 -...
Last post by IchoTolot - December 13, 2025, 09:23:10 PM
Here is my first batch of solutions!  :)

I saved a builder on Armani's R2 and I most likely backrouted Crane's R3.

The rest looks intended to me at first glance.  :)

#43
Reviews / Re: Level Review--Lemmings Rev...
Last post by whoever - December 13, 2025, 12:04:45 PM
Quote from: mobius on March 16, 2018, 09:18:50 PMBad: Pirohiko exposes a very lame backroute which bypasses the entire level. Though this might actually be a little harder to pull off then most other ways

https://www.youtube.com/watch?v=SKAnJ2eLqzk&list=PL0750E99D04921FDE&index=28

"Designed with love" seems to have meant to the designer that the exit should be surrounded by attractive tree trunks instead of ugly steel. Well, that's one way to do it... and I'm certainly grateful for the opportunity to complete the level as quickly as possible.

The following video is a time-optimized version of the Pirohiko backroute. The stairs are placed a bit more efficiently, and the last lemming boards the balloon in well under two minutes... ;)

#44
Loap / Re: General Loap progress disc...
Last post by namida - December 13, 2025, 11:42:48 AM
I'm no longer working on Loap at this point, which would include handling pull requests and preparing a release that includes them (adding the licence file that should've been there is a special case, of course). You're more than welcome to fork it though.
#45
Editor Bugs & Suggestions / Re: [✓][SUG][ED] NXLV to INI e...
Last post by WillLem - December 13, 2025, 04:00:50 AM


Quote from: Simon on December 12, 2025, 01:48:46 AMWhat do you do with tile groups?

Nothing, currently. The screenshot above shows how a group appears in the Exporter. The author is asked to link each piece to a corresponding piece in the target Lemmini style. For groups, then, it's not really possible.

I can think of 2 possibilities here:

1) When loading the Exporter, use a clone of the level (probably best practice anyway in case we need to mod anything else), and ungroup all grouped pieces.

2) Ask the author to manually ungroup all grouped pieces before exporting (and, don't show groups in the list) - definitely the least user-friendly option, but at least the author will see exactly how the level will be translated in the output.

Quote from: Simon on December 12, 2025, 01:48:46 AMWith resizable water?

It comes through as a single default-sized water piece. Two possibilities:

1) First, measure the water piece (as sized in the level) and compare it to its linked counterpart. Then, draw as many water pieces as are necessary to recreate the resized piece. As each piece is drawn, check the drawing flag of the water piece at the original X, Y and ensure the target piece matches. Accept that smaller-than-default water and remainders will not be translated.

2) Send it through as it is. Ask the author to manually edit the water in the exported level (by adding more pieces as necessary).

Quote from: Simon on December 12, 2025, 01:48:46 AMWith unsupported tile types (teleporters)?

Any piece can be linked to any piece in the target style (see screenshot). It's up to the author if they want to link it to something, or just leave it if it's unsupported in RetroLemmini.

NOTE: The level can be exported even if it contains unlinked pieces; these will simply not appear in the output level.
#46
Editor Bugs & Suggestions / Re: [✓][SUG][ED] NXLV to INI e...
Last post by Simon - December 12, 2025, 01:48:46 AM
Interesting that you continued with this feature. The gut feeling was that the formats are too different.

What do you do with tile groups? With resizable water? With unsupported tile types (teleporters)? Hard error and export nothing (the gut feeling), or warn and export the remainder of the level? Sounds like a list of violating tiles would be nice with the error/warning, or some other editor feature to hunt for violations.

-- Simon
#47
Lemmings Main / Re: [POLL] What is your favour...
Last post by Adrian060756 - December 11, 2025, 08:50:16 AM
Fire by a long shot! The hell looking tile set has always been my favourite. Level 16 of fun ''Don't Do Anything Too Hasty'' and level 21 of Taxing ''All The Sixes''.

When I was a kid me and my dad used to call them by colour. Blues ones, red ones, earth ones, gold ones and rusted brick ones.
#48
NeoLemmix Levels / Re: MazuLems - Converted for n...
Last post by Guigui - December 10, 2025, 11:34:52 PM
Thank you for the explanation namida.

So if I understand correctly, the closest we can do on NL to have a level similar to what It's A magical World looked like is to shift steel plate one pixel closer to hatch area, so that the builder himself will turn around and play the role of the climber who glitched.

This way the level is pretty straightforward and both crowd are totally independant.
#49
NeoLemmix Levels / Re: MazuLems - Converted for n...
Last post by namida - December 10, 2025, 10:36:36 AM
Quote from: Guigui on December 09, 2025, 11:12:07 PMNow I'm wondering what the initial solution was, and what you were supposed to do with all those bashers and diggers ?

The original solution relied on the behavior where a climber falls 1px away from the wall, thus, if he climbs through a 1px gap, he can land on the terrain on the other side of it.

I think the bashers and diggers were just general surplus skills. Basically - the challenge was that you only have one builder; having more or less of other skills doesn't really change much. (Indeed, levels with this kind of skillset have become somewhat of a lost art these days.)
#50
Loap / Re: General Loap progress disc...
Last post by karjonas - December 10, 2025, 01:11:30 AM
Nice. Do you accept pull requests? I think that patch I made could be upstreamed.