Recent posts

#41
In Development / Re: Levels by Crane
Last post by Crane - November 29, 2025, 07:00:42 AM
Quote from: JawaJuice on November 28, 2025, 01:56:32 PMHave I finally cracked it? :D




Yes you have! That's intended - you thought outside the box!

Mincemeat is intended too.  The gold talisman requires some extra thinking and finesse in your technique!
#42
NeoLemmix Main / Re: kaywhyn's and Icho's Advic...
Last post by WillLem - November 29, 2025, 03:44:29 AM
Quote from: WillLem on November 26, 2025, 12:13:53 PMI'll add to that by saying we should also advise players to indicate which platform their level is intended for, particularly since SuperLemmix and NeoLemmix currently share a level file format.

To help with this, the SLX Editor now marks levels as "NeoLemmix Level" when in NL mode, and "SuperLemmix Level" when in SLX mode (see topic). The Editor auto-detects the platform to set the mode by default; so, even if authors don't actually select the mode themselves, in the vast majority of cases the level should be marked correctly.

(In SLX and CE, we could even ask the engine to check the level file for the correct format marker, and warn the player if it's incorrect).

Some things to note:

1) .nxlv files are identical in both NL and SLX. Any differences in how the level plays will be down to physics, and nothing to do with the Editor (or the file format) itself.

2) Authors could still make a level for SuperLemmix, mark it "NeoLemmix Level", and release it for NeoLemmix (and vice versa). And, this could (in theory) be done accidentally - the author could have the SLX Editor in their NL directory, and build an SLX level from there. So, it's not a completely foolproof system, but it should help fewer levels to slip through the net.

(The logical next step is simply to create the .sxlv format, to which .nxlv must be converted in order to be played on SLX. Since the text formatting is identical, this should be a doddle to get sorted.)
#43
Editor Bugs & Suggestions / Re: [✓][SUG][SLX ED] Mark NeoL...
Last post by WillLem - November 29, 2025, 03:30:52 AM
Implemented in commit 3df088d.

Note that, when in SuperLemmix mode, the level will of course continue to be marked as "SuperLemmix Level".
#44
Editor Bugs & Suggestions / [✓][SUG][SLX ED] Mark NeoLemmi...
Last post by WillLem - November 29, 2025, 03:29:42 AM
From GigaLem, on Discord:

Quote from: GigaLem# -----------------------------
#        SuperLemmix Level       
#   Created with SLXEditor 2.9.2
# -----------------------------

I feel if a level is made for neolemmix with the SLXEditor it should say NeoLemmix Level
#45
Lemmings Main / Play Lemmings online in your b...
Last post by Baldem1990 - November 29, 2025, 03:12:10 AM
Here is a collection of all the links.
International Business Machines Personal Computer (Video Graphics Array and Enchanced Graphics Array, FM): archive.org/details/LEMMING
International Business Machines Personal Computer (Computer Graphics Array, Beeper): archive.org/details/LEMMING_CGA
Tandy 1000 (Tandy Graphics Array, Tandy Sound): archive.org/details/LEMMING_TDY
Atari ST: archive.org/details/Lemmings_1990_Psygnosis_cr_Replicants_ST_Amigos_t_2
Sinclair ZX Spectrum (Missing Tape Load): archive.org/details/lemmings-zx-spectrum
Apple Macintosh: archive.org/details/mac_lemmings_1
Apple Macintosh II: archive.org/details/lemmings-1-5-2
Super Nintendo Entertainment System: archive.org/details/lemmings_snes_2
Sega Mega Drive: archive.org/details/sg_lemmings_1992
Nintendo Game Boy (Pocket/Colour): archive.org/details/lemmings_gb_2
Nintendo Game Boy Colour: archive.org/details/lemmings_gbc_2
Sharp X68000: archive.org/details/lemmings_1991_imagineer_x68k
Commodore 64 (Floppy Disk): archive.org/details/lemmings_c64
Commodore 64 (Datasette): archive.org/details/lemmings_tap
Amstrad Colour Personal Computer: archive.org/details/lemmings_cpc
Microsoft Windows 95: archive.org/details/lemmings-disk
Sony PlayStation: archive.org/details/psx_lemmings
I'm so British!
More to come tommorrow!
#46
Editor Bugs & Suggestions / Re: [+][SUG][ED] GUI Style Man...
Last post by WillLem - November 29, 2025, 02:39:15 AM
Progressed further with this today. We can now pin styles (to both ends of the list) as desired, we have an auto-pin for the SLX OG styles, a button to sort all unpinned styles alphabetically, and a search bar to help quickly locate an author or style:



This is working quite well as-is, I've used it to build the master copy styles.ini file and I'm confident it's ready for release. We can always tweak as necessary once it's in use.

Implemented across commits a9c6fb4 - 67b8933.
#47
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by Turrican - November 29, 2025, 02:26:07 AM
I have tried the One rank , and here are the replays of my solutions.

I enjoyed the pack a lot! it's theme is pretty original , and as I said in my first post , the  puzzles have a lot of variety.
#48
Contests / Re: Level Design Contest #33 -...
Last post by Crane - November 29, 2025, 02:02:52 AM
Both backroutes unfortunately;
although...
You're getting close with R3.
#49
NeoLemmix Levels / Re: [V3] Sweet 'N' Sour Lemmin...
Last post by JawaJuice - November 28, 2025, 11:28:50 PM
Quote from: Guigui on November 28, 2025, 11:04:50 PMAbout Sour 5 @JawaJuice : I checked and we have the same solution indeed. Though my execution was way harder than yours bc I set the miner at an incorrect height, which made the crowd either walk left or splat when escaping the miner tunnel. Another case of player overcomplicating things for himself.

Though I still wonder if we have intended solution on Sour 5 Through Thick and Thin, I save 1 blocker and you save 1 blocker and 1 jumper.

I shall have a look at your replays! Always fun to compare :) To be honest, I also made the same mistake as you, starting the miner at the wrong height on my first attempt, I guess I just saw the starting point needed to be adjusted but I wasn't too precise about the adjustment; that's where I got lucky! Yeah, I'm not sure either if it's the right solution, though it has to be close if not. Maybe The Tomato Watcher will let us know :)

EDIT: Hmm, watching your replay of Sour 5, I'm not quite sure why you use the second jumper, I don't think you should need to if the miner tunnel is correct. Actually, watching the bit of Flopsy's LP video above, where he tackles the old version of this level, I think he shows what the intended solution should be ;)

#50
Forum Games / Re: Count to 1000
Last post by The64Watcher - November 28, 2025, 11:05:13 PM
I am pure evil wrapped up in a veneer or stupidity, so I say O N E  :evil: HEHE HA NOW YOU GOTTA START ALLL OVER  :devil:  :devil:  :devil: