Recent posts

#41
Contests / Re: Level Design Contest #33 -...
Last post by IchoTolot - January 26, 2026, 07:22:44 PM
Finals are up in this topic!  :)
#42
Lemmini / [RELEASE] RetroLemmini Level E...
Last post by WillLem - January 26, 2026, 10:44:45 AM
RetroLemmini Editor Release Topic

The latest version (1.1.1) is attached to this post. To use, place the .exe into your RetroLemmini directory and run it from there.

This level editor is based on the NeoLemmix Editor, and has been designed specifically to make levels for RetroLemmini. It features many of the Lemmini-specific controls you may be familiar with from the earlier NL 1.43 Editor such as support for steel areas, variable max fall distance, superlemming mode, etc. It expands upon this by adding support for direct playtesting (via F12)*, custom skillsets, visible trigger areas, level hints, and many other QOL features from the more recent versions of the NeoLemmix Editor.

*(N.B. You need RetroLemmini 2.6 or later for this to work).

RetroLemmini Editor supports .ini level files as well as the brand new .rlv format which can be used to file-associate level files with the RetroLemmini Editor (file-associating .ini files is not recommended due to how widespread the .ini file format is on Windows systems). The .rlv format is internally identical to .ini, and is fully supported in RetroLemmini 2.6 onwards.

If you wish to mass-convert between .ini and .rlv, use the Cleanse Levels feature (which can also update your levelpack.ini file to list the levels in the correct format).

Happy level creating! :lemming:  :lemming:  :lemming:

#43
Lemmini / [RELEASE] RetroLemmini 2.6
Last post by WillLem - January 26, 2026, 10:44:00 AM
Version 2.6 update :lemcat:

2.6 is a major update to the RetroLemmini platform, and should ideally be run from a brand new directory to ensure problem-free operation.

Here's what's new:

:lemming: Dedicated Level Editor!

• RetroLemmini now ships with a dedicated level editor based on the NeoLemmix Editor, with plenty of controls and QOL features to make creating levels for RetroLemmini a breeze.

• It's possible to playtest levels directly from the Editor!

• The Level Pack Compiler can also be run from within the Editor, and can be used to compile your levels into packs.

:lemming: New Level Format

• RetroLemmini now has its own level format (.rlv) which is interally identical to .ini, but can be used to file-associate level files with the new Editor (much more preferable than doing so with .ini files, as .ini is a commonly-used format on Windows systems). The Editor can open both .rlv and .ini levels, and can easily convert between the two.

• The legacy formats .ini, .lvl and .dat will of course continue to be supported by RetroLemmini itself.

:lemming: DMA Levels

• All DMA levels have been converted to .rlv format.

• The bonus levels have been regrouped into a new pack called "Yippee! Even More Lemmings".

• Set classicSteel to False for all levels.

:lemming: Physics

• Basher and Miner steel checks have been relaxed, so that the lemming can tunnel all the way up to the steel block. N.B. Although a worthwhile update, it's one that is very likely to affect existing replays. Apologies for any inconvenience this may cause!

:lemming: Customisable Hotkeys

• A fully customisable hotkey configuration has been added. You can now map any keypress you wish to any of RetroLemmini's controls.

:lemming: UI Updates

• Middle mouse button now toggles pause.

• It's now possible to load packs and groups (as well as individual levels) from the Choose Level menu.

• Preview screen now shows "N Lemming(s)" (or "N Superlemming(s)!) rather than "Number of Lemmings N". Also added preview screen support for variable max fall distance (if it's different from the default of 126, it's displayed on the preview screen).

:lemming: Level Mods

• Mods can now be set per-level as well as per-pack. Per-level mods take priority when both are applied. TIP: Use the Level Pack Compiler to set per-pack mods, and the Editor control to set per-level mods.

:lemming: Styles

• DMA and special styles have been merged into a single style called "special". This should (in theory) only affect the OG levels which ship with RetroLemmini anyway, but it may be something to be aware of if you happen to have used any of these styles (apple, covox, beast, awesome, etc) to create your own levels.

• Reduced support for "specialStyle" level property to backwards-compatibility only.

• Fixed indexing gaps in Fire, Pillar and Snow.

• Removed accidental pink square (used to measure trigger area when compositing the image) from bubble zapper trap.

• Set default exit sound to "boing".

• Moved one-way-arrow triggers down 8px (so that they match the image itself).

• Pieces can now be marked as deprecated.

:lemming: Bugfixes

• One-way-arrows are now only ever drawn on terrain (this is also reflected in the Editor).

• "Christmas"/"xmas" style name is now handled gracefully; either is recognised as being the same style.

• Stats are no longer shown on Postview if the level was cheated.

• Framestepping and scroll wheel options are now positive rather than negative bools (opt-in rather than opt-out).

• Further improvements to resource exception handling. More can be done here, but it's a step up from previous behaviour. My goal is to eventually get rid of all stack-trace-style popups and replace them with more user-friendly onscreen messages that inform the user of what has gone wrong, and what they can do about it.

A reminder of what's new as of 2.0.



Get the latest version here.

#44
Closed / Re: [?][BUG][PL] Lemminas spri...
Last post by WillLem - January 26, 2026, 09:10:04 AM
Glad to hear it, I'll mark this as resolved and close the topic.
#45
General Discussion / Re: Forum-Wide Bump
Last post by WillLem - January 26, 2026, 09:09:05 AM
Quote from: The64Watcher on January 25, 2026, 02:19:04 AMi'd say that we band toghether for 1 post every 2 days to keep convos moving in all boardS.

If you want to help keep Forum engagement high and conversations moving, by all means get involved in some of the existing ones. You're more than welcome to contribute!
#46
Community Edition / Re: [✓][CE] Running CE and NL ...
Last post by WillLem - January 26, 2026, 08:55:08 AM
Quote from: namida on January 25, 2026, 09:34:18 AMI would go a step further and say - discontinue support for the alternate "sounds" folder. Otherwise, it could cause problems if people use NLCE when creating their packs, and it works fine there but (due to the different folder name) doesn't work on standard NL.

The directories were renamed because every other directory in the tree is named "----s".

"Replay" (with its capital letter - why?) and "sound" seem like they shouldn't be there. It's purely aesthetic and, sure, doesn't really matter, but with CE I felt there was an opportunity to sort that out. But you're probably right, it's likely cause more problems than it's worth in the future, so by all means lets revert those folders back to "sound" and "Replay". CE will internally continue to support the use of "sounds" and "replays" folders for those who wish to name their directories this way (I see no reason not to allow this), but we will ship it with "sound" and "Replay" as the default to minimise issues going forward.

The solution here (regarding CE/NL data compatibility in general) is probably to keep the root directory of CE identical to NL 12.14, and add anything new to the aforementioned "assets-ce" folder (see this post, above). This then becomes a necessary component of CE development which will allow us to update existing graphics and data files without risk of conflicts. CE will prefer this directory when looking for resources, so the rest of the tree can be identical to NL. This will ensure that anyone making content for CE that is then played in NL will add items to the correct relative folders (i.e. nothing should ever need to be added to assets-ce by an author unless it's to mod their own copy).
#47
CustLemm, Lemmix, Golems / Re: Golems — a DOS Lemmings ga...
Last post by Mindless - January 25, 2026, 10:52:12 PM
I don't have plans to implement directional selection since the intent was to replicate DOS Lemmings, which doesn't have that feature.  But thinking about it a bit more, I could probably add a similar feature that searches for a nearby cursor position that would select a lemming going in the desired direction.  That way you still can't select a lemming that DOS Lemmings wouldn't let you select, but it just automates the tedious cursor positioning that you could already do.
#48
CustLemm, Lemmix, Golems / Re: Golems — a DOS Lemmings ga...
Last post by KrzysztofB - January 25, 2026, 10:36:32 PM
Hi,
thanks for great lemmings in browser.
I noticed cursor keys are not supported.
I remember from WinLemmings, holding Left or Right key
make much easier selecting only lemmings walking in desired direction.
Are you planning to implement this feature?
#49
Site Discussion / Re: [SUG] "Post redirection to...
Last post by Simon - January 25, 2026, 08:53:19 PM
I've looked through the admin settings, too. Nothing.

I'm 60:40 against making a redirection topic, too. I look at the most recent 50 topics, and there it's clutter. When others look at a single board, it may be useful. I only make redirection topics when I move newbies' topics.

Do you want a hack in the LF source? This makes updates hard.

Do you want to push for a fix upstream?

-- Simon
#50
Lemmini / Re: RetroLemmini Records (Max ...
Last post by hrb264 - January 25, 2026, 04:46:13 PM
I've managed to save 9 lemmings on the 'Eye of the Needle' level on revenge of the lemmings! I am really surprised, as it only had a save requirement of 70 but I wondered if it would be possible to save the builder and it turned out it was. Its the one that came out just before new years, not the most recent update I don't think.

I also managed to save 100% on 'the last mohilem' which had a save requirement of 50%. I can upload the replay for that too if anyone wants