Recent posts

#41
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by WillLem - March 07, 2026, 06:52:12 PM
Apologies for the double-post, but this ideally shouldn't be hidden under the code in the previous post.

I need community feedback before deciding on the following:

1) Should we allow same-lem-same-frame assignment in Replay Insert mode?
2) Should we always erase the lem's future existing assignments when making an assignment, regardless of replay mode?
3) Should we erase future nuke when making an assignment in Replay Insert mode?

I'll give this a minimum of 1 month from today to generate discussion.

Your silence = I will probably mostly go ahead and follow Simon's advice, i.e. we'll allow same-frame-same-lemming overwrite even in Replay Insert mode, and will also erase the future assignments of that lemming. I'll also probably make this behaviour optional in Settings; having thought over the proposed hotkey, it's probably asking too much of players to press a key every time they want to make an assignment if they know they always want the same behaviour. Meanwhile, I probably won't erase the nuke, but Simon may convince me otherwise next time we meet.

So:

1) Yes, optionally 2) Yes, optionally 3) Maybe, but probably not.
#42
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by WillLem - March 07, 2026, 06:50:18 PM
Thanks, Simon.

Your modified version of the method compiles with the following tweaks (see condition brackets, and no ";" for the empty statement):

procedure TReplay.EraseLemSkillAssignment(
  L: TLemming;
  aFrame: Integer;
  DoCutFuture: Boolean);
var
  Item: TBaseReplayItem;
  i: Integer;
begin
  for i := fAssignments.Count - 1 downto 0 do
  begin
    Item := fAssignments.Items[i];
    if ((Item.Frame < aFrame) or ((Item.Frame <> aFrame) and not DoCutFuture)) then
      Continue;

    if (Item is TReplayNuke) then
       // Always delete a future nuke
    else if (Item is TReplaySkillAssignment) then
      if ((Item as TReplaySkillAssignment).LemmingIndex = L.LemIndex) then
        Continue;

    fAssignments.Delete(i);
  end;
end;
#43
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by Simon - March 07, 2026, 05:17:03 PM
Implementing the function from voice chat.

I can't build Delphi here to test. There will probably be many small errors.

How wise is cutting future nukes when we cut an assignee's assignment future? I think it's correct to cut the future nuke. If you disagree, put Continue; instead of the empty statement ;. I erase future nukes in Lix, got no negative feedback, and most NL levels behave like Lix levels in this regard. Nuke levels are rare and you can always re-insert the nuke. Inserting a nuke shouldn't cut future assignments of anybody.

procedure TReplay.EraseLemSkillAssignment(
  L: TLemming;
  aFrame: Integer;
  DoCutFuture: Boolean);
var
  Item: TBaseReplayItem;
  i: Integer;
begin
  for i := fAssignments.Count - 1 downto 0 do
  begin
    Item := fAssignments.Items[i];
    if (Item.Frame < aFrame or (Item.Frame <> aFrame and not DoCutFuture)) then
      Continue;

    if (Item is TReplayNuke) then
      ; // Always delete a future nuke, like in Lix. Okay in NeoLemmix or not?
    else if (Item is TReplaySkillAssignment) then
      if ((Item as TReplaySkillAssignment).LemmingIndex = L.LemIndex) then
        Continue;

    fAssignments.Delete(i);
  end;
end;

-- Simon
#44
NeoLemmix Levels / Re: Oh Yeah More Lemmings by M...
Last post by MASTER-88 - March 07, 2026, 08:53:45 AM
Okay you told me Go Ahead. There is one trick which might be unknow for you. First time its showed custom+3. This is perfect level to train it. Yes you will need that trick in future levels. So just train it.
#45
NeoLemmix Levels / Re: Oh Wow! More New Worlds
Last post by Armani - March 07, 2026, 08:23:31 AM
Thank you very much for playing our pack! :thumbsup:  I'll attach my own solutions to my levels, including the talisman solutions, so you can compare them with yours if you want! I also updated one of my level. :forehead: (Down the Rabbit Hole)

@Dexter
Spoiler
Mesmerizing
Intended! :laugh:

Mirror World
There's a minor difference between my solution and yours, but yours is perfectly acceptable too. ;)

In the Rear with the Gear
Intended! :laugh:

Down the Rabbit Hole
This one I may call a backroute. :(

Terrarium
Acceptable solution! I'll attach my talisman solution below!

The Chosen One
Perfect solution! Yeah, the skillset is a bit unusual. When I made the level, I first chose several skills and limited myself to using only those, and then tried to find interesting interactions between skill types that don't normally interact much. :santa:

@Guigui
Spoiler
Mirror World
I'd consider both your solution and Dexter's acceptable. ;)  The main idea I had in mind for this level was figuring out how to make a splatform with two builders so that the crowds from both sides can land safely. I'll attach my solution below.

The trigger areas of exits(and most other objects) have fixed relative positions. Because of that, rotating/flipping/inverting them can sometimes make the trigger areas look visually odd. That's why people usually avoid things like inverted traps or water except for aesthetic purposes, at least not in ways where the unusual trigger areas affect the solution. :XD:

That said, if someone asked me "Should a shimmiering lemming be able to use an exit attached to the ceiling he's shimmiering along?" my answer would be yes becuase it looks so natural! And in the same way, a shimmiering lemming can press a button attached to the ceiling. ;)

The Chosen One
Good luck with this level! Let me know if you'd like a hint. 8-)
#46
Lemmini / Re: [SUG][RetroLemmini] Provid...
Last post by WillLem - March 07, 2026, 07:56:43 AM
Good shout, I'll look into it for sure.
#47
Fan Corner / Lumian Lemmings
Last post by The64Watcher - March 07, 2026, 06:46:47 AM
sorry for no lemming races, they escaped...
i found vexle on this sratch rock background, aka NOT where he is supposed to be. he seems content tho, i wonder if he noticed those flowers, or that strange message...
Facts about lumian lemmings:
They are an alien subspecies of lemmings

vexle is a lumian lemming. (when happy or have other high emotions, their antennae pop up, although most other times hes just chilling)

lumian lemmings acutally dont like berries, alone at least, they actually eat meat, and sometimes they put the berry jam on the meat (odd food choice but ok)

the 3 planets orbiting the star lumi have diffrent atmospheres, so most species actually adapt to all atmospheres at once.
#48
Forum Games / Re: Corrupt-a-Wish
Last post by The64Watcher - March 07, 2026, 04:04:33 AM
you can talk about things intresting but only if they start with x

i wish to throw EXACTLY 3 EGGS perfectly ACCURATE to WILL LEM
#49
NeoLemmix Levels / Re: Oh Wow! More New Worlds
Last post by Guigui - March 07, 2026, 01:40:26 AM
Currently playing this pack and having a really good time.
I'm quite close to the end but I have mainly The Chosen One and Lemming Free Sugar Aid left to overcome.

For now I'd like to talk about the level Mirror World, spoiler needed I guess.


Spoiler
I could clear it with what looks like a backroute since I spare the shimmier skill. Then I looked at Dexter's solution who also states he has a backroute. His is quite similar to mine, except I use heavier timing things to make the left bunch of Lemmings turn around in time before splatting from the digger pit on the right side. Joining my solution if anyone is interested.

Looking at Dexter's solution I also noticed that he makes a pionner use the reversed exit with a shimmier skill, good job!
This never occured to me because the Clear Physics Mode shows me that the exit trigger is actually floating in the air, so seemingly not reachable from where Dexter reaches it. I'm joining a CPM screenshot where you can see the exit trigger floating in the air, and Dexter's lemming exiting while not going over this trigger.
So questions : is this a bug in the display ? Do all of you see the exit trigger floating in the air or is it just me ?


#50
Lemmini / Re: [RetroLemmini] GeoffLems
Last post by WillLem - March 06, 2026, 07:44:19 PM
Version 1.1 uploaded.

Added a logo for the level select screen, plus a level fix:

Fun 7 Promenade - Moved the steel area to the right of the exit down

:lemming: Get the latest version of GeoffLems :lemming: