Recent posts

#41
SuperLemmix Bugs & Suggestions / Re: [✓][BUG] Xmas Lemmings won...
Last post by thorbat - December 06, 2025, 01:32:17 PM
Thanks for the quick resolution!
#42
Other Projects / Re: Project L4
Last post by namida - December 06, 2025, 06:44:27 AM
This is a bit ambitious, but it's a lot more realistic of a project than a full-blown OS.

I hope you understand that it will take time and effort to actually make this - but there are many users on these forums who wanted to make something, didn't really know what they were doing, put in the effort to learn, and eventually made something. As long as you understand that it will take effort, it will be hard work at times (but there'll be a lot of fun seeing your work come to life, too), and it will be a long time before any major project gets to the point where you can even see, let alone really share, any results - you can get there. If you need some inspiration, take a look at WillLem - he didn't know the first thing about programming when he joined here, nowdays he's capable of coding in multiple languages and producing very good results.

GameMaker is definitely a significant step up from Scratch and similar sites. While arguably more "basic" than programming languages, GameMaker is powerful enough that many good games you can buy on Steam etc (and even sometimes, consoles) are made in it. If you're finding that GameMaker works well for you, I very much encourage you to stick with it and continue learning and improving your skills in it. I believe that for myself, a similar app - Click & Create - was instrumental in my abilities getting to where they are now, even though it was relatively "simplified".
#43
Site Discussion / Re: Lemojis!
Last post by Silken Healer - December 06, 2025, 01:59:00 AM
I was just about to mention this from your post in the "[RELEASE][2.4 UPDATE] RetroLemmini - A brand new version of Lemmini for 2025!" thread before you said so yourself. If I may say so, I really like this one. It's probably the best one out of :shrug: :geek: and :xmas:.
#44
Site Discussion / Re: Lemojis!
Last post by WillLem - December 06, 2025, 01:54:15 AM
Another Lemoji suggestion (see attached) - :xmas:

Also, a reminder about :shrug: and :geek: (quick link).
#45
Lemmini / Re: [RELEASE][2.3 UPDATE] Retr...
Last post by WillLem - December 06, 2025, 01:43:45 AM
Version 2.4 update:

A little earlier than planned, here's 2.4 which addresses a couple of glaring UI bugs, and ensures that the Holiday levels are fully updated in plenty of time for Christmas!

:lemming: Holiday Levels

• The exit has been corrected in all levels; previously, the top part of the Christmas pudding was 4px lower than it should have been, leading to misaligned candles. The exit is now a single image in the xmas style, so all exits now appear as they should (and, are correctly positioned following the update!).

• All holiday levels have new music! There are now 8 tracks in total.

• Blizzard 3 Check Your Hints! now has fake exits, as per the original level.
Hints!
The real exit is the middle one (7th from either left or right)!

:lemming: Styles

• Composited all split image objects (all exits, Rock chameleon trap, etc.) into a single image. Where possible (for backwards compatibility), the original image has been replaced. In all other cases, it's been added to the style as an additional image.

• Added additional pieces to all OG styles in preparation for cross-compatibility with NeoLemmix/SuperLemmix styles.

• Updated Xmas Floater sprite - the umbrella is now themed on a Christmas tree, complete with twinkling lights!

:lemming: UI Features

• Bugfix - "Time taken" and "skills used" stats are no longer displayed on the debriefing (postview) screen if the level was not solved; this prevents a visual glitch which caused these values to be displayed as nonsensical strings.

• Bugfix - Missing "floater_lemming.png" image is now included with the download (although, it still isn't actually used anywhere in the menu - suggestions welcome as to a possible use for it!)

A reminder of what's new as of 2.0.



Get the latest version here.

#46
Tech & Research / Lemming Anatomy 101
Last post by The64Watcher - December 06, 2025, 01:37:16 AM
so im making a spiritual lemmings 4, but my lemmings feel too stiff. prob provide image later.
you can also use this topic for other lemming animation quirks or a full video of all the lemming touch traps.
#47
Other Projects / Re: LemOS
Last post by The64Watcher - December 06, 2025, 01:31:46 AM
lem os dead
namida you can rest now that this stupid ambitious mess is dead
#48
Other Projects / Project L4
Last post by The64Watcher - December 06, 2025, 01:30:05 AM
so lemos dead

But...
I'm making Lemmings 4!
its in gamemaker and the lemmings are a bit stiff, (right now all i've got was a interisland ballistic lemissle :XD: ) but hey its getting done
(maybe i'll be the one to finish the tribes arc)
#49
In Development / Re: Levels by Crane
Last post by mobius - December 06, 2025, 12:59:58 AM
wow, that was 10 days ago I posted???? It felt like yeserday... well I skimmed over the topic quickly and I don't think you've updated these two in that time??
I solved these two with the help of SQRon, The Oubliette particularly was very tough imo, but very clever solution, if it's correct. Outside the box is likely a backroute, I saved the blocker, but it felt as least partially intended, the overall jist anyway; I don't see how else to go about it... this solution does not work for the second one.
#50
Editor Bugs & Suggestions / Re: [?][BUG][ED] Unusual behav...
Last post by WillLem - December 06, 2025, 12:45:52 AM
This one took a little bit of tracking down, but it originates from the new "Highlight Erased Pieces" feature, which draws eraser pieces with purple solid fill instead of a transparent overwrite.

The issue is that the rendering was checking the setting byte-by-byte, which is horrendously expensive and causes huge slowdown on any level which contains more than about 10 eraser pieces. The level in question here has many eraser pieces, which has helped to flag up this issue.

The fix is to cache the setting once per rendering cycle, and apply the cached setting. This restores the usual speed and fluidity of rendering, even for levels with many pieces.

Fixed in commit cb0c2e6.