Recent posts

#81
Site Discussion / Re: Lemojis!
Last post by Lana T. - February 26, 2026, 11:37:19 AM
Okie dokie, thanks for the feedback!

Hmm, I'll see what I can do with the "surprised" one. As for the others, I'm not sure how to make them clearer without making them look weird.

The mindblown lemming has green hair, it's just that it has been blown to tiny bits by the explosion. But I can draw bigger chunks if you want.

The fact that you're confused by the sleeping lemoticon proves I messed up. It was supposed to be bubbles with Zs in them, but it didn't work out well. I'm going to make two versions, one with just the bubbles and the other with just the Zs, so you can choose whichever you prefer.

What are you looking for with the "geek" lemoticon? A funny and ironic one to correct people, like "Well, akshuaaally...", or a more serious one to address complex topics?

It's funny that a Santa lemoticon has been made, it reminds me of the cult that gathered on the JeuxVideo.com forums.
#82
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by hrb264 - February 26, 2026, 09:46:18 AM
Here are my replays:
#83
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by hrb264 - February 26, 2026, 09:44:58 AM
I'm especially pleased with these levels so far (be warned, living on the edge and welcome to builderfest are *extremely* hard, welcome to builderfest took me several attempts before I could meet the minimum save requirement). :D

#84
Game Bugs & Suggestions / Re: [?][SUG][PL] Insert Mode: ...
Last post by WillLem - February 26, 2026, 05:48:13 AM
Quote from: Simon on November 18, 2025, 05:36:10 AMI'll have time to look at the code together on Saturday, November 29th. Does that suit you? I'll have time all day and you can pick the time.

Apologies Simon, I missed this message. I'd be happy to look at this with you again at some point in the next few weeks.
#85
Site Discussion / Re: Lemojis!
Last post by WillLem - February 26, 2026, 02:32:12 AM
Lana's Lemojis are fantastic and we should definitely consider using these, but a few of them aren't as clear as they could be. Most notably:

Surprised, Undecided, Suspicious, Smug, Frowning and Excited could all do with being made a bit clearer. Maybe the features need to be a bit bigger or bolder to make the expressions stand out more.

And, some more specific feedback on some of the others:

• The face for Sick should be a bit more green.
• Mindblown should have green hair to make it more clearly a lemming.
• Lemcat should have a darker nose.
• Sleep looks fantastic animated, but the cloud burst at the end makes it less clear that these are "Zs". I'd suggest just having upwards-floating-and-disappearing "Zs" in place of this.

All of the others are great as they are :thumbsup:

@Lana would you be happy to make some for Santa :santa:, Shrug :shrug: and Geek as well? Santa and Shrug are recent additions to the set, and Geek is currently being considered for addition. It seems worth having your versions of those if your full set is to be included.
#86
SuperLemmix Bugs & Suggestions / Re: [?][SUG] Modification to S...
Last post by WillLem - February 26, 2026, 02:15:32 AM
Well, now that SuperLemmix has an online Styles Updater, we need to be able to update the default style without overwriting user mods.

I'm currently thinking that the best way to handle this would be to have a global updater, which updates not only the styles but also SuperLemmix itself. When compiling, we bake versioning info for every file into the .exe so that SuperLemmix always knows "this is the original" or "this is a modded version" when deciding whether or not to apply an update.

This system would be used for all files which are shipped with SuperLemmix. So, it would include the default style and the slx_ styles, but would NOT include any custom styles: those would continue to be handled by the Style Updater, and would always overwrite (since they shouldn't be modded anyway).

When updating, then, if the target file is the last known version, SuperLemmix will simply overwrite it. If it's a user mod, the mod will be renamed and the new file will take its place. This means that user mods would never be destroyed by an update, but also that users will be able to see "ah, this file has been updated, I'll need to re-apply my mod". It seems the simplest and safest way to go about doing this.

Should we use a 'mods' folder? Sure, we could move user-modded files into a mods folder to make it easier for users to re-apply their mods following an update, but we still wouldn't want to load from that folder just in case the file has changed significantly enough to make the mod unusable (which would majoritively be the case).

In the meantime, if you do use mods to the default or OG styles, be sure to keep a backup copy somewhere if you're using the Style Updater. I'll aim for the next version of SuperLemmix to support global online updating (no more having to copy everything across from an older version again and again and again!)
#87
Lix Main / Re: Lix 0.10.32 released
Last post by RubiX - February 26, 2026, 12:34:34 AM
 :thumbsup:  :tal-gold:
 :8:()[:
#88
NeoLemmix Main / Re: [SUG] Add Exit to default ...
Last post by WillLem - February 25, 2026, 11:59:20 PM
Quote from: namida on February 25, 2026, 06:16:28 AMThe Pillar exit has the typical background, unlike the Crystal one's solid red color. I'd vote for it over Crystal, though I'd still say recolor it to be a bit more generic. (Of course, the modified-crystal custom one could also add that background.)

Looking at the available exit doorways, Marble's probably has the best:



Pillar and Crystal are both a single solid color. Pillar's blue is definitely more suitable for a generic variant than Crystal's red, but we should include the 'grass' detail from Marble for sure.

Quote from: namida on February 25, 2026, 06:16:28 AMHowever - I also think you're being a bit too quick to rule out (a modified version of) the Marble exit, too ... I feel like there might be other styles even more associated with (a different color of) bricks... :P

Yeah, Marble's exit would probably be my second choice after a Pillar/Crystal amalgamation. I like your own Laboratory exit as well for similar reasons; the brick theming and the fact it can be recoloured to pretty much anything whilst still looking instantly recognisable.

A Pillar/Crystal exit would still be my first choice, though. It just has that iconic "Lemmings exit" shape. I've gone ahead and created a possible "default" variant:



I just greyscaled it for now (we'll likely want to do something a bit more imaginative than this), added the grassy meadow doorway, and used the flame colours from Pillar.

This is not intended as a final version by any means. I'm hoping someone with more graphics savviness than me (dex? jkapp76?) will do something better. I just think it helps to have something visual in the meantime.

#89
In Development / Re: Ah yes, PimoreLems!
Last post by JawaJuice - February 25, 2026, 11:41:55 PM
Quote from: Pieuw on February 25, 2026, 09:39:05 PMThank you for your help :thumbsup: I will edit the levels in the near future to fix what needs to be.

My pleasure! :) Looking forward to your updated levels :thumbsup:

Spoiler
Quote:lemming: The Strange Relics of Lemnos - No idea what's going on here! Removing blockers from the equation will prevent this.

The old basher-blocker turnaround trick - my favourite for annoying level creators ;P I think I've only seen a couple of levels that actually utilize this trick as part of the intended solution, so I assume when I use it that it's probably a backroute. If you include bashers and blockers in a level, it always gives rise to the possibility of it and it's quite a powerful trick.

Quote:lemming: Standard Test Chamber - I'm speechless :crylaugh:

What can I say? It seemed like the most logical solution :crylaugh:

QuoteAncient Crash Site - Nice solution, making use of the decoration on the steel pieces. I'm glad it doesn't work though :crylaugh:

I attach a better solution, but it still misses the talisman because I have to use a digger to free the climber from his loop - can't see any way around this!

#90
Lemmini / Re: [RetroLemmini] hrb264’s Re...
Last post by WillLem - February 25, 2026, 11:26:51 PM
Quote from: hrb264 on February 25, 2026, 10:29:49 AMI'm making a pack now. There are 4 ranks (plus one 'skills refresher' one) and there are going to be 8 levels in each rank :)

Awesome! Looking forward to it :lemcat: