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#91
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by JawaJuice - December 03, 2025, 12:19:36 AM
Hey @Guigui!

I decided to return to this pack, and I'm glad I did because I've now cleared the NEO rank! I didn't use any of the clues you gave me previously - not because they were poor clues, just that I'm really bad at deciphering peoples' meaning unless they're really straightforward! With hindsight though, I get what you were driving at. Except for NEO 5 - even having completed the level, I still don't understand your clue haha XD

Anyway, I wanted to give you a bit of feedback on these levels:

Spoiler
One Hot Minute - Weirdly, on revisiting this level, I found it easier to get the talisman solution than the regular one! I always struggled with the timing of using two climbers so it was kind of a relief not to have to think about that. I had a bit more time left at the end than before as well :thumbsup:

So Many Spikes - Almost certainly the hardest level of the rank. If I did it correctly, the key was realizing that it doesn't really matter about compressing the crowd to the nth degree as both of the trap routes are red herrings and impossible. It's just that the blocker needs to be close enough to the ramp to create a concave hollow when he explodes to turn the climber around. Nice level, if somewhat vexing ;-) Very long solve time for this level!

Eroded Ark - This one's clever. Took a minute to see what needed to be done and then to execute it.

Tower of Sacrifice - Didn't have my thinking hat on the first time I looked at this level. And I should have known you would never have any leftover skills in an IchoTolot level! Well, except the floaters - I didn't really have any use for them. A typically well-designed level from Icho.

The Six Seconds Escape Plan - Thanks, I hate it.

Onwards to ONE then, although I might take a bit of a break before attempting that! I'm expecting pain ;)

EDIT: Reading through @kaywhyn's notes, it sounds like we might have got different solutions to some of these! I'll have to check his LP vids of the levels I've cleared.

#92
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by Guigui - December 02, 2025, 09:48:22 PM
Quote from: darkshoxx on December 02, 2025, 05:38:45 PM
Quote from: Guigui on November 30, 2025, 10:59:26 PM* NEO 2 So Many Spikes I consider it a backroute too, because the pioneer goes in by himself, no crowd needed. The intended solution is much more satisfying imo, need to fix again.
You used this trick twice in your replays : start bashing through an illegal terrain (steel or one-way), and still get some pixels of terrain removed under your feet because one bashing animation finishes before getting canceled. Nasty.

Oh lol of course I completely forgot that that was cheesed. Yeah that's obviously a backroute. I have that one like 98% solved, I just can't line up the crowd correctly. The release rate is fixed to a very specific number so I was assuming there's a common known way of aligning them all at that rate and I just don't know it.

I'll get back to backroutes fix when I finish watching kaywhyn replays, having so much fun with it !

If you want to try NEO 2 w/o that nasty backroute be welcome. Compressing is easy with the given blocker, *some people* in this thread even tried it.
I can only say that fixed RR indeed plays a role in the intended solution.
#93
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by darkshoxx - December 02, 2025, 05:38:45 PM
Quote from: Guigui on November 30, 2025, 10:59:26 PM* NEO 2 So Many Spikes I consider it a backroute too, because the pioneer goes in by himself, no crowd needed. The intended solution is much more satisfying imo, need to fix again.
You used this trick twice in your replays : start bashing through an illegal terrain (steel or one-way), and still get some pixels of terrain removed under your feet because one bashing animation finishes before getting canceled. Nasty.

Oh lol of course I completely forgot that that was cheesed. Yeah that's obviously a backroute. I have that one like 98% solved, I just can't line up the crowd correctly. The release rate is fixed to a very specific number so I was assuming there's a common known way of aligning them all at that rate and I just don't know it.
#94
NeoLemmix Levels / Re: Holiday Lemmings 2024
Last post by JawaJuice - December 02, 2025, 02:31:04 PM
@Mobiethian, @Armani,

This was a pack I started playing back in July, but gave up on Armani's levels quite quickly, only completing Mobiethian's. Having recently played and solved quite a few of Armani's levels from the Random Level Sharing topic and the upcoming LDC #33, I realized he's not so scary ;) In fact, I like his levels a lot! So, I thought with the festive season on the horizon, this would be the perfect time to dive back into the pack!

Firstly, if I were to assign a difficulty level to this pack, I'd probably go with Medium. Alternatively, it could be Easy-Hard as it runs the gamut. The difficulty curve is kind of all over the place, and the Daytime rank is only slightly harder than the Night rank overall. Medium seems like a good median though. What @Guigui said is 100% accurate:

QuoteThe actual pattern I found for the difficulty in your Holiday Lemmings 2024 pack is rather simple :
* created by Mobiethian : fair difficulty, have fun. I loved the living-room themed levels, with the trap-cat :D
* created by Armani : get prepared for brain burning.

Another observation I made is that Mobiethian uses time limits in most levels while Armani doesn't. TBH I have a preference for the latter - I prefer the difficulty of a level to come from the actual puzzle-solving rather than time pressure. That's a personal thing though; I also dislike 99 RR levels most of the time.

I was able to solve the whole pack without hints with three exceptions: All I want For Christmas Is..., Sky Shield and Constructus Interruptus. These I will go ahead and say are the hardest levels of the pack imo. The first two I was 95% of the way there and just needed a final push, courtesy of Armani. The latter, I had the right idea but I think an action to do near the end is so critical, it's more than a 5% thing. It never would have occurred to me without Armani's hint. INside OUT I also struggled with, but that was just me being stupid and the solution was obvious coming at it afresh the next day.

I've made some notes on individual levels that you might be interested to read. I've got more notes for Armani's levels because there's just more to say about them! I still very much enjoyed playing through Mobiethian's levels though, as I have with all of his packs to date :)

Spoiler
Night rank

Sky Castle - Pleasant opening to the pack that won't pose many problems to experienced solvers.
Lems Are Playing Freeze Tag - Arman's first level is definitely trickier, mainly getting your head around slider mechanics - those pesky critters!
Christmas Tree Hunting - Mobiethian's hardest level so far; working out how to contain the crowd as well as have the pioneer go in both directions. It may actually be his hardest off the pack, although Rocky Road runs it close. Clever stuff!
Silent Night, Holy Night - Quite a long solve time for this one, which will become a recurring theme of Armani's levels! The hard part here is working out the correct use for a pretty limited skillset for such a large level.
Lighter Than a Snowflake - The one that originally caused me to give up on Armani's levels in the pack. Coming back to it 5 months later, it's not as hard as I remembred but still gave me quite a lot of trouble (I always struggle where gliders are involved too!). Working out what skills you are going to need at the end is key, as well as the optimal path to the gap in the fire at the top right of the level, plus where you need to use the cloner (logically, it can only be one place).
Uphill Sled Ride - Nice puzzle! The tricky bit with this one is getting only two lemmings to go over the top while the rest are contained, making use of a skill in transtion, so that one of the two that go over can fence back up to the crowd.
Rocky Road - One of Mobiethian's hardest levels in the pack for my money. Another really well-designed puzzle.
Lost and Found - Not Armani's toughest level but working out how to release the infinitely looping shimmier can be hard; not so much the how as the when!
Claustrophobia 2 - Appropriate title given how tight (time-wise) this level is. Even with absolute optimal skill deployment, you will still only have a second to spare at the end!
Happy New Year! - This jointly authored level is deceptively difficult, working out the only correct path (I assume) to victory! Took a bit of thinking out, this one - well played, guys!
All I Want For Christmas Is... - The first level in the pack to have me partially stumped. Definitely Armani's hardest level in the Night rank. Small hint acknowledged, the lightbulb moment was realizing that the lemming on the right side has to do pretty much everything.
Living in a Fairy Tale - Gorgeous tileset. I always love levels that utilize it and this one is no exception!
The Lem is Home Alone! - Another joint effort that required a pretty long solve time!
Night of the Christmas Crystals - What I call a slightly more arcade style level due to all the jumping around. Fun!
The Bear Necessities - Tough one. Aside from All I Want, probably the longest solve time of the rank. I don't think I backrouted it, but I did have a diggger to spare at the end.

Daytime rank

Walking Bearfoot in the Snow - This is the rank where we really start to see the genius of Armani's level design! In this one, the tactic of allowing the crucial pioneer to fall through the trap unharmed by having a sacrificial worker lemming take his place took a lot of spotting. I haven't seen trap response times used in quite this way before, but had a hunch they might, and also, there wasn't really anything left to try at this point; it's quite a restrictive level, in terms of skills.
Wake Up When It's Christmas - A rare open-ended level from Armani and a ton of fun to play through! :thumbsup:
Do the Polar Plunge - Not too hard, but also lots of fun - love jumpers!
Angels We Have Heard On High - An uncharacteristically easy joint level, but I suppose it's early in the rank. Very enjoyable nonetheless. :)
Your Gifts Are Over There - Neat idea to have the pioneer do his work underneath the crowd.
Skating on Thin Ice - Tricky one, but once you realize you can't use the digger at the start because you'll need him later and that the snowmen have climbable sides (not a sentence I ever expected to write!), the rest is straightforward.
Fluffy Snow Vs Rock Hard - Very clever, Armani, very clever.
Amphibious Operations - Difficult one for me as I always struggle a bit with the mechanics of swimmers but ultimately another nicely designed level from Armani!
Sky Shield - The hardest level of the pack so far, to my mind. Very, very long solve time. Though I got 95% of the way through I did need that final push from Armani to get me to see one little thing right at the end. Once again, a brilliantly designed level that utilizes every last skill.
Roller Coaster Mountain - In which we see once again that Mobiethian is a big fan of the lone pioneer, leading from the front!
Mele Kalikimaka - Tropical Christmas Vacation? I love the atmosphere of this one, nice break from the rest of the pack!
Like a Snowman Inside a Fridge - Another surprisingly straightforward joint effort but looks great and is fun to play through. Love this tileset too, it always reminds me of Festival Millas, which are among my favourite packs ever!
INside OUT - Strangely gave me a lot of trouble, given that it's not an especially hard level, but I was being especially dense. Looking at it afresh on a new day, it was quite obvious what needed to be done.
Watch Your Step! - Now we get to the business end of the pack in terms of Armani's levels. Long solve time. Very hard to work out what needs to be done. Clever use of the stoner to enable a single basher tunnel at the top. Clever use of sliders. Clever how it all comes together. Just a clever level.
The Lem is Lost in the City - Smart level design and again, it looks fantastic!
Warm Cozy Basement - One of Armani's hardest levels I would say. Very long solve time. Looks impossible at first, as Armani's levels often do. How to get that single floater to go back up and down to mine the tunnel to the crowd? A head-scratcher for sure! Lightbulb moment here was realizing that the blocker isn't for the crowd when they're at the top, but once they've got down, awaiting the miner to set them free. Genius level, honestly.
Constructus Interruptus - Arguably the hardest level of the pack or at least I think so, and Armani probably concurs. He was kind enough to say that I had almost solved it in a replay I sent him, but without the hint he gave, I doubt I would have finished it. The final bit I hadn't got is critical and as I said to him, I don't think I would've seen it in a month of Sundays! It's a 'trick' (more of a technique really) that I'll remember for future solving though. It's a clever level again and the clue's in the name, but travellers be warned - it's not easy in the slightest to work out what you're supposed to do!
Where Angels Dare - Another level that looked impossible at first pass, but in the end it wasn't too bad. Something of a breather level compared with the last two!
And They Lived Happily Ever After - All the neutrals drowning at the start made me laugh out loud! Had a platformer to spare at the end and a ton of jumpers. Is this a reference to being given an abundance of knitwear by relatives for Christmas, or am I reading too much into there? ;)

Overall, I'd heartily recommend this pack to anyone who hasn't tried it yet, especially at this time of year! There are fun challenges to be had and gorgeous vistas to take in on your travels :thumbsup: Happy festivities everyone!

#95
Reviews / Re: Level Review--Lemmings Rev...
Last post by whoever - December 02, 2025, 11:20:10 AM
Quote from: mobius on December 05, 2022, 12:39:42 AM12-6 Last One to the Top.....
[...]

I've never had a weasel be set free and not die from the shredders but that seems like a remote possibility.

It is indeed possible. I was a bit shocked today when I thought I had won the game with 100% and suddenly the weasel appeared...

#96
NeoLemmix Levels / Re: Save One : do you have wha...
Last post by Guigui - December 01, 2025, 02:53:57 PM
I am in ectasy now : have spent so much time watching many kaywhyn replays, and now I get to watch my levels done. A pleasure and an honor, really  :-[

About 5 hours of watching ahead of me, and hearing you calling me GweeGwee is the best ;) I'll be sure to write comments when I'm done.
Thanks again for your time given to the :lemming: community.
#97
NeoLemmix Main / Re: [+][BUG][NL][DATA LOSS] Al...
Last post by Guigui - December 01, 2025, 11:42:20 AM
The green checks disappear completely, nothing is left.

As for closing the application properly I must admit I don't know how to do it in a script on Ubuntu OS. I shall look onto this.
#98
In Development / Re: Random level sharing topic...
Last post by JawaJuice - December 01, 2025, 11:14:44 AM
@Armani stated via PM that I had backrouted two of his levels on here, namely Polaris Rhapsody and Thank You Mr. Snail. He made a couple of small tweaks, then later confirmed I now had the intended solutions to these updates. I thought people might like to play the updated levels and Armani has kindly given me permission to post them here, which I will do, along with our replays. Gotta say, Polaris Rhapsody is considerably harder than Thank You Mr. Snail!

#99
Editor Bugs & Suggestions / Re: [+][SUG][ED] .nxlv to .lvl...
Last post by WillLem - December 01, 2025, 03:22:25 AM
A step or two closer. We can now preview pieces when building a translation table, and it's possible to add the ID for each piece directly (if known), or by browsing to find the corresponding piece in the RetroLemmini styles folder (directory is remembered for each browse, so the process is fairly quick):

Preview

The next step is to account for transparent pixels at the edge of the linked pieces. We can calculate this and generate an offset value for x, y, flipped x and inverted y. After that it's just making sure piece flags are correct (Erase, No Overwrite, etc).
#100
Forum Games / Re: Count to 1000
Last post by Silken Healer - November 30, 2025, 11:56:19 PM
First off, in a PM Namida sent to me I was told me comments without counting up the number are fine, so I'm not disobeying Flopsy's advice that he gave to me.

For me, while I ultimately can't speak for everyone else, nor for Gronkling when he started this thread, I don't believe that there has ever been a "resetting the count" function of this game. For me, I've always been under the impression that the point of the game was to count up to the next number, and that if you make a genuine mistake that's fine, mistakes don't reset the count, and that deliberately counting to the wrong number is considered disruption outside of the spirit of the game, and that everyone else in this thread also shared this common belief. Such a function has never been described in the OP, and I've never seen anyone else deliberately count to the wrong number this game, other forum games of a similar nature don't typically have this reset function, and everyone else from my memory of the deleted posts has either ignored you and carried on with thread or explicitly stated that they don't want you to "reset the count".

Unless anyone else feels differently and wants to speak up, but I'm 99% sure no one does, I think it's safe to say that there hasn't been a "resetting the count" function of this game, and that everyone else agrees with me and thought the rules I outlined in this post are common knowledge, and in future if anyone counts to the wrong number, we should just count up from the last correct number. So whoever wants to go next your number is 266.