Recent posts

#91
NeoLemmix Levels / Re: [V6] Sweet 'N' Sour Lemmin...
Last post by Armani - December 24, 2025, 04:19:24 AM
I gave the pack a try and I had a lot of fun playing through it! :santa:
My favorite levels are Sweet6 and Sour6.
Sweet6 gives me a mobile Lemmings game vibe: the portals on the wall and the 1:1.6 screen resolution! Using a locked exit to give the pioneer lemming time to build a path is very clever. :thumbsup:
#92
Lemmini / [✓][BUG][RetroLemmini] Players...
Last post by Ron_Stard - December 24, 2025, 01:18:30 AM
Hello!

Sorry to bother you during Christmas, but I've found some bugs in RetroLemmini.

First, every time I start the program, it only shows the default player, even though the players I create are already in the players directory. The problem is solved by creating a player with the same name that already exists in that directory... but when I restart the program, it disappears again.

Second, I've discovered that in Lemmings Plus I, there are several levels where the house the Lemmings are supposed to come out of isn't shown. This doesn't happen in SuperLemmini Too. Specifically, this happens in all the levels of "No Salvation," as well as in "Overheat" (Wimpy 26) (screenshots attached) and Medi 28 ("Way Up High")

I used the Lemmings Plus level version posted here:

https://www.lemmingsforums.net/index.php?topic=5620.msg92258#msg92258

It may happen with other levels, but I haven't advance much far nor test thoroughly every level I have in my collection.

Thanks in advance!
#93
NeoLemmix Levels / Re: [V6] Sweet 'N' Sour Lemmin...
Last post by JawaJuice - December 24, 2025, 12:09:26 AM
Your solution to Sour 2 is very similar to mine, @kaywhyn, so that gives me faith that I finally got the intended solution this time round after backrouting it with blockers and RR shenanigans previously!

Spoiler
Maybe a bit tighter with where you deploy the delaying basher, but I think it's just a pretty tight level now, generally.
#94
NeoLemmix Levels / Re: [V6] Sweet 'N' Sour Lemmin...
Last post by kaywhyn - December 23, 2025, 11:59:20 PM
Resolved the updated levels Sweet 3 and Sour 2. Not sure if Sour 2 is now intended, though it probably is or an acceptable one, just with one of the bashers I used at a different spot from the intended way I'm guessing.
#95
NeoLemmix Levels / Re: [V6] Sweet 'N' Sour Lemmin...
Last post by JawaJuice - December 23, 2025, 11:32:44 PM
Solutions for updated levels for you! :thumbsup:

I only needed a minor tweak to my previous replays for Sweet 2 and Sour 5 so presumably I was pretty close to your intended solution before with those. Sweet 3 was quite different to before, but not difficult to work out. Sour 2 gave me the most pause for thought, probably because I was so far away from your intended solution originally and backrouted this level pretty badly (until now hopefully!).

#96
NeoLemmix Levels / Re: [V6] Sweet 'N' Sour Lemmin...
Last post by The Tomato Watcher - December 23, 2025, 09:31:57 PM
Accidentally left something in Sour 2 that I thought I made impossible forever ago, oops. Had to patch it again.
#97
NeoLemmix Levels / Re: [V5] Sweet 'N' Sour Lemmin...
Last post by kaywhyn - December 23, 2025, 08:56:50 PM
@The Tomato Watcher

Got resolves for you for V5 :) Here, I needed to resolve Sweet 2, Sweet 3, Sweet 5, Sour 2, and Sour 5. However, the major ones for you to check appear to be the two Sour replays I needed to update. These both look more or less intended now :) Sour 2's solution is really obvious now and hence the difficulty isn't as high as before, though with far less wiggle room and less room for error to be able to pull it off. However, if it helps to enforce the intended solution you had in mind, then if it works it works ;)

edit: Added another replay for Sour 2 because, of course I made it harder than it needed to be! :laugh: 

All the Sweet ones for the most part just needed a minor tweak to my V4 replay.
#98
NeoLemmix Levels / Re: [V5] Sweet 'N' Sour Lemmin...
Last post by The Tomato Watcher - December 23, 2025, 08:04:47 PM
Apologies for the silence, but I very much appreciate the feedback (and the playthrough). :)

Just got around to releasing another version. Hopefully any backroutes are at least somewhat minor now. :P

The affected levels are Sour 2 (Sweet 3) and Sour 5 (Sweet 2).
#99
Level Design / Re: Immediate turn-offs
Last post by hrb264 - December 23, 2025, 02:23:36 PM
Quote from: Dullstar on April 03, 2020, 03:35:33 AMIt's not a total turn-off, but a minor pet peeve of mine is levels where a bunch of lemmings die in vain. Bombers are a useful destructive skill that can often justify the loss of the lemming, and sometimes a lemming performs a task but can't turn around to save itself because the skills necessary to do that would create backroutes. But then there's levels where you lose a bunch of lemmings off a cliff simply because they slip through gaps before they can be closed, and there's absolutely nothing you can do about it.

Examples from original game: From the Boundary Line, Pillars of Hercules, Poor Wee Creatures, Cascade intended solution (the 100% one seems pretty frame precise and I suspect it wasn't intended, though it wouldn't surprise me if the devs were at least aware of it based on the skillset)
I agree, it's kinda sad :(
#100
General Discussion / Re: General Comings and Goings
Last post by IchoTolot - December 23, 2025, 10:16:20 AM
I will be away in my hometown a few days over the holidays. See you when I'm back again!  :santa: