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#91
Contests / Re: Level Design Contest #33 -...
Last post by JawaJuice - December 16, 2025, 10:52:47 AM
I also have solutions for the updated levels. If I were to comment on them, it would actually be close to @kaywhyn's observations above, so I wonder if we've hit on similar solutions (not gonna check at this point, as I don't want spoilers!). My R3 solution definitely looks a lot closer to intended than many of my previous attempts to me.

Sorry to hear you were feeling disheartened, Crane. If they're getting backrouted so much, I guess it just means you've created really challenging levels! If it's any consolation, it's equally frustrating as a player to think you might have cracked it this time, only to be told it's another backroute! :P

#92
Contests / Re: Level Design Contest #33 -...
Last post by kaywhyn - December 16, 2025, 10:42:20 AM
Got resolves for Crane's R1 and R3. Both seem to be backroutes unfortunately :( R1 for sure since I require all skills be used and I spared one, while R3 does seem less backroutey despite sparing a skill, but the intention seems to be all skills need to be used :P

Quote from: Crane on December 16, 2025, 09:22:31 AMThe talisman does break the spirit of the rule a bit, I admit, but that trick is very difficult to patch, but is also very fiddly, hence why it's a talisman.

Well, I prefer talismans stick to the spirit of the rulesets as well if they're used during the contest. If it was added after this one was over, then sure, it's less of a problem, since you can modify the levels themselves to no longer conform to the rulesets they were submitted for. That's what I plan to do for my "Always Remember" level for its inclusion into Lemmings Memories, though the biggest change I'll be making is replacing all the L2 Pillar pieces with their L1 equivalents, since L2 Pillar isn't one of the planned tilesets for the pack.
#93
Contests / Re: Level Design Contest #33 -...
Last post by Crane - December 16, 2025, 09:22:31 AM
I admit I got disheartened, which was why I hadn't updated my levels in a while.  But they have been updated now.

P.S. IchoTolot's, JawaJuice's and kaywhyn's solutions to R1 and R3 are all backroutes, and the R2 solution is intended.  The talisman does break the spirit of the rule a bit, I admit, but that trick is very difficult to patch, but is also very fiddly, hence why it's a talisman.
#94
Forum Games / Re: Replace a word in a Lemmin...
Last post by namida - December 16, 2025, 09:18:25 AM
Here's one I can't believe hasn't been done yet:

With A Twist Of Balls Please
#95
NeoLemmix Styles / Re: Style updates topic
Last post by namida - December 16, 2025, 09:11:25 AM
Going to need to see some community consensus on any changes to the official styles. IMO - the additional tiles can be considered as a whole (and my guess is they'd very likely be accepted if they do indeed fit in well), but each secondary anim should be considered individually.
#96
NeoLemmix Styles / Re: Style updates topic
Last post by WillLem - December 16, 2025, 04:29:00 AM
Here are some proposed updates to orig_ and ohno_ styles.

Proxima made some tiles for each of these styles and they work really well, I'd suggest that we include these as backgrounds alongside the ones already included.

I've also improved a few of the secondary animations for trap objects (whilst keeping all of them NL-friendly):
Secondary Animation improvements
ohno_bubble zapper trap has a pulsating electric 'glow' effect.
ohno_rock chameleon trap has less frequent blink and more natural eye movements.
ohno_rock weed trap looks like the original but bobs up and down.
orig_crystal electric trap has an electric 'shine' effect.
orig_dirt rock trap has fewer drips.

orig_ohno_w_prox_tiles.zip contains the styles exactly as they are now, but with Proxima's tile backgrounds added.
orig_ohno_w_secondary_anims.zip contains the styles with Proxima's tiles and the proposed secondary animation updates.

#97
NeoLemmix Styles / Re: Secondary animations / new...
Last post by WillLem - December 16, 2025, 04:27:52 AM
Here's a new batch of secondary animations for the orig_ and ohno_ trap objects. I've included here only those which I think are most NL-friendly.

ohno_bubble zapper trap has a pulsating electric 'glow' effect.
ohno_rock chameleon trap has less frequent blink and more natural eye movements.
ohno_rock weed trap looks more like the original but bobs up and down.
orig_crystal electric trap has an electric 'shine' effect.
orig_dirt rock trap has fewer drips.
#98
Community Edition / Re: Roadmap for CE 1.1
Last post by WillLem - December 16, 2025, 02:57:26 AM
Updated the OP.

All skill panel updates are complete, next task is to add Playback Mode. I'm also going to aim to fix a few more UI bugs for the next release. RC should be ready very soon.

Quote from: Simon on May 20, 2025, 10:02:18 PMFix the design Reinvestigate all ideas to fix the design of the splat ruler.

This one might have to wait until 1.2, progress/feedback has been slow and we want to get it right first time.

Quote from: Simon on May 20, 2025, 10:02:18 PMSubtle animation for the R is fine

This can certainly be done, but we need to keep in mind that some users wish to run CE and 12.14 from the same directory, and I agree that this should be possible. It may be necessary to add a "panel_icons_ce" image, with graceful fallback to NL's panel icons if absent, in order to support gfx updates. Rather than including additional images, we simply blink the "R" on and off every 500ms in code.



Please do get involved in the discussions now if you have anything to add/suggest/request/ask. All feedback is relevant, valid, and helpful, especially yours!!!


#99
Forum Games / Re: Replace a word in a Lemmin...
Last post by WillLem - December 16, 2025, 02:38:51 AM
Some more of these (apologies if they've already been done):

From Holiday Lemmings (let's make it festive :santa:):

Merry Christmas Mr. Balls
Jingle Balls
Lemming Balls in the Snow
The North Balls
Check Your Balls!

From L1:

The Balls Gallery
Triple Balls
POOR WEE BALLS!
Balls of Hercules
We All Balls Down

And, from ONML:

BBBBBBAAAAAALLLLLLLLLLLLSSSSSS!!!!!!
Inroducing Balls
Dolly Balls
Flow Balls
Five Balls

or how about just...

Balls (to replace any one-word title, like "Oogilemming", "Patience" or "Dangerzone")!
#100
NeoLemmix Levels / Re: List of all NeoLemmix Leve...
Last post by kaywhyn - December 16, 2025, 12:36:54 AM
Quote from: JawaJuice on December 15, 2025, 11:08:07 PMYeah, I'm aware you have already converted some packs, but there are still quite a few that haven't been. I successfully converted AEF's Be Smart! pack earlier today. I'm just playing through to make sure it's all solvable and I was going to post it up afterwards, but if you expressly don't want me to, I'll respect your wishes as moderator. Just seems like duplicated effort for anyone else who might want to play the pack on NL 12 to have to do their own conversion.

Indeed, but what I mean here is that I took care of most of the stuff that can be converted already, including the Be Smart pack, from a while ago, I just haven't posted them yet. That's why if you had asked if I or anyone else had already done the conversion, you wouldn't had needed to go through the process yourself :P

Ultimately, it's honestly not a huge deal for any packs that haven't been converted yet. As mentioned in that list, you would need a v10 NL player or earlier to play them, which can be downloaded from the NeoLemmix website. For Be Smart, the one to use would be v10.13.18. The v10 NL players work more or less the same as the v12 players, with a few differences in the settings and some physics differences. Of course, you don't have to use them if the controls are too clunky for you, which is especially true for NL players before v10.

I also don't see the urgent need for the packs to be converted ASAP, especially as there's already so much NL content available and as already mentioned the early NL players are available for download from the NL website for playing those unconverted packs anyway :P So really, don't feel like you need to do more than what you've been doing ;) Take it easy, relax, and enjoy playing the many custom Lemmings level content available :laugh: You've already been doing a lot and a great job with playtesting people's levels and all in just the month you've been active here! :thumbsup:

Consider making and designing your own NL levels. You don't have to, of course. If you just want to play and solve levels, that's fine as well :)