Recent posts

#91
Lemmini / Re: [RetroLemmini] GeoffLems
Last post by WillLem - February 09, 2026, 08:34:20 AM
Uploaded V1 of the RetroLemmini version of GeoffLems, converted to .rlv and with exits/entrances fixed where necessary. The pack now uses the Amiga music bundled with RL so no need to download additional music.
#92
Lemmini / Re: [RetroLemmini] Lemmings Pl...
Last post by WillLem - February 09, 2026, 08:00:46 AM
V1.4 Update

All levels have been converted to .rlv and are fully compatible with RetroLemmini 2.7 and later.

Get the latest version of the pack here.
#93
Lemmini / Re: [SUG] Add postview jingle ...
Last post by WillLem - February 09, 2026, 04:40:47 AM
Should be do-able. I'll certainly look into it.
#94
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by WillLem - February 09, 2026, 04:38:24 AM
Quote from: Guigui on February 08, 2026, 01:58:45 PMWhy not just putting the required number as a positive number next to the flag, and decrease it as player saves some.

What about once it reaches 0 and lems are still entering the hatch?

This is one of the problems with the negative saved display actually: once it reaches 0, the positive number thereafter becomes somewhat meaningless. If it reads "7", for example, what that actually means is "the save requirement + 7".

One thing that could make sense is this:

:lemming: Display the positive "to be saved" number whilst the requirement has not been met. Count down as lems are saved.
:lemming: Once 0 is reached, switch to displaying the total saved (change colour as well). Count up as lems are saved.

The negative display could do a similar thing, although it would actually be exactly the same but with a "-" symbol, so could probably just be retired altogether.

Quote from: Guigui on February 08, 2026, 01:58:45 PMAlso a thing that disturbs my brain is that the "in hatch" number is displayed before the "total" number. The other way around would make more sense to me.

Why?

Hatch count is the total lems to begin with, before any have spawned. If we read left to right, then, this number should absolutely be at the start of the display, should it not?
#95
In Development / Re: [NeoLemmix] Oh Wow! More N...
Last post by Mobiethian - February 09, 2026, 03:24:25 AM
Just a little update! :) The level pack is more than half way done and the levels are coming along quite nicely. I am thankful for the testers and I'm preparing to send out the next demo to them soon. I'm hoping to get a few more levels into it before doing so.

With all being said, I am staring to anticipate a March or April release if things keep going as they've been. Also, I am trying to make my levels less open ended. :D

Thanks to kaywhyn, Armani and JawaJuice for the testing! Thank you to Kevin for the encouragement and motivation to keep going. :thumbsup: Finally, thank you for reading/keeping up with the scoop, and please, keep on playing Lemmings! :lemcat:
#96
Lemmini / [✓][SUG] Add postview jingle m...
Last post by Ron_Stard - February 08, 2026, 10:53:51 PM
I like that NeoLemmix uses Master System music after a successful or failed level. I wonder if RetroLemmini would use them too.  :thumbsup:
#97
Contests / Re: Level of the Year: 2025!
Last post by IchoTolot - February 08, 2026, 04:22:08 PM
Eligible Level Packs

This is simply a rough list of levels that are eligible. They have not nessecerially been nominated, and the majority probably won't be. Please note that this is probably not a complete list, especially in regard to Lix levels; if you can think of anything that should be added, let me know!

NL and Lix

Level Design Contests: Level Design Contest #32, Level Design Contest #33

GigaLem: Festival Millas 2024 (Released in March 2025) - No older levels from the "Recall" Rank

The Tomato Watcher: The Lemmings Chronicles: The First Ten Levels, Sweet 'N' Sour Lemmings: a bite-size level pack

StokeApe: STOKEAPE JUMBLE: Level Pack

Scotty: Scotty's Lemmings Pack

92Dexter11: Lemmings Faithful (Only levels in the Safe and Treacherous rank!), Lock and Key

Guigui: Save One : do you have what it takes to save one Lem ?

Turrrican: Levels released in 2025 in the "levels by Turrican" thread

Crane: Levels released in 2025 in the "Levels by Crane" thread (https://www.lemmingsforums.net/index.php?topic=7270.0)


Don't forget to check out the Random level sharing topic as well!
        - page 18, V2 of saba's level only!
#98
Contests / Level of the Year 2025: Nomina...
Last post by IchoTolot - February 08, 2026, 04:20:47 PM
Please see the main LOTY2025 topic for more details on LOTY2025. This topic is merely a list of nominations.

kaywhyn

- "Oh Yes! A Hardcore Molten Problem" (Contest #32 Winner, NeoLemmix)
- "Oh No! Another Hardcore Molten Problem" (Contest #32 Winner, NeoLemmix)
- "kaywhyn's Organic National Park" (Contest #32 2nd place, NeoLemmix)
- "Quick Lab Rush" (Contest #32 3rd place, NeoLemmix)
- "It's Crazy Sports Day!" (Contest #33 Winner, NeoLemmix)
- "Help Me, Help Dune" (Contest #33 2nd place, NeoLemmix)
- "We Got Mad Lemmings 3 Lab Skills!" (Contest #33 3rd place, NeoLemmix)

Armani

- "Underroot" (Contest #33 Entry, NeoLemmix)

Guigui

- "So Many Spikes" (Save One - Neo 02, NeoLemmix)

Crane

- "A Step Down With Difficulty" (Single level, NeoLemmix)

The Tomato Watcher

- "A Puzzle Adventure" (Sweet 'N' Sour Lemmings - Sweet 06, NeoLemmix)

92Dexter11

- "Cursed Treasure" (Lemmings Faithful - Safe 08, NeoLemmix)
- "Prologue" (Lock and Key - Solitude 01, NeoLemmix)
- "Building, Fencing" (Lock and Key - Solitude 03, NeoLemmix)
- "Epilogue" (Lock and Key - Solitude 21, NeoLemmix)

GigaLem

- "Coyote Time" (Festival Millas 2024 - Jamboree 03, NeoLemmix)
#99
Contests / Level of the Year: 2025!
Last post by IchoTolot - February 08, 2026, 04:20:27 PM
For a list of nominated levels so far, please see the nominated levels topic.

And it's this time of the year again!

This is a bit different from the usual contests. You don't create a new level for this one; instead, levels released during 2025 get nominated and a winner picked from them. To be precise, the eligible dates are from 1st Janurary 2025 to 31th December 2025.

The following conditions must be met in order for a level to be eligible:
1. The level must have either been part of a large pack released during the eligible timeframe (1st Jan 2025 to 31th Dec 2025), or in some other way had its first public release during the timeframe. Private releases (such as sending to prerelease testers) do not affect eligibility either way. *
2. The level must be available for an engine that is usually eligible for the contests. Or in other words: NeoLemmix (new format version), or single-player Lix.
3. The level must be designed by a single author; collaboration levels are not eligible. (Cases of "I recreated an old level" or "I finished old scraps of terrain" are eligible!)
4. The creator of the level must not have specifically requested it be excluded.
5. The level must not have been nominated for LOTY2015/2016/2017/2018/2019/2020/2021/2022/2023/2024.

* To clarify here: If it was released publicly prior to 1st Janurary 2024 as part of a demo or preview, but the full pack was released during the eligible period, the level is fine (as long as it wasn't nominated for LOTY2015/2016/2017/2018/2019/2020/2021/2022/2023/2024).

Being a derivative of an ineligible level (as long as it's from the same author, the new author has a permission from the original one, or an official level) does not disqualify a level; as long as the level in question is clearly intended to stand as a seperate-but-related level rather than a newer version of the same level. Basically just don't send in carbon copies of ineligible levels.


To nominate a level, please PM me with your list of nominations. If you wish to modify your nominations at a later date, please resend the whole list of levels you wish to nominate, not just the changes.

Each user may nominate up to six levels from authors other than themself, up to a maximum of three levels per author. Anyone who nominates at least four levels by other authors may also nominate one of their own levels. (These self-nominations do not count towards the six nomination limit.)

So the maximum nomination value is: 6 levels from other users and 1 level of your own.

Note that levels that won a level design contest during the eligible timeframe get an automatic nomination, unless their author requests otherwise.

Nominations will be open until the end of May 8th 2026 (UTC). No additions / changes to nominations will be permitted after this date, with one exception: If a level someone has nominated is found to be ineligible for any reason and this is not discovered until after the deadline, they will be offered a chance to nominate a different level in its place.

Similar to last year, the voteoff will occur in stages:

Stage 1
The levels will be put into random brackets, and the top ~50% from each bracket will qualify for Stage 2.

Stage 2-3
This will also be done in regular voteoff style. The aim here will be to get down to around a couple of remaining levels, so exact details will depend on how many levels are entered.

Final Stage
This will be done in an elimination format to first determine the top 3 and then to determine a winner.


The prize on offer will be US $10.00 for first place.

Also note that, in the interest of being reasonable, the "don't discuss levels involved in contests anywhere on the site during the voting period" rule does not fully apply to this contest; instead, it will be "do not discuss them at all within the LOTY2024 topics during voting, and don't discuss them in relation to the contest anywhere on the site".

So, that's about it! Any questions, ask here; and feel free to start nominating levels!
#100
Community Edition / Re: [?][SUG][PL] Use "saved/re...
Last post by Guigui - February 08, 2026, 01:58:45 PM
Thanks for the explanations, and sorry for making you write them all over again !

Now that I played a little more and think about it, the "already saved" number is not that important while playing. The "remaining to be saved" is much more important. This is certainly why the negative saved count had been used in the first place.

In this sense, having the "already saved" displayed on screen may be nice, but not to the point of having to rework the whole skill panel. This is also why I was kinda disappointed by the new display offered where you only see this "already saved" and have to mouse over to see the "remaining to be saved" which is the true needed info.

Out of the possibilities you listed, I can only see 2) viable, but now I'm not even sure this would be worth implementing. Finally the negative count was not that bad, except that this negative number is still weird. Why not just putting the required number as a positive number next to the flag, and decrease it as player saves some.

Also a thing that disturbs my brain is that the "in hatch" number is displayed before the "total" number. The other way around would make more sense to me. So all in all, my little opinion would be to display like this :

Lem_icon (space) total number -- hatch_icon (space) remaining in hatch number -- flag_icon (space) positive remaining to be saved

This is almost the same as in vanilla NL, except total and in hatch are switched, and the required saved does not have the minus sign.