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#91
Level Design / How do you differentiate a 'tr...
Last post by hrb264 - February 27, 2026, 07:54:04 PM
I'm currently making a pack of 40 levels with 8 levels in each difficulty. However I am finding categorising them a bit of a challenge especially because a lot of levels which I initially think seem easy are actually pretty hard. How do you decide which levels will go where? Do you go by how hard they are compared with the original lemmings game?
#92
NeoLemmix Levels / Re: [NL] Mobilems (2022)
Last post by Guigui - February 27, 2026, 06:05:22 PM
I have cleared the whole MobiLems 2025 pack ! Joining my replays.

This was a great ride all along, with some very interesting levels like The Pit of Despair, Is So Simple (reference to Dolly Dimple ?), Tres Humbres, Walk The Plank, If A Lemming Falls, and many many more.

There were many hard ones, especially at the end (I'm looking at you Zombies levels...), but it helped me a lot honing my solving skills and now I'm more confident to tackle harder packs in the future.

I definitely understand why this pack is so well rated and gladly appreciated to be able to play it on NeoLemmix. Thank you for your work Mobius, hope to see you around the forum soon !

Now I'm left with that Outtakes rank that does not appear in the game. Coming to think of it, I guess those must just be the levels that Mobius took out when he made the 2025 update mentionned earlier, so he left them out of the pack deliberately ?
#93
NeoLemmix Main / Re: [SUG] Add Exit to default ...
Last post by jkapp76 - February 27, 2026, 04:42:40 PM
Here's my attempt to make exits using colors from the entrance. Wood exit.
#94
In Development / Re: Ah yes, PimoreLems!
Last post by Guigui - February 27, 2026, 04:41:33 PM
The biggest difference I see between the digger-blocker and the basher-blocker interaction is that the digger does not get canceled, whereas the basher gets canceled by the blocker. This makes a huge difference.

Also the digger case always ends up with the same scenario of the digger turning direction, whereas the basher case may end up with all possible outcomes depending on when/where the blocker is set. This is certainly why most people tend to dislike it : the game is all about actions and their consequences, so when very similar looking actions result in very different consequences, players may get upset.

Oh well, sorry to derail Pieuw's thread, we were just searching for another way to solve The Strange Relics of Lemnos' talisman.
#95
In Development / Re: Ah yes, PimoreLems!
Last post by Proxima - February 27, 2026, 03:28:10 PM
Quote from: JawaJuice on February 27, 2026, 02:59:28 PMYeah, that's true. Unlike the basher, it's not visually obvious that the digger has changed directions, but you're right, he has. I suppose it does make sense then! It's odd then that no-one has an issue with the digger-blocker trick, but everyone dislikes basher-blocker.

For starters, it's simply not true that no-one has an issue with digger-blocker turnaround; this mechanic has provoked discussion before, and some have felt it to be unfair.

But more importantly (in my view), there is a huge difference between the two mechanics. If a digger and a blocker overlap, there's no reason why the digger would not be able to remove the terrain under the blocker, freeing him. That part isn't in question; what is in question is whether the digger should turn -- and that he should turn is implied as a special case of "blockers can turn any lemming". With the basher-blocker trick, it's obvious that the basher should turn, and that isn't in question; what is in question is whether the basher should also be able to free the blocker at the same time. And that is not easily answerable as a special case of any general mechanic.

One reason why many of us (including me) dislike the mechanic and consider it more of a bug is that it is very precise, and that makes it hard for new players to discover, which means any level relying on it is potentially unfair.

In addition, this is a mechanic that was never in the original games, whereas digger-blocker turnaround is in most (maybe all?) versions of original Lemmings. It was never necessary for solving the original levels, but it was always possible, and was discovered during challenges (in particular, the first solution to maximum saved on Wild 15).
#96
In Development / Re: Ah yes, PimoreLems!
Last post by IchoTolot - February 27, 2026, 03:24:19 PM
Quote from: JawaJuice on February 27, 2026, 02:59:28 PM
Quote from: Pieuw on February 27, 2026, 01:47:11 PMRegarding the basher/blocker trick, doesn't it work similarly to the digger/blocker one? The blocker being canceled right away, making the worker turn around immediately.

Yeah, that's true. Unlike the basher, it's not visually obvious that the digger has changed directions, but you're right, he has. I suppose it does make sense then! It's odd then that no-one has an issue with the digger-blocker trick, but everyone dislikes basher-blocker.


I would say the main gripe here is that the basher-blocker behavior is pixel precise and a real hassel to reproduce and it is not that logical that the basher removes terrain under the blocker while he should already be turned (or the blocker turns the basher when he should already be freed).

Digger-blocker on the other hand is mechanically consistent and not very precise. Blocker has been placed down -> digger is inside the blockers trigger and gets turned if he is looking in the other direction -> digger releases blocker. Only the visual confirmation is missing as you already mentioned. But otherwise it follows the rule that the blocker turns everything facing the other way in its designated area.
And here the basher-blocker confusion is actually resolved! If you place the blocker right when the digger digs further the blocker gets instantly released and does not turn the digger in the same frame as I recall!
#97
In Development / Re: Ah yes, PimoreLems!
Last post by JawaJuice - February 27, 2026, 02:59:28 PM
Quote from: Pieuw on February 27, 2026, 01:47:11 PMRegarding the basher/blocker trick, doesn't it work similarly to the digger/blocker one? The blocker being canceled right away, making the worker turn around immediately.

Yeah, that's true. Unlike the basher, it's not visually obvious that the digger has changed directions, but you're right, he has. I suppose it does make sense then! It's odd then that no-one has an issue with the digger-blocker trick, but everyone dislikes basher-blocker.
#98
In Development / Re: Ah yes, PimoreLems!
Last post by Pieuw - February 27, 2026, 01:47:11 PM
Thank you Guigui! I will take a look at those as soon as possible, but I'll be busy this weekend.

Regarding the basher/blocker trick, doesn't it work similarly to the digger/blocker one? The blocker being canceled right away, making the worker turn around immediately.

You both have the right general idea about Lemnos but there's no need for any precision trick like this one. This is true for all the others talismans too :)
#99
NeoLemmix Main / Re: [SUG] Add Exit to default ...
Last post by WillLem - February 27, 2026, 11:12:51 AM
Quote from: namida on February 27, 2026, 02:28:51 AMIt occurs to me that you've basically reinvented namida_machine's exit at this point:

Heh, unintented coincidence.

The exit I posted is intended as a baseline, not a finished product. I imagine it'll be recoloured to something a bit less monochrome-looking.

Open to ideas. Hopefully some of our better artists (Jeremy, Dex, Lana, Giga, Turrican, Zanzindorf, et al.) will have a go at making something...
#100
Lemmini / Menu bar theme & icons
Last post by WillLem - February 27, 2026, 10:52:17 AM
Hi all,

I've decided to go ahead and utilise Java's menu item icons to make the menu bar a bit more fun to look at.

However, my pixel art skills are nowhere near as good as some of the work I've seen done by people on this Forum, and any lemmings time I get at the moment is pretty much all going on Forum moderation and programming, so I'd really appreciate the help on this one.

There are 11 icons altogether. I'm open to ideas as to what exactly the icons should be, but here are some ideas to get the ball rolling:

IconAbout - a book or a pair of glasses
IconCodes - a pair of sunglasses or a Sherlock Holmes hat
IconEntrance - this should definitely be an entrance hatch
IconExit - this should definitely be an exit
IconHotkeys - an inverted T-shape with arrows (arrow keys layout)
IconMouse - a mouse
IconOptions - a cog
IconPlayers - Cluedo tokens
IconReplay - a clapper board
IconRestart - a reload arrow
IconStyles - a folder with an arrow pointing into it (this is for "Update Styles")

I've made some very basic versions of the above, please feel free to edit them or completely recreate them.

Size-wise, they should be no larger than about 24(h)x32(w), but if you can make really great looking 32x32 icons, that's fine. The menu items automatically resize according to the icons anyway.

So yeah, if you fancy giving this a go, please download the .zip and see what you can come up with!