Author Topic: Add L2 skills to NeoLemmix? [DISCUSSION]  (Read 11325 times)

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Offline mobius

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Add L2 skills to NeoLemmix? [DISCUSSION]
« on: May 06, 2017, 02:19:25 PM »
So I've argued in the past that I don't want new skills or would rather focus on other matters of the game. But now after seeing/playing L2 a little bit I think I changed my mind.

I welcome any new skill ideas that come and have my own suggestions to offer; (with the stipulation that I hope we keep the max-8-skills-per level. I really like this set-up and think having more than 8 is too much).

jumper and runner If any new skills are added any time soon I'd like these best of all as priority. Lix has both these and I think they have already been demonstrated to be used to great effect. Geoo commented that they decided not to adopt L2's runner jumping forward a little bit off of edges because it was annoying. I'd like more explanation on that. At first glance I like L2's behavior.

I suggest the idea that runners do EVERYTHING faster; including bash, build etc. Essentially a runner becomes a lemming with the speed toggle on all the time. [except falling/floating for "physical or realistic" reasons]. In Lix running jumpers go farther; I like this.

shimmier (ceiling climber) - I kind of like how this is a non-permanant skill in L2; but arguments could be made both ways; being more like the climber skill, so that the lemming always shimmies when encountering a ceiling, or just single use as in L2. If it is single use; I think the whole "jumping" animation [which happens regardless of if there is a ceiling there or not] should not be adopted as in L2 which allows for problems*

sand pourer/glue pourer/ filler - after learning more about these in L2 I really like the idea of them. I'd like to think how we could tweak these to be even more interesting. At first I thought having more than one "pourer" skill was redundant but they all have different uses which can be interesting in different ways.

lazar blaster
Haven't experimented with this skill much yet in L2 but it sounds interesting.

magno-boots
I like the idea of this being a permanent skill which allows the lemming to walk on any surface and never fall.

*allowing you to use this skill for other things which it arguably shouldn't intended for, which most of which becomes redundant.


« Last Edit: September 09, 2017, 06:29:55 PM by Nepster »
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Offline Ryemanni

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Re: new skills [DISCUSSION]
« Reply #1 on: May 06, 2017, 04:13:32 PM »
Jumper was almost essential in L2 and made some great puzzles possible. I also grew to like the pourers alot. Fencer was another good one, so I'm glad it's in NeoLemmix.

If more skills were to be added, I support the maximum of 8 skills per level.

Offline Nepster

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Re: new skills [DISCUSSION]
« Reply #2 on: May 06, 2017, 04:57:48 PM »
Jumper:
We discussed this already in the thread leading to the fencer skill. The result was (IIRC): Would be nice to have, but would need lots of additional code and will very likely result in tons of glitches.

Runner:
I always got the impression that the runner wasn't really useful in single-player in Lix, but was mainly added for multi-player maps. In L2 the runner is useful, because many of the other skills behave differently when assigned to a runner, but I don't think the current NeoLemmix skills allow for such modifications. So I kind of suspect that the runner will turn out like the disarmer: Useful in principal, but rarely used in practice.

Shimmier:
Yes, I agree that the jumping mechanics make this skill far too strong. But we need some way to get the lemming to the ceiling, especially as we cannot assign the shimmier while a climber is dangling from the ceiling. So perhaps the shimmier should start by jumping vertically? But what if there is another very thin platform say 6 pixels above the ground? Shimmy along this platform, or hit the "head" (or rather the stomach), or jump onto this platform if no ceiling is found?

Pourer skills:
If we add such a skill, I would limit it to one pourer skill and not multiple of them. Unfortunately all of them have some problems game-mechnics wise. The main one is that they pour a few pixels in front of the lemming's position leading to the big question: What do if there is already terrain there? In L2 they don't pour anything in that situation, which is incredibly annoying. But I don't see a better solution. Furthermore there are some skill-specific issues:
Sand-pourer: This skill almost automatically covers the lemming's position with terrain. As lemmings placed within terrain create lots of weird effects, creating such a situation should be avoided or at least made expensive.
Glue-pourer: While very powerful, the exact mechanics are not easy to understand, especially when it comes to slopes: On a 30° slope the glue runs down without sticking anywhere. On a 45° slope it runs down for about 8 pixels and then sticks. I still don't know why exactly it does that? If it runs down big steps (like with vertical walls of 8 pixels or so) it never glues, as far as I can tell. At ledges the behavior of a single pixel of glue depends on whether the pixel below it is air, usual terrain or another glue-pixel that just got solid. Not to mention that when running along the glue is twice as fast as a lemming, but somehow slows down when sticking. So determining the exact result in advance will probably be very, very hard.
Filler: Apart from easily covering the lemming's position, this skill has the problem that it cannot be used in a lot of different situations. The other pourers offer a lot more flexibility.
Finally all of these pourer-skills need a huge amount of new code, because we currently don't have anything resembling a single non-solid pixels that moves around and turns solid at some point.

Laser Blaster:
It sounds fun in principal, but neither the original L2 nor kieranmiller's levels use them in really interesting ways. I never had any problems determining the position of the laser blaster and such levels almost always follow the rule: Get worker lemming below crowd to release them with the laser blaster. Moreover the smaller maximal fall distance in NeoLemmix (compared to L2) make this skill much less useful.

Magno Boots:
They violate one main principle: As long as a lemming is standing on the ground, one can assign skills to it. In fact I think in L2 one cannot assign any skills to a non-horizontal magno booter. So we probably should allow assigning builder, platformers, bashers, miners, ... to magno booters of any orientation. This could be a lot of fun, but unfortunately means a lot of work to code, too. And if I say a lot, I mean it, because basically all terrain checks have to be completely rewritten to be orientation-independant.

Offline IchoTolot

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Re: new skills [DISCUSSION]
« Reply #3 on: May 07, 2017, 10:50:56 AM »
From all those skills I think the vertical jumping Shimmier after Nerpster's proposal would add the most.

Magno Boots are very versitile, but can mostly replace shimmiers even. In fact I would call them a more powerful climber/rockclimber/shimmier combination that you have to cancel though. So they make the 2 skills more redundant.

Pourer
physics can be nuts and would make the game way more complicated to understand, especially as we tend to abuse every last bit out of the possible physics for solutions.

Laster Blaster: I side with Nepster here. Cool to use, but I think that the skill will be quite limited.

As for Jmper/Runner, I would simply repeat Nepsters sentences here as well.
J: "Would be nice to have, but would need lots of additional code and will very likely result in tons of glitches."
R: Too few uses in singleplayer and not as many skill changing combination as in L2.


Offline mobius

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Re: new skills [DISCUSSION]
« Reply #4 on: May 07, 2017, 01:19:36 PM »
what I was thinking with the shimmier was that if you click on a lemming to shimmy but no ceiling is there; nothing happens at all; he only jumps when a appropriate ceiling is present. This could also solve the issue of terrain in the middle of the lemming. Jumping up onto said terrain is interesting as well however.

I didn't even realize the can of worms with the magno boots. If we did that; it'd be essentially the same as adding the alternate gravity feature.

I know Lix has had some issues with the jumper but I don't recall it being particularly more problematic than any other skill.
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Offline Nepster

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Re: new skills [DISCUSSION]
« Reply #5 on: May 07, 2017, 05:33:25 PM »
what I was thinking with the shimmier was that if you click on a lemming to shimmy but no ceiling is there; nothing happens at all; he only jumps when a appropriate ceiling is present.
This contradicts the expectations of players: For all non-permanent skills (with the exception of miners/diggers on steel) the lemming tries at least one cycle of the respective skill: Airbashing, laying one brick, ... This at least shows that the skill assignment was successful. So the player would except the lemming to at least try to reach a ceiling. And even the player themself profits from such tries, because they see how close they are to reaching the ceiling. Otherwise they don't know if the ceiling is 8 pixels too high up, or just one single pixel.

I know Lix has had some issues with the jumper but I don't recall it being particularly more problematic than any other skill.
It is true that we can see how Lix solved the issues and adapt the solutions. But with jumpers we automatically need (at least to some degree) tumbler mechanics. And I remember there to be quite a few glitches regarding tumblers getting stuck in terrain, and similar issues.

Offline namida

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Re: new skills [DISCUSSION]
« Reply #6 on: May 09, 2017, 09:24:04 AM »
Quote
But with jumpers we automatically need (at least to some degree) tumbler mechanics.

While perhaps a bit weird until one gets used to the behaviour, could they not simply become a faller (/ floater / glider, if appropriate) after the jump arc is complete?
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Offline mobius

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Re: new skills [DISCUSSION]
« Reply #7 on: September 07, 2017, 01:35:55 AM »
Out of all of the proposed skills I think I like shimmier the best, not sure that it will be most useful though. Jumper is the most useful I think but I understand why it’s difficult to introduce.

Shimmier:
what I was thinking with the shimmier was that if you click on a lemming to shimmy but no ceiling is there; nothing happens at all; he only jumps when a appropriate ceiling is present.
This contradicts the expectations of players: For all non-permanent skills (with the exception of miners/diggers on steel) the lemming tries at least one cycle of the respective skill: Airbashing, laying one brick, ... This at least shows that the skill assignment was successful. So the player would except the lemming to at least try to reach a ceiling. And even the player themself profits from such tries, because they see how close they are to reaching the ceiling. Otherwise they don't know if the ceiling is 8 pixels too high up, or just one single pixel.

First of all; your first argument isn’t true at all; plenty of skills have situations where you click on the lemming and nothing happens; assigning platformer on a flat ground not near ledge (Which I still don’t care for btw) or mining/digging on steel. :P

But I have a better solution anyway;
An animation of the lemming simply reaching his arms up briefly (without jumping or moving up at all). This happens if there is no terrain (8 pixels or whatever) for him to shimmy to.

I don’t have a good answer for terrain in between the lemming (below 8 pixels). All possibilities seem to have pros and cons. I'll think about it more.


Jumper
I know you discussed this with Simon a lot. I don’t know what was said but I have a few points/arguments: (which are all purely theoretical)

I don’t see a strict need for introducing “tumbler” mechanics.
-The jumper has an animation; when it ends the lemming simply falls as normal. Yes; it may not look as realistic as in Lix; but it’s easier to implement and easier for the player to make determinations/projections on the lemming’s path too (I’m assuming). (It can get very tricky in Lix (in certain situations) imo).
-If the lemming jumps into a wall; it can either do one of two things I’m thinking:
(assuming the lemming is NOT a climber—if it is; it will climb the wall)
1) ricochet back; the animation, mirrored.
2) the lemming stops and falls immediately.

All of these suggestions limit the power/usefulness of the skill somewhat. But maybe that’s a good thing? I felt like it’s a little overpowered in Lix. At least; several times when I designed levels I found them backrouted with jumpers (among other things). Of course this could merely be because I’m too unfamiliar with the skill.


pourer skills:
(this is quite harder than it seems at first. I have no final thoughts here at all, just musings)

Since we are encouraging each skill to be diverse (you guys made the platformer not gain any height to be more different from builders). I’m thinking of ways of doing the same here.
At first I thought I leaned toward the filler. The gluer as you said has very weird rules and is perhaps overpowered; it can essentially do what the platformer does in hyper mode. The sand pourer seems best for gaining height; what the builder can already do well. Kieran’s level really putting these to use was interesting but also looked very tedious. But to settle on the filler seems also boring and not very helpful. I’m having a difficult time determining a ‘favorite’ pourer skill. They all have different positive and negative attributes. I think some kind of hybrid is the best answer.

proposal
-material is poured in front of lemming firstly in such a way that the lemming will not get stuck in terrain. Even if we went with a sand pourer like mound that is formed its apex should be away from the lemming [not directly under the pouring]; even if this looks a little unrealistic.
-once the lemming beings pouring; the material falls, when it first touches ground it runs away from the lemming; it continues running until it hits a wall; touches a pixel; at that moment it becomes solid (terrain) thus future running material hits it becomes solid.

In this example if a pourer (facing right) is used on a flat surface with a wall to the right; the lemming pours and simply a thin 1 pixel tall layer of material will be poured and set on the ground to the lemming’s right. If there is no wall; the material will run off and be lost. This example also means pouring can be used to gain height but only very little at a time, kind of like Lix’s platform. The glue mechanic is totally lost.

Finally all of these pourer-skills need a huge amount of new code, because we currently don't have anything resembling a single non-solid pixels that moves around and turns solid at some point.

I have a possible solutions:
1) during the animation the pixels are ignored/regarded as decoration; they aren’t interacted with at all. They only become solid, instantaneously, when the animation is finished. This would lead to problems. As each “portion” becomes solid? This will depend on how the above is decided. Say if the filler is filling up a small hole; it could harden in layers. Any part that is moving/animating is ignored until it stops.



another skill that I sort of liked from L2;
attractor
Its function is very similar to the blocker, but with some important differences.
-you can assign other skills to an attracting lemming to cancel it.
-similar to a blocker you can use it to merely stall a lemming but have the added side effect of affecting other lemmings in the area.
-if this was introduced; a shadow for the effected area should be made.

I only really mention it because from a coding standpoint I think it'd be easy (compared to these other suggestions) to create. You don't even really need "dancing" animations for the other lemmings; they could just walk in place or something.

I'm not really crazy about adding this or any of these to the game right now; just want to discuss them :)
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Offline Colorful Arty

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Re: new skills [DISCUSSION]
« Reply #8 on: September 07, 2017, 03:07:18 AM »
This thread intrigues me; I'll definitely be keeping an eye on this one... :-\

I will say; if lemmings can walk on walls and ceilings, laser blasters will be much more versatile. Also, would laser blasters destroy x amount of terrain before stopping, or would it last x amount of time? In Lemmings 2, it lasted a set amount of time, but I think it might be better if they destroyed one layer of terrain (however thick it might be) before the lemmings stops using it.
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Offline ccexplore

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Re: new skills [DISCUSSION]
« Reply #9 on: September 07, 2017, 03:37:23 AM »
Attractors, if naively implemented, will totally clump all affected lemmings into one precise single spot, which is probably too strong an effect.  Lemmings 2 seems to get around this somewhat by introducing a sort of pseudo-randomness (maybe it's not actually that random but I can't see the pattern) so that lemmings may walk some variable number of pixels before finally succumbing.  I'm definitely not a fan of having to deal with such unpredictability in game mechanics.

Offline ccexplore

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Re: new skills [DISCUSSION]
« Reply #10 on: September 07, 2017, 05:53:44 AM »
Didn't realize until just now that this thread had been around for a while.  Anyway, pretty much echoing what everyone else has come around to, it does sound like shimmier might have the best balance of usefulness and ease of implementation.  The jumper without tumbling mechanics feels a little strange for sure but if people can get use to it, I guess it's also something to consider.

Offline kieranmillar

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Re: new skills [DISCUSSION]
« Reply #11 on: September 08, 2017, 05:49:03 AM »
In Lemmings 2, it lasted a set amount of time
Nope, it's actually 100 pixels, which is the fall height in L2, except it starts a few pixels above the ground so if a lemming drops from right at the very top of the hole it will splat.

Offline Nepster

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Re: new skills [DISCUSSION]
« Reply #12 on: September 08, 2017, 04:03:12 PM »
Shimmier:
At the moment I lean towards always jumping, even if no ceiling is present. Perhaps we could use the same terrain checks as for climbers to detect problematic terrain in stomach-height?
And although I said in my first post, that we can't transition from climber to shimmier, there are actually ways to implement this now: All assignments are remembered for about half a second, if they cannot be assigned immediately to the lemming. This would be true for a shimmier-assignment to a climber as well. So whenever a climber hits the ceiling, they could check whether a shimmier assignment is remembered and if so, transition to a shimmier along the ceiling.

Another issue that we have to discuss is: What slopes can a shimmer handle? It would be nice if a shimmier could move along the ceiling of a miner tunnel. But the ceiling there is far less regular than the bottom, so a simple rule like "may not move two pixels up or down within moving two pixels forward" would prevent that.

Jumper:
To turn around at a wall and ricochet back is very easy to implement, so I would prefer that. This is actually pretty useful in my opinion.

Pourer skills:
Yes, your suggestion would fix several of the issues I mentioned. But I worry, that this pourer skill would be pretty similar to the filler and therefore be rather useless compared to the L2 glue-pourer or sand-pourer.

Attractor:
If "easy to implement" would be the goal, then no new skills would ever get added. Or perhaps only stuff like namida's farter. ;P
And I agree with ccexplore: On the one hand the clumping effect is very powerful, but on the other hand we already have a lot of ways to contain the crowd, so giving another option might not be the best way to encourage creating completely new puzzles.

Offline ccexplore

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Re: new skills [DISCUSSION]
« Reply #13 on: September 09, 2017, 01:46:54 AM »
I feel like the L2 shimmier may actually be able to handle up to 45-degree slopes (I know for a fact it can handle some amount of sloping, but not sure if as much as 45-degree), I'll have to go check sometime over the weekend.  That may sound a bit extreme (though perhaps it's fair game as long as we set expectations upfront eg. via an appropriate tutorial level) but might be enough to handle the miner tunnel?

Offline kieranmillar

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Re: new skills [DISCUSSION]
« Reply #14 on: September 09, 2017, 05:44:54 AM »
It's not 45 degree slopes, it's 22.5 degrees, or 2 horizontal pixels for every one vertical. But how it works seems to be based around the animation where it checks exactly where his hands touch (which I think touch a spot every 4 pixels)  and I think succeeds if the hand collides with land on particular frames. This has a couple of consequences:
  • Less animation frames play when shimmying down slope, and more play shimmying up slope, so traversing these parts is much faster/slower respectively.
  • The ceiling can be not perfectly smooth as long as it is a regular 4 pixel pattern at a 22.5 degrees slope (e.g the miner tunnel ceiling)
  • If the ceiling isn't a perfectly smooth slope the shimmy can fail almost seemingly at random if the set of pixels the shimmied is touching happens to touch the wrong ones. This happened in an early version of my Uphill Obstacle Course level for the Sports tribe where the triangle terrain and parallelogram terrain left a 2-pixel wide 45 degree slope where they joined. The Medieval wooden ceiling slopes have the same issue but fortunately one of the 4 grid squares that makes up that slope is just 1 pixel in the right place, so copying that grid square and putting it where two of the slopes intersect makes it smooth again.

Offline geoo

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Re: new skills [DISCUSSION]
« Reply #15 on: September 09, 2017, 06:49:29 AM »
Regarding the shimmier, even though I don't think that's exactly how it's handled in L2, a simple way to implement approximate 22.5 slopes would be if you check that it only moves down/up 2 pixels for every 4 pixels moved horizontally (and no more than one pixel vertically per pixel moved horizontally). Note the issue which L2 has, which kieran already mentioned: for certain terrain setups, depending on where you start horizontally (probably modulo some number), it might succeed or fail to move along the terrain. To ensure that doesn't happen, you should check every single frame (i.e. for every single x position) whether 4 pixels ahead the slope is gentle enough. This implementation should allow the shimmier to traverse miner tunnels.

Another behaviour in L2, which I'm not sure if it's desirable or not, is that the shimmier will stop if it encounters terrain under its feet. In particular, that means you cannot traverse basher tunnels. You'd have to use a second basher to make the basher tunnel taller and thus traversable.

Offline Nepster

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Re: new skills [DISCUSSION]
« Reply #16 on: September 09, 2017, 10:58:55 AM »
Another behaviour in L2, which I'm not sure if it's desirable or not, is that the shimmier will stop if it encounters terrain under its feet. In particular, that means you cannot traverse basher tunnels. You'd have to use a second basher to make the basher tunnel taller and thus traversable.
I would love to have both features. Perhaps the way to go is to use a sprite with the legs pulled up a bit, so that they won't touch the ground of a basher tunnel? Or will this look too weird?

Offline kieranmillar

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Re: new skills [DISCUSSION]
« Reply #17 on: September 09, 2017, 11:59:11 AM »
If the shimmier is implemented another skill I'd like to see ported from L2 is the Slider. While this is yet another permanent skill that helps the lemming survive a long distance fall, it's actually so much more than that. The fact that it is entirely terrain based is really useful for a level designer, as is the way it comboes so well with the shimmier and even less obvious stuff like the builder. The fact it actually goes underneath an overhang is great too, let's you do stuff like bomb out a wall using a faller then have a slider go inside the bomber crater. The totally mind-bending way it constantly changes direction is also hilarious. There's a lot this skill can do if it's implemented well, as opposed to L2 where e.g. it won't dangle off the edge of a builder and so won't transition into a shimmier, ruining many of the grand plans I had for the Medieval Tribe.

Offline Ryemanni

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Re: new skills [DISCUSSION]
« Reply #18 on: September 09, 2017, 12:01:22 PM »
I would love to have both features. Perhaps the way to go is to use a sprite with the legs pulled up a bit, so that they won't touch the ground of a basher tunnel? Or will this look too weird?
I was trying to figure out how that would look and made an edit of the L2 shimmier sprite with the lemming's feet up. The difference is barely noticable because there are so few pixels. :D


Offline ccexplore

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Re: new skills [DISCUSSION]
« Reply #19 on: September 09, 2017, 12:02:07 PM »
I did a quick test in L2 and the minimum shimmiable tunnel height appears to be 10 pixels*, which seems to match the animation as well (ie. during animation the feet pixels goes no lower than the 10 pixel so that it may touch (adjacent) the ground pixel but not actually go into one).  If you look at the sprite pixels, during shimmying the lowest pixel ranges from 8-10 pixels below ceiling.  I don't know what the actual y-position of the lemming is (though I strongly suspect it's constant when shimmying across perfectly flat horizontal ceiling).  Regardless, 10 pixels is close enough to the basher tunnel's 9 pixels, I'm pretty sure you can come up with something that will work and look okay for the basher tunnel.

*You can't start shimmying with just 10 pixels because L2 also enforces a kind of minimum "jumpable height" (which we don't need to do in NeoLemmix) that requires additional height to start, but once you start shimmying on a wider tunnel, the floor can go up until the tunnel height narrows to 10 pixels and still keep the lemming shimmying.

[edit: also confirm that L2 shimmier does support shimmying both up and down the miner tunnel's ceiling]
« Last Edit: September 09, 2017, 12:30:01 PM by ccexplore »

Offline ccexplore

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Re: new skills [DISCUSSION]
« Reply #20 on: September 09, 2017, 02:54:16 PM »
Not that I'm particularly pushing for the skill, but I feel compelled to clarify the confusion you seem to have over glue pourer, at least relative to DOS L2 behavior I've just re-tested.

Glue-pourer: While very powerful, the exact mechanics are not easy to understand, especially when it comes to slopes: On a 30° slope the glue runs down without sticking anywhere. On a 45° slope it runs down for about 8 pixels and then sticks. I still don't know why exactly it does that? If it runs down big steps (like with vertical walls of 8 pixels or so) it never glues, as far as I can tell. At ledges the behavior of a single pixel of glue depends on whether the pixel below it is air, usual terrain or another glue-pixel that just got solid. Not to mention that when running along the glue is twice as fast as a lemming, but somehow slows down when sticking.

Your description seems to mention a lot of behavior that I just don't see when testing in DOS Lemmings 2 ???:

Quote
On a 45° slope it runs down for about 8 pixels and then sticks.

Um, no?  The glue solidifies as soon as it hits the slope; it doesn't flow down for a bit and then sudden stops.  You do remember that the vertical stream of glue falling down from the bucket starts a few pixels away from where the pourer is standing, right?  The solidification spreads to the right starting from exactly where the stream landed, which will be a few pixels away from where the lemming stands.  It never flowed from the ground where the lemming is standing into the spot that it is sticking.

Quote
If it runs down big steps (like with vertical walls of 8 pixels or so) it never glues, as far as I can tell

That's not exactly true either.  The key point is that when the pixel of glue lands and there is still a cliff to the left of it (for a right pourer), whether the step landed on is only 1 pixel wide horizontally versus more than 1.  It glues (ie. solidifies into terrain) for the former, but continue flowing right for the latter.

The behavior I just described is ultimately key for the glue's signature behavior, where it creates horizontal glue platform the same vertical thickness as the ledge it is falling off from.  That very same behavior also leads to the perhaps slightly surprising side effect of the glue solidifying while moving down slopes 45 degrees or steeper.  Removing the behavior would cause the glue to basically always solidify to 1-pixel thick horizontal platforms.

Quote
when running along the glue is twice as fast as a lemming, but somehow slows down when sticking

Not sure how you are seeing any kind of slowdown.  Each glue pixel either moves 2x speed (or perhaps more accurately, glue movement is processed twice per physics update), or it stops and solidifies.  At no point does a glue pixel ever move at 1x speed.

One thing that does happen is that within a single physics update cycle, typically you'll wind up with a whole mass of glue pixels all solidifying into terrain all at once.  For example, when flowing down the ledge, none of the glue pixels are terrain until the leading glue pixel finally reaches the bottom of the ledge, and then all at once that whole vertical column of glue becomes solid terrain, causing the rest of the glue to starting falling one further to the right (ie. the new ledge resulted from the glue pixels that just became terrain).  Similarly, when glue is flowing flat horizontally towards a wall, none of the glue is terrain until the leading glue pixel hits the wall, then the entire layer of glue starting from where the glue stream landed to the leading glue all at once turn into terrain.

===================

So okay, I'll agree it's somewhat non-trivial, but I think the underlying rules are not that bad for the L2 glue pourer.  Here's my stab at it for a right-facing glue pourer (adjust accordingly for left), which I believe creates at least most of the common behaviors people would see:

Code: [Select]
glue pixel has a current direction of either DOWN or RIGHT.
when updating the glue pixel for movement, turn the glue to terrain in the following 4 cases (T = terrain, . = air, v = glue current direction DOWN, > = glue current direction RIGHT)

Tv
 T.

Tv
..

 vT
 T

 >T
 T

In all other cases, move glue down one if pixel below is air, else move right one.  Update the current direction based on whether you moved down or moved right.

(I strongly suspect you might not even need the concept of current direction at all, but I haven't tested in enough details to confirm.)

Offline Nepster

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Re: new skills [DISCUSSION]
« Reply #21 on: September 09, 2017, 04:52:38 PM »
Thanks for the clarification about the glue-pourer. My post was written without any testing, just what I remembered from playing kieranmillar's pack.
In particular there was a (now-removed) level where one had to create a huge sand pyramid with sand-pourers and when I used a glue-pourer one top, I got very confusing and irregular results. Your explanation with sticking if there is at most one horizontal pixel might explain that, and I just guessed totally wrong. And I would have made (almost) every bet, that the glue does not become solid in a single frame... but again I never explicitely tested my assumptions on the glue-pourer physics.

Offline mobius

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Re: new skills [DISCUSSION]
« Reply #22 on: September 09, 2017, 06:04:42 PM »
Something I’d like to do, once/ or before any new skills get added is go through the original game’s levels and try playing them with new skills.

Shimmier:
At the moment I lean towards always jumping, even if no ceiling is present. Perhaps we could use the same terrain checks as for climbers to detect problematic terrain in stomach-height?
And although I said in my first post, that we can't transition from climber to shimmier, there are actually ways to implement this now: All assignments are remembered for about half a second, if they cannot be assigned immediately to the lemming. This would be true for a shimmier-assignment to a climber as well. So whenever a climber hits the ceiling, they could check whether a shimmier assignment is remembered and if so, transition to a shimmier along the ceiling.

This sounds good. I realize there is another benefit to always jumping; the player can see how far the ceiling would need to be if it doesn’t work. [I believe the lemming’s hands should reach the exact height, spot where they would be to actually start shimmy-ing)
The climber/shimmy sounds good too. It makes sense, will be interesting to see it in action though.


Another issue that we have to discuss is: What slopes can a shimmer handle? It would be nice if a shimmier could move along the ceiling of a miner tunnel. But the ceiling there is far less regular than the bottom, so a simple rule like "may not move two pixels up or down within moving two pixels forward" would prevent that.

I don’t really see any benefit to being able to shimmy along the ceiling of a miner’s tunnel?* Although; changing the ceiling of the miner’s tunnel doesn’t seem like something that would be a major problem. How many levels are critical on the exact shape of the ceiling of the miner’s tunnel?
<I have one such level that deals with this but the exact *shape* is not issue just the height.>

I think if the shimmier can shimmy on any kind of even jagged ceiling it may get too complicated to code and lead to many problematic issues/glitches. So I think I’m in favor of dealing only with smooth surfaces.

*Okay, I see one possibility in a set up like ISteve's "I am IS"
Spoiler (click to show/hide)



on the pourer skills, the more I think about it the more it seems like combining them into one isn't possible, at least to achieve the unique/useful effects of any one of them.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

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Offline Nepster

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Re: Add L2 skills to NeoLemmix? [DISCUSSION]
« Reply #23 on: September 09, 2017, 06:37:05 PM »
Quote
I don’t really see any benefit to being able to shimmy along the ceiling of a miner’s tunnel?*
Please solve kieranmillar's sports tribe. There are some very ingenious uses for shimmiers contained there. I don't say, that it actually uses shimmying along a miner tunnel's ceiling, but you'll certainly find similar uses there.

Quote
Although; changing the ceiling of the miner’s tunnel doesn’t seem like something that would be a major problem. How many levels are critical on the exact shape of the ceiling of the miner’s tunnel?
If I do that, then I will get major complains, because it will break thousands of replays. No way this is going to happen...

Offline Strato Incendus

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Re: Add L2 skills to NeoLemmix? [DISCUSSION]
« Reply #24 on: September 13, 2017, 10:27:08 AM »
I've always been wondering whether there was some way to implement an upward digger. This probably has also come up in the discussion about one-way upward arrows, since so far the only thing that goes upward is the fencer, which can't actually penetrate inverted one-way down arrows :D .

Funnily enough, L2 didn't have anything to go up, because the fencer's angle of movement was much flatter than in NeoLemmix. The only way to dig a slope upwards was the twister, which is as execution-y as it gets, and then there was the laser blaster which created a vertical corridor.

However, so far the laser blaster has still mostly been used to create a path down, as you have already mentined, usually getting the crowd right away to the exit. I wonder whether there is more potential hiding in that skill, like creating an upward path for climbers. Or really just some minor tasks somewhere along the route to the exit in levels that don't have diggers or miners.

The main difference between the laser blaster and other destructive skills so far is its range effect, similar to the bazooka. Miners, diggers, bashers, and fencers always move along with the tool they are using. For an actual upward digger (unless something like the gravity reversal from Lemmings Revolution gets implemented one day), one would have to use some kind of combination with a climber.

I just imagined a modified version of the twister, not with that fiddly ventilator tool from L2, but simply a skill that would go straight up through terrain and then attempt to move a couple of pixels into the direction the lemming is facing (so that it doesn't drop down the newly made tunnel again right away). A bit like the "flame fist" in Worms, if you remember that one.
« Last Edit: September 13, 2017, 10:32:20 AM by Strato Incendus »
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

Offline Nepster

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Re: Add L2 skills to NeoLemmix? [DISCUSSION]
« Reply #25 on: September 13, 2017, 04:03:22 PM »
It is possible to create new custom L2 levels and try out the potential for alternative uses of laser blasters there. kieranmillar has done so recently, so he is probably the best person to ask how versatile the laster blaster really is.

Offline GigaLem

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Re: Add L2 skills to NeoLemmix? [DISCUSSION]
« Reply #26 on: September 14, 2017, 03:11:58 AM »
Personally I think we should just limit the amount of new skills we add, We shouldn't have too many

If you ask me, the jumper seems mostly impossible without making it a fixed jump

I think the number of skills we should either be limited to like 8 more (7 if you don't count fencer)
but if we want a huge roster of L2 skills in Neolemmix then I ask this

Why not just make an engine that can be totted as "Neolemmix for Lemmings 2"?

in all honestly I don't want to be overwhelmed

Offline Proxima

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Re: Add L2 skills to NeoLemmix? [DISCUSSION]
« Reply #27 on: September 14, 2017, 03:19:23 AM »
but if we want a huge roster of L2 skills in Neolemmix

You don't need to worry; it's abundantly clear that no-one wants this. We're talking about the possibility of adding only a very small number of skills, the ones we think will most improve puzzle possibilities, like the fencer.

Offline GigaLem

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Re: Add L2 skills to NeoLemmix? [DISCUSSION]
« Reply #28 on: September 14, 2017, 03:37:21 AM »
but if we want a huge roster of L2 skills in Neolemmix

You don't need to worry; it's abundantly clear that no-one wants this. We're talking about the possibility of adding only a very small number of skills, the ones we think will most improve puzzle possibilities, like the fencer.
That sounds good for me

Offline ccexplore

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Re: Add L2 skills to NeoLemmix? [DISCUSSION]
« Reply #29 on: September 14, 2017, 07:02:06 AM »
I've always been wondering whether there was some way to implement an upward digger. <snip>

Well it's not too surprising there hasn't really been one.  The path blazed out by all the other directional tunneling skills are all naturally traversable by plain walking (or falling in the case of digger) lemmings, which is kind of important since most solutions end up with a path that the remaining walking-only lemmings can go through to reach an exit.  Like you mentioned, a perfectly vertical or even very steep upward path would require more specialized lemmings like climbers to move up along the blazed path, else they'd have to fall down from it instead--thus the typical "free the crowd" case.

All that being said, it might still be a form of skill worth exploring.  I can imagine depicting a lemming with spinning helicopter-like blades bringing it upwards tunneling through overhead terrain.  I would also suggest that it might be good to have some natural way for the lemming to transition to another tunneling skill like basher in the middle of tunneling vertically upwards, just like how it is possible for all the other tunneling skills.

Offline Strato Incendus

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Re: Add L2 skills to NeoLemmix? [DISCUSSION]
« Reply #30 on: September 14, 2017, 08:31:08 AM »
Yeah, transitioning into bashing is certainly important; I was already imagining how you need to make the upward digger lemming a stoner, then send in a second lemming as a climber, have him fall down and assign a glider to him at the right moment so he lands upon the stoner and can bash from there... and that would mean the entire crowd would have to become climbers and gliders, too.

I think the main problem about this is that all the other destructive skills need to have solid terrain under their feet in order to work. That's why already the fencer, the only upward destructive skill we currently have aside from bombers, cancels so easily ;) .
My packs so far:
Lemmings World Tour (New & Old Formats), my music-themed flagship pack, 320 levels - Let's Played by Colorful Arty
Lemmings Open Air, my newest release and follow-up to World Tour, 120 levels
Paralems (Old Formats), a more flavour-driven one, 150 levels
Pit Lems (Old Formats), a more puzzly one, 100 levels - Let's Played by nin10doadict
Lemmicks, a pack for (very old) NeoLemmix 1.43 full of gimmicks, 170 levels

Offline mobius

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Re: Add L2 skills to NeoLemmix? [DISCUSSION]
« Reply #31 on: September 24, 2017, 01:43:38 PM »
laser blaster
ccexplore's suggestion does sound interesting. Still this wouldn't be my first choice for a new skill atm. It sounds like it may require quite a bit of more thinking in implementing such a skill. It would get way more useful/important if upsidedown gravity was implemented as well.

-----

pourer skills

from Keiran's post: the glue pourer is the most useful, the others having fundamental problems/frustrations. I feel like some of these should be able to be fixed/improved. But I still see the major benefit to the glue pourer over the others; it is quite a bit more powerful at acting over a larger area much quicker. I'm still not sure I'd be happy with a glue pourer in NL exactly or very similar to how it is in L2.

The Slider
I didn't even know about this until after Nepster's poll. In action; it looks very cool and has a lot of potential. I'd like to experiment with this.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain