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Messages - Strato Incendus

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841
Closed / Re: [DISC.][PLAYER] Jumper physics
« on: March 22, 2020, 08:42:43 PM »
As much as I would like Shimmier going around corners, using Jumpers to do it sounds counterintuitive to me: When I try to assign a Jumper to a Shimmier, if it works at all, I would expect the lemming to perform a regular Jumper animation.

And that could e.g. be used if the Shimmier has reached a gap and needs to jump in order to get to the other side, where he can either climb or continue shimmying (since Jumpers should be able to transition into Shimmiers as well, like in L2, where the Shimmier performs a standard Jumper animation before grabbing the ceiling).

With the Slider, in contrast, I would expect a) turning around and b) dangling, both of which are required for transitioning from a Shimmier into a Climber.


EDIT: Copied from the post with the experimental release of the Jumper:

Quote from: Strato Incendus
5) Another thing that didn't come to my mind until just now: How should Jumpers respond to splat pads? :evil:
Shimmiers die when failing to reach for a ceiling, because they transition back into a Faller.
Jumpers will obviously also die if a platform with a splat pad is 1 pixel lower than the platform they started jumping from, because they will transition to a Faller after the jumping arc is completed, and therefore splat.
But what about a Jumper landing straight on a splat pad at the end of or even earlier during his jump (e.g. when jumping onto a platform higher than the one he started from)?

Splat pads seem like a great way to make certain paths "Jumper-proof". We have a new skill, that means we also need to consider new potential backroutes. ;)

I'm just not sure whether it would be counter-intuitive as far as mechanics are concerned, because the Jumper wouldn't transition into a Faller before hitting the splat pad and splatting. But they still "land on it", so that would make the player expect them to splat again...

Just for everyone's information: Currently, Jumpers don't splat when landing on a splat pad within the course of their arc (=meaning the only splat if they become a regular Faller after the jump).

842
Likewise, Minim's example for the Floater only considered the case of wanting a vertical vs. a diagonal trajectory to have a lemming go or not go into a trap / fire object.

However, at its core, the Floater / Glider simply preventing a splat is usually an advantage.

While I agree that for Disarmer levels, if you want him to disable just one of two triggered traps (i.e. force the player to find a different solution for the second trap), it seems like overkill since you can simply use a permanent trap - splat-height drops are much more common.

You might find yourself wanting Floaters to solve one splat-height drop, but not all the others in the level. After all, that's one of the main reasons why the Slider is also being discussed as a potential non-permanent skill, because people generally like the idea of a non-permanent Floater.

The Swimmer even has a non-permanent skill equivalent already in L2, the Kayaker. Of course, the post by Minim I'm referring to was written before the introduction of the Shimmier. Now however, you might find yourself in a situation where you have several water ponds - one to be covered by a Swimmer, one by a Shimmier, one by a Glider, one by a Platformer etc.

For both situations, in order to enforce them, you would have to place the skill-remover object in such a way that there's no way to bypass it. For example, by surrounding it with steel / fire / one-way arrows etc. If all lemmings or at least the worker lemming(s) MUST go through it, you can put the player at a disadvantage fairly (because the object is clearly visible from the start, hence the player can plan the route with it in mind).

And I think these situations whete permanent-skill removal causes a disadvantage for the player would result in even more interesting and challenging puzzles than situations where the object helps out the player. ;)

In short: Yes, I very much support the introduction of such an object!

Probably more like a fire trap, i.e. non-triggered. It would be weird to have a bunch of pre-assigned Climbers walking through such an object, with some of them losing their skill and some keeping it...

843
Closed / Re: [DISC.][PLAYER] Jumper physics
« on: March 22, 2020, 08:11:18 PM »
Just to understand Proxima's suggestion clearly:

Do you suggest the Shimmier should be able to jump from the end of a ceiling across a gap, to hold on to a wall on the other side of said gap? I can see that being useful, it's just questionable whether it would make sense for a Shimmier to be able to do such a "swing" across a gap using only the strength of his arms, because he has no ground under his feet to jump from.

Or do you suggest this assignment should flip the Shimmier around the corner of the ceiling is already attached to, i.e. to then climb up at a 90 degree angle to the ceiling he shimmied along, like in the examples from Lemmings 2 I mentioned? ;)


Anyways, thank you very, very much for the release candidate, namida! :thumbsup: :thumbsup: :thumbsup: I'll check it out later this evening!


A very welcome surprise, now that many of us are stuck at home! :) Even though I can occupy myself by making music, Eurovision (the focus of my YouTube channel) has been cancelled, so the season kind of ended prematurely and it doesn't really make much sense to cover many more songs from this year. I originally thought I would get back to working on Lemmings Hall of Fame in May, when Eurovision would have been over and the Jumper is officially released. Now I can start a little earlier! :D

Of course, I know that I shouldn't rely too heavily on the way the Jumper behaves in a release candidate (rather than a stable version). But at least knowing things such as both Jumper-Climber and Climber-Jumper transitions both being the possible is already immensely valuable! ;) If e.g. the exact width and height a Jumper can cover should still be modified, I have no issues adapting my levels to that later on.

844
Closed / Re: [SUG][CONTENT] Diagonal one-way arrows
« on: March 22, 2020, 07:57:31 PM »
As I said, my main point for diagonal OWs is that the Digger can currently bypass all OWs except for vertical ones (which also stop the Miner, so they don't help that much).

I don't understand namida's point about steel or empty space in the corners? Such obstacles in the corners won't stop the Digger from going through the middle. And if you put steel or empty space in the middle, that in turn can also easily stop a Miner when trying to go through this piece of terrain at an angle.

845
Closed / Re: [DISC][PLAYER] Slider physics (potential)
« on: March 21, 2020, 11:26:04 PM »
Thanks a lot for the link, Proxima! :thumbsup:

In fact, I just realised that just today, I created a level that would be totally broken - or at least significantly simplified - if Shimmiers could actually go around corners in NeoLemmix. I attached it (together with a replay) for demonstration purposes; basically, the core trick at the end is only necessary precisely because Shimmiers can't go around corners.

I also envisioned some more landscapes in my head which could be covered by repeated Shimmier-Climber-Shimmier-Climber transitions, and I agree that this could quickly go unchecked.

BUT: I think there is a way to actually make this possible in a controlled (=not overpowered) manner WITHOUT having to modify the Shimmier's behaviour at all! :thumbsup: More so, it could happen in the context of this new 20th skill, if that skill ends up being the Slider indeed!

Basically, while Climbers don't "dangle" in NeoLemmix as they do in L2, the Slider would pretty much have to do so. Because otherwise, at the very last frame of him being a regular Slider, he would still probably not be low enough beneath the ceiling to seamlessly transition into a Shimmier.

Thus, if dangling is a specific property of a Slider, a lemming could only do it if he is a Slider.

Since Sliders can transition into Shimmiers, the opposite transition should also be possible.

Meaning
a) a Shimmier reaches a wall and slides down ("inside" corner)
b) a Shimmier reaches the end of a ceiling, turns around and dangles from it (Slider), and from that position he could then climb up ("outside" corner) ;)

The common and intuitive rule here would be "a Slider always turns in such a way that he faces the wall". If he approaches a wall from the inside, then after shimmying, he would dangle from the ceiling shortly and then slide down the wall. If however he approaches a wall from below / the outside, he would have to turn around to hold on to that wall above him - and then it would be possible for him to climb from there.

In other words, Shimmier-Climber transitions still wouldn't be possible (no breaking levels / overpowered Shimmiers), but Shimmier--> Slider --> Climber transitions would be. ;)

This would reduce the required skill count in the example I cited above from five different types to at least just three (Shimmier, Slider, Climber).

Of course, the issue here is: How do you tell the Slider to start climbing up again? This behaviour can't generalise too much, because otherwise, every Slider reaching the bottom end of a wall would climb up that wall again immediately if he's also a Climber.

But just like we need to prevent a Slider from immediately climbing up a wall again after having touched the ground (which is a special case), one could surely also make this behaviour specific to the situation when a Slider dangles after shimmying, rather than dangling after a regular slide.

846
Closed / Re: [DISC][PLAYER] Slider physics (potential)
« on: March 21, 2020, 10:22:48 PM »
Thanks for the information! ;) I took this as an opportunity to try out some stuff by myself, using the good old practice mode in Lemmings 2. (Basically the only thing from the game I used to play as a kid.) Note that I used the Amiga emulator with a .bat file for Lemmings 2, not the standard DOS version (since that version has Kieran's custom levels in it).

Here are my observations:

  • First of all, i severely underestimated the regular Climber in Lemmings 2! Jumping towards walls and holding on to them as well as climbing around outer corners is something that both the Climber and the Rock Climber can do!
  • It almost seems like the abilty to climb around the outside of a corner (i.e. transitioning back from a Shimmier to a Climber / Rock Climber) is a property of the Shimmier, not of either of the Climbers. Which begs the question: Why did we decide against the NeoLemmix Shimmier behaving in this way? ???
  • Hence, my earlier claim in this thread was wrong: I thought such outer corners could only be handled by Magno Booters. You can see that this war clearly an error I fell for up until this day! So I hope it wasn't me who suggested that the Shimmier should not be able to climb around outside corners (i.e. that no Shimmier --> Climber transitions should be possible). It's probably too late to add this behaviour to the Shimmier now, since it would invite a bunch of backroutes, after the Shimmier has already been implemented in a stable manner for over a year. :'(
  • The Slider indeed turns around on a wall that touches the bottom, even if he is a Climber or Rock Climber. If he drops from a wall, instead he will continue to look in the same direction he looked in when he was sliding.

I was about to write my comments about Jumper-Slider interactions when I discovered that ccexplore had already tested this in the meantime :thumbsup: .

Quote from: ccexplore
I finally got around to testing this on DOS Lemmings 2 (using the Egyptian practice level).  Turns out I remembered wrong, jumping a slider against the wall does allow it to slide down the wall.

In the case that both climber and slider are assigned to the lemming, and lemming gets into a situation where both skills can be used, looks like climber takes priority in Lemmings 2--in the wall jumping case above, the lemming would climb up.  But note that it doesn't mean if you have a non-climber slider lemming who is currently in the middle of sliding down a wall, and you assign it climber then, it doesn't stop the sliding and make it climb back up again, it will continue sliding down.

The last part - "assigning while on the wall as a Slider / Climber" - is one thing I actually didn't try. I just noticed that the Climber takes precedent over the Slider when both are assigned as permanent skills.

Given that this was also what seems to have been preferred by most people in this thread anyway, at least this matter would probably be settled by that?

- If a lemming is a Climber and a Slider when jumping towards a wall, the Climber will take precedent, i.e. the lemming will climb up.
- If you assign a Slider to a Climber or a Climber to a Slider while on the wall, the lemming will continue whatever he is currently doing until he reaches the end of that wall. So the rule here is "finish what you've started". ;)



But now a remaining question is this:

Quote
Btw just curious, in NeoLemmix, if a shimmying climber reaches the end of a platform (i.e. a corner with a wall facing up like below), does it climb up the wall? I assume not?

Turns out this is indeed standard Shimmier behaviour in L2 for both the Climber and the Rock Climber. And it's extremely useful.

Whenever I want to accomplish something remotely comparable in NeoLemmix, I have to fiddle around a lot, by doing the following:

- send TWO Shimmiers rather than one
- the first one drops at the end of the platform and becomes a Stoner
- the second Shimmier lands on top of the Stoner
- now that second Shimmier needs to turn around somehow (Walker?)
- build a stack to close the gap between Stoner and ceiling / wall
- climb up the stack and then the wall

So in current NeoLemmix, this same outcome requires two Shimmiers, one Stoner, one Walker, one Stacker, and at least one Climber. That's FIVE out of ten possible skill types just to pull of this basic maneuvre!

The L2 Shimmier just transitions back into a Climber naturally, you don't even have to assign anything at the corner.

In contrast, though, the L2 Shimmier has a much harder time with sloped ceilings than I remembered. That's pretty much exclusively the Rock Climber's territory. And even the Rock Climber can only go UP these slopes; when it comes to going down sloped ceilings, you can't transition back into a Rock Climber, and the Shimmier immediately starts the "dangling from the ceiling" animation as soon as he reaches the slope, and falls down shortly afterwards.

So going around corners is no problem for the Shimmier, but going down sloped ceilings apparently is.

Of course, I'm not saying the NeoLemmix Shimmier shouldn't be able to go down sloped ceilings - in fact, I find this extremely useful as well. So aside from the fact that it would break countless levels to change this, I would never even want that to be the case. It was quite a nasty surprise that no skill in L2, neither the Rock Climber nor the Shimmier, were capable of handling downward-sloped ceilings. You can pretty much only resort to the Magno Booter there, but that thing is so overpowered that it can handle just every type of ceiling or wall.

But it would indeed be nice to have the Shimmier be able to go around outside corners IF he is a Climber (and only then), just like the opposite Climber-Shimmier transition is possible. This would not even require the "dangling" animation, it's a direct transition in L2.

This would also make sense in light of the upcoming introduction of the Jumper, since Jumper-Climber and Climber-Jumper transitions are also both possible.

I don't know if it's too late to consider changing this about the Shimmier... and how many existing levels would even be affected by it...

But I would like to remind everyone that even regular Faller behaviour was also changed after quite some time, in terms of no longer being able to exit mid-air.

So maybe... maybe... maybe it's possible? :D

847
Tech & Research / Re: [QUERY][EDITOR] Level Size
« on: March 21, 2020, 07:59:35 PM »
...and fittingly, nin10doadict has just converted his pack CasuaLemmings to New Formats ;) . This pack, if my memory serves me correctly, includes a rank called "Troll" as the final one. Repetitive skill spamming is one of the main trademarks of that rank.

Meaning, you should probably give this rank a try as a player before you create similar levels for InfiniLems ;) . See how you like it in practice first; if you find that you still enjoy this type of level, feel free to go ahead and make as many of them as you like... :P

I bypassed this 2400 pixel restriction with "The Grand Puzzle" (which is 4000 pixels wide), the last level from Lemmings World Tour - but that was only possible because I created the level in Old Formats and then converted it directly (with the pack converter / cleanse levels inside the New-Formats NeoLemmix player) without opening and saving it in the new editor.

Thanks to the Cleanse-Levels feature, I guess it would still be possible to create levels wider than 2400 pixels in the Old Editor and then convert them inside the New-Formats player... That doesn't mean you should do it, though. :P I've just shown you the door, but I advise you not to walk through it...

EDIT: And as namida said below, performance is definitely an issue with such a level width. I switched off the high-quality minimap for "The Grand Puzzle", and I would definitely not advise anyone to play it in high-res mode. Since you like high-res mode, being its main creator, you will probably have to pick and choose between stable, smoothly-running high-res levels and very wide levels ;) .

848
NeoLemmix Main / Recolouring Builder sacks
« on: March 21, 2020, 05:16:48 PM »
The Builder sack usually has a small "reflection" on it (e.g. a white spot on an otherwise red bag). This helps to make the sack look somewhat three-dimensional.

However, I'm having trouble making this work consistently for the various recolourings I've made recently.

Sometimes when I do a recolouring of a sprite set, the whole Builder sack just assumes one plain colour without that reflection creating a sort-of "3D" effect.

Sometimes, the Builder sack gets recoloured but the reflection remains the same as for the former colour, which can look very unfitting.

Sometimes, in contrast, only part of the Builder sack actually gets recoloured while the rest remains red.

I figured out that it probably has something to do with what colour you choose for "MASK", but that alone doesn't seem to be enough.

I also tried to look at the L2 recolourings for guidance, since the Builder sacks for all of those look decent - and it can't have anything to do with the base colour of the Builder sack or the reflection being a different one, because all of those sprites merely recolour the default sprites.

So which other colour do I have to adapt in a theme.nxtm file in order for the Builder sack not to look weird? The MINIMAP? The ONE_WAYS? The BACKGROUND? Or the PICKUP parameters?

849
Closed / Re: [DISC][PLAYER] Slider physics (potential)
« on: March 21, 2020, 05:05:41 PM »
Quote
Btw just curious, in NeoLemmix, if a shimmying climber reaches the end of a platform (i.e. a corner with a wall facing up like below), does it climb up the wall? I assume not?

Just to quickly clarify this: No, it does not. The Shimmier stops as soon as it detects an altitude increase of 2 pixels or more over just 1 pixels in width. It also doesn't turn around.

The shape of terrain you describe, though very common, can't even be handled by a Rock Climber in Lemmings 2. A Rock Climber could only handle a 45 ° slope followed by a straight wall (something the Shimmier can't do, since it can only do the reverse option, i.e. first a wall, then a slope or ceiling).

The only L2 skill that would be able to go from a ceiling around a corner and up a wall (rather than down like a Slider) would be the Magno Booter. But namida has already ruled out that one for complexity of coding.

Quote
If a wall the lemming jumps to tops out in a ceiling, it will still slide down afterwards. The reverse wouldn't work.)

Since all level edges are deadly in New Formats, we would have to assume a solid ceiling of terrain at the top of that climb, therefore also solid ground at the bottom for this comparison.

And in that case, once the Slider touches solid ground, he will look towards the wall, i.e. immediately start climbing up again. So the reverse would indeed work, wouldn't it? ;)

This is precisely what I meant about a permanent Climber-Slider trapping himself in a loop where he repeatedly goes up and down the same wall without ever turning around.

A regular Slider would of course turn around on the wall he slid down immediately after completing his slide, but a Climber-Slider wouldn't.

850
Closed / Re: [DISC][PLAYER] The final new skill
« on: March 21, 2020, 08:57:24 AM »
I think the issue of permanent vs. non-permanent can be discussed separately again if we decide that the Slider, in one form or another, is indeed going to be the 20th and final skill.

That said, most talk in this thread indeed seems to be about the Slider.

Are there still any strong competitors? New suggestions?

Or could namida already set up a poll? ;)

851
And here are two more: English and Arab! (Also, I'm using high-res mode this time...)

The Arab lemmings are my first attempt at recolouring the X-Mas sprites. I tried to create some Star Wars Jawas with it (with brown robes and black faces), only to find out you can't actually recolour the seam of the robes (it always remains white).

Notice how the regular Arab lemmings are in white (sheikhs), the neutral Arab lemmings are in black (women in Nikabs). :P Athletes still wear green, because... well, that's just the colour of Islam.

Yet, for some strange reason, the Digger still gets recoloured to standard x-mas red (see below, the picture with the pyramid)? :D

I can't see where to specify that, unfortunately... after all, it's not a permanent skill...

852
I remember the Old-Formats pack toolkit had an option to select sprites on a per-pack basis vs. on a per-style-used-in-level basis. I always went with the latter one, but technically, it would have been possible to have your entire pack just feature default sprites or just x-mas sprites. The latter option was probably chosen by people who made distinctive custom Holiday packs back in the day?

But of course, in Old Formats, you could basically just choose between default and x-mas anyway; the only exception I know is GigaLem's Millas, and I think he just outright replaced the default sprites with his custom ones in the context of Old-Formats Millas.

In short: I don't know if per-pack choice of a fixed sprite type is even possible anymore in New Formats, because it seems like more flexibility was what people wanted more ;) . What would of course work is simply setting the theme of each of those levels to "Lemminas", or whatever sprite type you want to use, no matter which graphic sets the individual levels are using. But of course, that would change the colour of Builder staircases, umbrellas, pickup skills etc. as well, rather than having those continue to go along with whatever theme would fit the graphic set of a level. And of course, it would be quite tedious to do manually for every single level.

But I guess namida can clarify this.

In the meantime, here's another popular character turned Lemming!
With umbrellas, bridges, and Builder sacks made of web!

Note that there is no recolouring of Athletes compared to normal lemmings with these sprites! :) So this is another case of "aesthetics over strict mechanical fairness". But it simply would not look right if the lemmings sticking to a wall (=Climbers), of all skills possible, were the ones looking precisely NOT like Spider-Man! :evil:

Originally, I wanted to use the black symbiont outfit for the athletes. But that's hard to do with such low resolution, plus these sprites would only work with coloured backgrounds then.

And inverting the normal sprites to blue heads and red shirts would also be quite strange, because I'm not aware of any Spider-Man outfit (and there were many!) that looked even remotely close to such a colour scheme.

853
Closed / Re: [DISC][PLAYER] Slider physics (potential)
« on: March 20, 2020, 09:39:21 PM »
I would definitely argue against Climber and Slider being mutually exclusive, simply because of the interesting paths both can create in conjunction: A lemming can climb up a wall on the right, turn into a Shimmier to go to the left, slide down a wall on the left, and then at the bottom of that slide go back around the corner by transitioning back into a Shimmier. Combine this with the 2-way Jumper-Climber interactions and you can easily create paths that "skilled" lemmings can follow but the crowd can't.

And that is basically the point of a lot of levels. While I still get the feeling that "pioneer" is somewhat of a negative term here (because it has the connotation of the entire complexity of a level being reduced down to the actions of a single lemming while everyone else is contained safely), even a lot of the more challenging levels still require 2-4 "worker" lemmings, often in conjunction. And the fact that these workers can often take completely different paths than the crowd is what makes these levels significantly more interesting; because another thing that tends to make "pioneer" levels boring is if they're just carving out the exact same path the crowd will take later on.

One-way arrows, Swimmers, Gliders, Floaters, Shimmiers, all of these are common ways to allow worker lemmings to approach an obstacle from the opposite side, in order to create a path that the crowd couldn't create by themselves, even with enough distance between the lemmings - because the terrain simply isn't shaped in a regular lemming's favour.

Climbers and Sliders would provide many further such interesting interactions with each other, and those would only get extended even further by the combination with Jumpers and Shimmiers.

Quote
As far as L2 goes, if I remember correctly, the transition to sliding only happens at the point the lemming walked past the edge.  Basically instead of transitioning from walking to falling, it would transition to sliding.  Jumping a slider against the wall will not allow it to start sliding.

Ah, okay, thanks a lot for the information! ;)

In other words: It's the "wall-jumping" part that's creating the problem, or, more accurately: The ambition to have Sliders interact with Jumpers as well, not just Climbers. For Climbers, it's pretty much a given at this point that they are going to interact with Jumpers both ways.

Personally, I quite like the idea of having to e.g. jump across a gap in order to reach a wall a lemming can hold on to that allows him to slide down an otherwise lethal drop safely.

That said, if we had to "ban" one interaction and I had to choose between Jumper-Slider and Slider-Climber (the latter by making both of these permanent skills mutually exclusive), I would probably rather stick to the L2 behaviour and sacrifice the Jumper-Slider interaction:
a) For consistency with L2 (for players switching from Kieran et al.'s custom L2 content to NeoLemmix, this can indeed be relevant!), but more importantly
b) because the Slider-Shimmier interaction is more important and revolutionary to me. Since the other main skill that interacts with Shimmiers is the Climber, I don't want to be forced to choose whether I can have only Climber-Shimmier- or Slider-Shimmier interactions with a given lemming.

But I think the case of the Slider being a temporary "movement" skill, like the Jumper and Shimmier as well (and the Walker, technically, counts too), can also be made, and actually only becomes stronger by going through these examples.

Much like the Jumper assigned to a Climber doesn't stop the lemming from being a Climber, but merely tells him "stop doing what your new default state tells you to do, and do this now instead!",
a Slider would tell him "stop climbing for now and slide down instead, but once you reach the next wall, you'll climb up as usual / once you reach the next straight drop, you fall looking forward, like a regular Faller".

In other words, the Slider would become the logical extension to the Jumper, in that both of these skills would be the only non-lethal skills you could assign to a climbing Climber.

As it currently stands, the Jumper is the only non-lethal skill that can be assigned to a Climber. But with that skill already being a precedent, there is nothing stopping other "movement skills" from behaving the same way.

If the Slider became such a non-permanent "movement skill", just like with Shimmiers, I think it should still be possible to have pre-placed Sliders in a level, as well.

854
Closed / Re: [DISC][PLAYER] Slider physics (potential)
« on: March 20, 2020, 06:55:32 PM »
One question we should probably discuss:

What happens if a lemming is simultaneously a Climber and a Slider and jumps towards a wall? Does he climb up or slide down? ;)

If the Slider is not a permanent skill, i.e. other than in L2, it should probably override the Climber for the duration of its assignment. Meaning, if you assign a Slider to a Climber stuck to a wall, that lemming will stop climbing and slide down instead.

However, if the Slider remains a permanent skill, it isn't clear in which direction the lemming should move when hitting a wall neither at the bottom nor the top, but somewhere in the middle. ???

One could argue that the Climber moves "forwards" and the Slider "backwards", therefore the default assumption after jumping at the wall would be climbing. If it were possible to assign Walkers and Cloners to Climbers, those could then create Sliders in the opposite direction. However, so far you can't assign either of those two skills to Climbers, and introducing this together with the Slider might result in post-hoc backroutes.

It would of course be possible to say "Assigning Walkers / Cloners to Climbers on walls is only possible if that Climber is also a Slider".

Also, there's the issue that a Climber-Slider can trap himself on a wall that touches the ground: Once the Slider reaches the bottom, he will look towards the wall, i.e. immediately start climbing again, and slide down again when reaching the top (unless you make him a Shimmier there). And since you can't assign a Walker to a Climber, there's no way to get him out of that loop at the bottom. Thus, there would have to be at least one frame of the lemming being a Walker standing on the ground (so that he can be turned around with a Walker / Builder etc.) between him being a Slider and a Climber.

Does anyone know how this is handled in Lemmings 2?

855
Thanks for the explanation. Did any of the other people who downloaded the Trump sprites (as well as the others) experience these problems? So far it says each sprite type has been downloaded 4 times, so I assume by four different people.

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