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NeoLemmix Main / Re: Don't exit on losing all lemmings (feature development)
« on: Today at 01:47:54 AM »
All right, 17:00 UTC on Saturday is it!
-- Simon
-- Simon
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As far as I can tell, yes. We first check for Success, then check for a Talisman, wherever it's relevant. So, if we're checking for a Talisman then we have to have reached a Success result.
... things that depend on success but don't exit early ...
if (Game.StateIsUnplayable or Game.IsOutOfTime)
and not Game.GameResultRec.gSuccess then
fReplays[i].ReplayResult := CR_FAIL;
and not (Game.GameResultRec.gSuccess or Game.GameResultRec.gGotTalisman) then
1) How should Rival exits be marked?
the idea here is that markers will then only be useful for the level designer whilst in the Editor, and the player whilst in the Player.
At present, the plan is to not allow a lemming to be both a Neutral and a Rival.
We should catch up again properly about this soon, let me know when you're available.I'll be busy this weekend. Which of the following suits you best?
[...]
Wednesday, April 24, 20:00 UTC
We should catch up again properly about this soon, let me know when you're available.
Pacifism 8: 10000 B.C..nxrp (1882 frames) LvV 0000000000000000 / RpV: 0000000000000000
Pacifism 8: 10000 B.C..nxrp (1881 frames) LvV 0000000000000000 / RpV: 0000000000000000
The win-build.bat specifies the compiler to ldc. The question is if this is necessary or should at least mentioned in the file name since somebody could just have dmd set up and get an error.
lem hitting a steel block
fall (potentially fatal), or propel safely back down?