Oh well, I just need to start somewhere. Maybe I need some kind of professional bug tracking
1) I don't see why it should take up 100% CPU in paused state when fast forward is on. If you choose the "Restart level" command in the menu while both paused and in fast forward mode, the 100% CPU apparently cause the app to hang very noticeably for a few seconds before finally restarting.
I could explain, but you wouldn't like to know. Basically, I have to work around a bug in the JVM, Windows or both.
Believe me: having 100% CPU load beats the alternatives by far.
"Restart level" is so slow because the level is completely reloaded (including style) and redrawn. It's pretty fast on my machine, but I noticed it on other machines as well. Is on my optimization list.
2) I think someone said this already, but diggers are not reverted to walkers when they hit steel, so at that point they don't move down but still keeps on "stationary digging".
Ah ok, I messed that last last time I was working on the "break on steel" conditions. Will be fixed in next release.
3) There is a "digger glitch" that's analogous to the imfamous miner glitch I discovered in the real game. Basically, when I dig, the position of the digger appears to be 2 pixels lower than what's displayed.
Will be fixed in next release.
4) When you assign a lemming a digger, it should dig down immediately on the next frame, instead of waiting for the end of the first animation cycle.
Will be fixed in next release.
5) The feature that lets you assign skills while pausing. Well, the original game doesn't have it, but I'm not exactly complaining. [...] A compromise would be to only allow at most one successful skill assignment while paused. Perhaps better would be to automatically unpause whenever you assign a skill (like the behavior in Lemmings 2).
Hm, I actually like the pause mode the way it is. But I'll consider the automatic unpause.
6) Surely you could at least bring us back to the game's start screen instead of "Error: 30" and abort when you finish the last level of a rating.
Sure I can, but it's a bit more work behind that.
7) Blocker status should not be cleared when the blocker is about to explode (ie. those 16 or so animation frames where it shudders and yells "oh no").
I put it on the list.
8) In the real game it does not allow you to overlap blockers.
Does this influence gameplay in a nagative sense?
9) Fun 9's title is wrong. You repeated the repeat's title. The correct title should be "As long as you try your best" (don't remember capitalizations offhand).
Ok, will be fixed.
10) Maybe that's just the way the hi-res graphics look, but are there really all these weird vertical lines on snow walls in the snow graphics set (see, for example, the wall to the entrance's right in Havoc 4).
Yes, it looks like in WinLemm. Unfortunately, not all the Hires Graphics look good. Indeed most of them were just upscaled and look horrible. I fixed some things here and there, but it would took me too much time to fix all tiles. Also the size of the patches would dramatically increase.
11) Blockers must affect builders. Blockers are able to turn builders in mid-build. This is required in order for Mayhem 5 to be solvable (so this is the second level-breaking bug found). More generally in the original game, blockers affect lemmings in pretty much any state.
Indeed blockers only affect walkers at the moment.
In the next release, blockers should also affect builders, bashers and miners. However that'a a little difficult to check.
Also maybe the blocker mask has to be changed to affect builders more effectively.
12) As I have suspected, your desire to match game second to real second does appear to make Just a Minute Part II impossible, or at least much much harder than even the Amiga version [...] Maybe Lemmini is in fact at the same speed but I need to check to make sure.]
If necessary, I thought of patching the critical levels instead by introducing a game time based on seconds instead of minutes.
I'd need a list of levels with second based times for this, though.
13) On the special graphics levels (Fun 22, Tricky 14, Taxing 15 and Mayhem 22), the palette for interactive objects should be partially modified to partially match the palette used by the special graphics terrain.
Graphics modifications have very low priority for me at the moment. However anybody is invited to to this. The resources are there.
14) When highlighted by mouse cursor, a walker and I think faller lemming with either climber or floater status (ie. assigned those skills beforehand but not actually doing said skills) should make the type read "climber"/"floater" rather than walker/faller. In the case of a lemming with both status, the type is termed "athlete".
Put it on the list. Indeed I have to rework the whole "lemming under cursor issue", so I might add this then.