15) When shrugging (builder finishing 12th brick), visually the shrugger's drawn position seems to be off, although the actual position (as is apparent if you interrupt the shrugger by assigning another skill) appears to be correct. Visually it looks like the lemming suddenly shift to the edge of the build brick, shrugs, then suddenly shift back to the correct position and start walking.
I will check, but at first look it doesn't look to bad for me.
16) somewhat nitpicking, but in the level mini-map at bottom right corner, often the lemming red dots look like they are floating off the ground they are walking on, even when they are really walking on flat ground. Should be fairly easy to fix by shifting your calculation of the red dot positions down slightly.
The dots are already extended to the right and lower side. I added rounding, but this will not "fix" this as it's a matter of loss of precision that has to be expected.
17) Exit detection (and possibly detection of other interactive objects, I haven't checked) does not seem to work for builder.
True, only walkers, bashers and miners were allowed to exit. I now added builders and diggers.
Other interactive objects are not limited.
18) Diggers do not detect exits or water
For exists see #17, they should drown on water however. I just drowned one. but it's not easys to do as the water mask is a little to small.
19) Tricky 28 is also good to repro the following visual bug. [...]
Yeah I know. It's an optimzation issue. To fix minimal visual issues like this I had to copy the draw background with bitmask transparency.
I think the performance loss on low end systems would be substantial. Anyway, this is low prio IMHO.
20) Lemmings come out of the entrance at too low a height.
(edit: this affects Tricky 12, Mayhem 1 and Mayhem 21: the fall from the entrance should be fatal)
Ok. Will be fixed (I hope)
21) This is a little hard to repro, but I have seen cases where a lemming who is about to explode walks towards a cliff, then start falling even though he is also "shuddering" (yelling oh-no etc.) I think it happens if the falling occurs at or near the same frame that the lemming is converted to a "shudderer". That shouldn't happen, either he starts falling and skips the shuddering, or he shudders before the falling happens. Note though that it is correct for a shudderer who wasn't falling to start falling if the ground underneath him is somehow removed by another lemming.
I'm not even sure if I understand the problem. Should not affect gameplay though, right?
22) Also somewhat nitpicking, but I think when nuking in Lemmini, the assignment of exploders might be happening a little too fast.
Very likely. I'll assign every second frame.
23) I'm definitely able to repro Mindless's bug about nuking not assigning exploders to every lemming, and I verified it has nothing to do with cheat mode. Fun 8 is good for this.
Hell, you're right! Should be fixed in the next release.
24) The explosion graphics when a lemming blows up is not clipped at the level's bottom boundary
True, will be fixed.
25) You will see that the blocker frees itself (as if about to fall), but then seems to turn itself around instead of falling. The clincher: the blocker field remains, so even though no blocker lemming is actually there anymore, the lemmings cannot pass through the field as if the blocker is still there.
Couldn't reproduce this with my current version. I would think this is the same issue as your #0 "The lemmings don't fall into the gaps".
If so, it will be fixed in the next release.