Just so you guys know, I want to release 0.103 pretty soon (which should fix all problems related to case sensitivity), so any new feature that isn't simple to implement will have to wait until 0.104.
1) Give possibility to restart (with solution replay) a level directly.
I think I can add this to 0.013. Would it be fine for now if it's placed in the Level menu (the menu-bar item, not the one that lists levels), just below Restart Level?
4) Stop Fast Forward when pausing.
I'll add this as an option to 0.103.
5) Option to change hotkeys.
I actually meant to add this to 0.102, but since I was slow to work on that I didn't implement this. It should be coming to 0.104, though.
6) Make searching for level by image easier
Currently if I only remember the layout of a level, but not its name or rank, I have to click on "Play Level", browse to the a level, go to the preview screen and click on "Menu" (if it wasn't the correct level), until I hit the one I searched for. This takes a very long time. I see two solutions to this:
a) The Lix method: Display small preview images when browsing the folder.
b) The NeoLemmix method: Allow jumping directly from preview screen to preview screen.
I'll add the NeoLemmix method to either 0.103 or 0.104 (hopefully the former). The Lix method isn't nearly as simple to implement, however, but I do agree it would be nice to have.
7) Don't replay the screen movements
I'll also add this as an option to 0.103.
2) Backwards framestepping.
3) Add "advance one frame".
To be honest, I consider these features to be cheats, similar to save states and slow motion in emulators, so I feel that these shouldn't be available during normal gameplay. With that said, forward frame stepping is already available if you enable cheat mode (enter
0xdeadbeef as a level code, then press C while playing a level): just click any part of the level to advance the frame. And I am willing to add a checkpoint system, though I doubt it would be anywhere near easy.
Another thing: Building/walking from the right against a wall seems to cause a too early turn, it is very/too dificult in SuperLemmini to build+bash through a wall from the right
I'll see what I can do to adjust this.
IRC chat: <SimonN>pro feature: when you have builder chosen in the panel, and you hover above a lemming, the game draws the silhouette of the resulting bridge, were you to assign to this lemming
this could be a nice thing
I'll look into adding this to 0.104.
Regarding timed bombers, I don't want to remove them completely, though I'm willing to make them an option to level designers (and even make instant bombers the default). I still want the built-in levels to use them, though.