For the tutorial levels, as stated in the first post, I was hoping to do a somewhat more extensive series of levels for that purpose, introducing all the skills and features and some behavior in a very gentle manner, also requiring to make use of previous lessons learnt to ensure people won't forget things later again. I got to see whether I can make it so that it's fit for players not really familiar with Lemmings, while not being boring to players with previous experience either.
The other tutorial could perhaps be seen as a head-start for those who don't want to go through a longer tutorial.
With regards to bridge stretching, generally levels should not make use of it, unless they cannot be modified to work without (I can only think of one example of that). The feature of queuing builders should also discourage from that, as not having to assign another builder after each bridge is more comfortable.
Hmm, seems like the better answer is to create a substitute blue style instead of remaking your level in a different style? I'm no artist however (I think geoo and Matt are the main artists when it comes to Styles), so it might take a little bit of time.
I'm afraid to say my artistic abilities are too limited to make sophisticated crystals like in the original game.
If you're just aiming for something blue though, there's plenty of that: The blocks from the carnival set, wall and pillar tiles from my shadow set (can also make 32 px wide pillars if you want), and soon there'll also be pipes of width 8. Incidentally, I just made a level with working title "Blue level" two days ago as it's entirely blue, which I still have to think of a better name for.
Meanwhile, I've started playing through the existing levels, starting with Rubix's "Pleasant" set. Very nice set of fun, easy levels with an excellent gradual difficulty increment. I notice that there is (as I guessed) already a level based around the letters "LIX" -- do you still want me to keep mine as well?
I don't see why not. At least you can't easily take the route along the top unlike in RubiX' level, as you start at the bottom and the skillset is sufficiently different. I see one small misalignment at the top left of the X, but I see you already found out about the grid which helps avoiding these things easily.
Perhaps what we need are additional rectangular terrain that have a height of exactly twice the maximum walkable step-height. [Or more generally, heights that are integer multiples of the maximum walkable step-height. The brick-wall terrains in Lemming's "hell" set are a prime example of what I'm talking about. Perhaps such terrain already exists in one of Lix's styles.]
I don't really see much need for it, such blocks would also not fit as well with the other blocks and the grid. You can simply use some 16 pixel high block to achieve the same effect, and with less precise bomber timing (if you can't afford a blocker for example). Or if you really insist, 16+8 = 24, and there's plenty of pieces of height 8 and 16.
For exact multiples of the step height (now I honestly don't see the use for that) the same works.
Hmm, maybe, but I seem to remember it reverting to normal speed much too early sometimes, and I think it corresponded to my changing speed during play. The replay also starts out paused if I paused early on during play or something like that.
What happens is that during action replay, 3 seconds before the last recorded action, the game reverts to normal speed if some fast forward was enabled, just like ccexplore said. Notably, if you click to disable action replay during these 3 seconds and then load the savestate again, the game will stop 3 seconds before the previous assignment then, perhaps that's what you encountered.
It used to happen right when the last action occurred, but as it's frequently the last skill assignment that you want to amend, I think it makes more sense they way it is now. Nevertheless, I still tend to mess up with the feature not expecting the speed to revert to normal every now and then.
Furthermore, when you're in pause/FF/FFF/ZZZ mode, and load a savestate, the game will continue in pause/FF/FFF/ZZZ mode. Not sure how useful this is, but I think being able to load a savestate and having the game immediately paused is pretty valuable.