43) The password system needs to be rewritten.
...
This is bad since people who kept their own list of passwords will now be in for a rude surprise as some might no longer work in Lemmini even when they'd work in the real game.
I actually disagree for a number of reasons. Firstly, the levelcodes are just a bonus. The way Lemmini is supposed to be played is by clearing one level after the other and in contrary to the Amiga version, Lemmini automatically saves the progress. That being said, the level codes are merely a gimmick to make it feel a little bit more like the Amiga.
Secondly, the codes given by Lemmini work for Lemmini. You couldn't expect more. I must admit, I orginally thought about writing my own algorithm with my very own level codes. I gave this up mainly for having more flexibility.
Thirdly, codes based on the original algorithm wouldn't necessarily work for a custom level pack. I mean even if I could read the info "game 3" from it, what would than mean for a custom level pack? Whereas the way it is now, the creator of the level pack can create his/her own codes and they will work fine. They can even have some meaning to hint which level they belong to.
44) There's something wrong with being able to switch players while you are playing a level. For example, say I completed Fun 1-2 on Player 1, and then at the title screen or actual level of Fun 3, I use the menu to switch to Player 2.
45) On a similar note, right now player progress appears to be saved for only the current player, and only when the game is exited, whereas I'd think it should either be saved at every level completion.
The player management is a little buggy, I agree. Will be fixed in the next release I hope.
46) Fun 25's title is incorrect (it used its repeat's title).
Will be fixed
47) Strange behavior with blockers turning builders: pick a level, say, Taxing 1. Have the first lemming out build immediately upon landing. Then have the second lemming out be a blocker immediately upon landing. Even though the second lemming out would be slightly to the left of the first, and the first is building to the right, nevertheless the first lemming immediately turns around and builds left.
Not sure if I completely got this, but if you mean that a builder (or any other turns) when you assign a blocker directly next to it, this is probably true. Indeed, when creating a blocker, the blocker mask is copied into the mask array. For a lemming which is inside the blocker mask at this moment it "feels" as if he bumped into the mask, since for the last step it wasn't there and now it is.
Dunno, maybe I should have two different blocker masks: one to the left of the blocker and one to the right. Then every lemming could check if it the blocker is left or right to it. I'll think about it.
48) Steel/one-way-wall detection for miner needs to be revised. For example, see this screenshot from Fun 23:
Indeed, the whole steel digging/bashing/mining issue is a little trickier than it seems. My hope was I could find a "generic" solution without too much special treatment. However, no matter where I set the threshhold for number of steel pixels in the mask before stop mining/bashing/digging, the are always corner cases where it looks shitty.
49) In Fun 9, do nothing and wait until the crowd starts approaching the grinder on the left, and more than 1 lemming has been killed. Move the cursor to be as left as possible while still highlighting lemmings (basically, highlight the lemmings that are being killed). You will find that the lemming type text will often read " 4" or the like (ie. a blank followed by a number).
Yeah, some states don't have names as the one which indicates a lemming being killed by a trap (but not part of the trap animation). Internally I call these guys "trapped". I think I should exclude all nameless lemming from the "under the cursor" routine since they can't be assigned a skill anyway.