[...]
Btw, I'd like to add a voice in support of what Eric said about the cursor -- having both the box and the cross is also annoying.
Nice, then I'm not the only one complaining.
I'd still suggest the arrow (like in Cheapo) as an alternative option.
As for the bridge stretching, it also seems more difficult to me, I dunno however. There seems to be still only one frame to make a bridge overlap of 2px, but due to the doubled frame rate, it is twice as hard as for the DOS version to hit the right frame? Additionally, for the DOS version it is possible to stretch a bridge with only one px overlap when building to the right. However, this is only possible for building to the right, so I don't think that it would be neccessary for Lemmini.
The last four Tame levels are still missing, just in case you'd like to add them, I uploaded them:
http://207.58.177.175/~geoo89/lemmings/Tame4l.zipSome old bugs I'd like to remind you of, and a few new ones I found:
- miners and bashers still don't turn around when hitting steel (they should do even if they'd be able to continue walking)
- it is possible to build through a 1 lo-res pixel thick wall, other walkers however cannot pass such a wall
- bashers can (as Ahribar mentioned for the hi-res pixel) bash past an 1 lo-res pixel gap below them
- ccexplore once mentioned that the palette for the objects in the special graphics levels might be changed
- when a digger breaks through, he immediately starts to fall while still doing the digger animation, at this point it's impossible to assign a skill to him. This behaviour causes that the digger can continue digging when he fell low enough, i.e. he can pass a 2 lo-res px gap without stopping digging. The other thing is, for a digger who's on thin air i.e. has no terrain below him, in the DOS version he does another complete digger animation before falling, and during this period you can still assign any skill to him.
- the horns for the fire exit are still missing. If anyone wants, I could try to design those.