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Messages - Strato Incendus

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76
Here's the next batch of ten; only 7 more levels left to go!

OUTDOOR

These Lems are made for walking


Heads, shoulders, bees, and toads

MEDIEVAL

Avalon


Ai vis lo lop


The name of the rose

POLAR

Lem from the North Country


A winter's tale

CAVELEM

Sacrifice


Fade to grey


A face in the crowd

I find it somewhat hard to work with the irregular terrain shapes of the Cavelem tileset. Especially because most of the other L2 tilesets are so "blocky". The only thing that comes in perfect squares in Cavelem are the steel pieces, and for perfect rectangles, there only exist 1 or 2 pieces at max. Simultaneously, there are no huge clumps of terrain, like in other tilesets with lots of irregular shapes (e.g., orig_dirt). This makes a lot of the Cavelem levels somewhat "skeletal" in their appearance. Which I guess fits the stone-age theme, to some extent - but it also makes it tough to create pretty and mechanically interesting Cavelem levels.


Finally, I've also made two changes to existing levels. Both of them benefitted massively from having the Slider added:


Theater

This one used to require a Climber leaping off the wall on the right and transition into a Shimmier. Before that, he would obviously have to float down. I've shifted this trick to a later level, when the player is already familiar with the Slider, so that the player might actually end up missing the Slider at that point, if I don't provide it on that level. :P

"Theater" meanwhile seemed tailor-made to become the Slider-introduction level (it's on the second rank). I've added a few more chunks of terrain at the top, to enforce wall-jumping from the Slider state (since the lemming would bump his head against the ceiling if he tries to jump directly from the top of each block to the next climbable wall).




Can't hold us

This flow-control level is much more interesting with the Slider! Before that, it featured an excess amount of Jumpers (many of which were substitutes for the L2 Runner). Here, the Slider can actually save time, by turning corners earlier than the crowd does.

Also, I had to fill that tennis racket up with tennis balls, so that you can't merely fence or bash into it partially (=using one of the gaps to cancel the skill and thereby turn around the entire crowd). Now, it's one solid chunk of terrain, so any destructive skill you assign will pass all the way through it. I think this should fix some of the backroutes that the early testers had already found. :D



I've also been making progress on the music front: 7 out of 12 tracks are done, at least in their rough form.
8-)
I can still edit them for details and minor fixes while the pack undergoes testing. The ones that I still have to do are Classic, Shadow, Polar, Space, and Circus.

Classic merely requires me to combine the tracks 2 and 4 from the Lemmings World Tour rotation (the Pachelbel canon and the "Now use miners and climbers" tune), by putting 2 behind 4.
I still want to remix track 4 a little, though, before combining it with 2 for the Classic track. Many of the World Tour tracks have some unpleasant spikes in the upper mids, guitar fret noises, overly punchy kick drums, etc. I didn't have as much experience with mixing five years ago, compared to now, so I may also release an updated version of the World Tour tracks eventually.

The Shadow and Polar tracks are pretty straightforward (despite the 5/8 time on Shadow). The main challenge with several of the L2 tracks is the increased use of chromatic notes, compared to the original and ONML tunes. So I have to listen more closely to identify correctly what I need to play in the first place. The fun part, in exchange, is adding a little more atmosphere to them, with various soundscape pads in the background. So far, I've done that on Egyptian and Cavelem.

The most challenging ones are Space (The Blue Danube) and Circus (Entry of the Gladiators / Over the Waves).
For these two, I've downloaded free MIDI files for The Blue Danube and Entry of the Gladiators. So I'll pick matching software instruments for those, and then add guitars, drums, and bass "manually" on top of that, as usual.

Therefore, the Space and Circus tracks may end up sounding closer to the original classical music pieces. Much like, on the World Tour tracks, I also ended up playing the real Rondo Alla Turca on guitar, rather than the Lemmings track that combines it with some other melodies halfway through. I do want Circus to eventually transition into Over the Waves, though. And that would be challenging to do only by ear and recording on the fly, because of the shift in tempo that goes along with it. Such sudden tempo changes should be programmed into the recording software before recording, so that the metronome considers them.

The problem is that the Lemmings tracks (for original Lemmings, ONML, and The Tribes) don't seem to have been recorded to a metronome. Therefore, recording the drums by just playing along with the original tracks always results in a huge timing hassle afterwards.

77
IIRC, the spear is indeed capable of popping balloons in Lemmings 2: The Tribes. I remember reading this in a spoiler tag somewhere here on the forums, where I first realised this was some sort of advanced / secret trick in Lemmings 2. 8-)

If a spear does pop a balloon, though, would that mean the spear already acts as terrain while in the air? Because obviously, the balloon would pop whenever hitting terrain of any kind. If the spear does act as terrain while in the air, though, then this could also be used to e.g. break the fall of fallers etc.

I don’t quite remember whether the spear already counts as terrain while in the air in the current SuperLemmix version; I guess the easiest way to tell is by looking at the Spearer in clear-physics mode.

78
Yes, I watched that Jacob’s Ladder video; I just didn’t fully realise how exactly it applied to the skill in motion.

So now I guess the frame where the brick swings into position from below refers to the vertical bricks of the ladder, whereas the bricks that swing into place from above are the horizontal bricks? ;)

79
Level Design / Re: Best way avoid make backroutes?
« on: July 29, 2023, 11:24:27 AM »
I don't think there are one or two hard-and-fast rules on how to fix backroutes in general. It's specific to the level, the terrain layout, the number and type of skills provided.

I also struggle to understand your post in other ways. ;) Among others, what do you mean by "enlighten the level"? Clear-physics mode?

Buttons can force the player to visit certain locations in a level, much like pickup skills. Pickup skills however additionally limit when a skill can be used (=not before you've visited location X), and are therefore better suited than buttons to enforce a specific order of events / skill assignments.

One-way arrows are a double-edged sword. Because while they limit the direction of destructive skills on the one hand, they can also provide hints from which side to approach an obstacle on the other hand - thereby actually making the level easier than if the one-way arrows weren't there.

A similar thing happened to me with a fire trap on a Lemmings: Hall of Fame level, where the trap being present would force you to dig at one point. Digging there is still necessary, in order to remove a chunk of terrain so that a Shimmier can continue through that section later on. But the fire trap made it obvious / inevitable to dig there, so I actually ended up removing the fire trap, in order to increase the entropy of the level.

The other thing with one-way arrows is that horizontal arrows are far less restrictive than vertical arrows. Because horizontal arrows can also be dug away from above, whereas vertical arrows can't be bashed away from either side. In other words, vertical arrows are "this direction only", whereas horizontal arrows allow all directions except the one opposing them.

The hint-giving aspect of one-way arrows can only be avoided whenever they are used as a fair version of manual steel. Meaning, you're not actually supposed to dig or bash through them in any way - they're merely trying to prevent you from going through chunks of terrain that can't be replaced by steel blocks (since steel often tends to be rectangular, and the level shape isn't always suitable for that). For the reasons just explained, whenever one-way arrows need to serve as pseudo-steel in this manner, vertical arrows are usually more effective, because they block more directions of destructive skills than horizontal arrows. But again, even that will depend on the level layout, and the skills provided.

It used to be the case that upward vertical arrows were the hardest to get through, but with the joint forces of Fencer and Laserer (especially the latter, since it can operate at a range) may have changed that.

80
Lemmings Main / Re: Which Lemmings was your first?
« on: July 29, 2023, 09:31:50 AM »
My first contact with Lemmings was X-Mas-Lemmings on Mac (the demo version that only featured four levels). Then came regular Lemmings on Mac; we had access to the DOS version, too, but my father always considered the Mac version superior (among others, because you could select skills in pause mode).

Then we got my father’s old Atari from the attic. Aside from games like Giana Sisters, Elite, Ballerburg etc., it also ran Lemmings and Lemmings 2: The Tribes (which we initially confused for “Oh No! More Lemmings” back then). Lemmings for Atari also featured a cheat mode, where you could automatically progress to the next level. Since we had always gotten stuck on certain levels in Tricky or Taxing (“From the boundary line”, “I have a cunning plan”, “Postcard from Lemmingland”, around that mark), this allowed me for the first time to at least look at all the levels in the original game. The only other option would have been to find the access code somewhere online, but of course, the internet was still in its infancy back then.

The Mac version also featured the level “Going their separate ways” instead of “All the 6s” (like Atari and Windows). We always found “Going their separate ways” more difficult. I used to think “Going their separate ways” was removed from the Windows version, due to the fact that you can’t select skills in pause mode making the level harder in Windows. But most likely, it was the other way round? Meaning, that “All the 6s” was removed for “satanic imagery”, and “Going their separate ways” introduced in the Mac version instead? ???

After the Atari phase, I’m not sure if we first picked up Lemmings 3D from a flea market, or if we had already discovered the actual Oh No! More Lemmings by that point in the meantime. As far as I recall, I played Oh No! More Lemmings on Mac again, though I never got as far into it as into original Lemmings (mainly due to the puzzles being much harder, such as Dolly dimple stumping many players out of nowhere after the pretty much trivial Tame rank).

Around that time, we also picked up one of the Holiday Lemmings CDs (the one with the Flurry and Blizzard ranks), so we finally got to enjoy a little more of the X-Mas sprites than just those first four levels that had first introduced me to the game.

With the memory of Lemmings 3D in mind, I got excited when I heard about another 3D Lemmings game being out there. In fact, what they meant by that was just Lemmings Revolution — which of course has 3D graphics, but the gameplay mode went back to that of the original 2D levels (technically with some levels featuring the wraparound gimmick).

Last in line was Lemmings Paintball, which was fun and different for a while, but is probably the game we played the least.

Lemmings 3 (An All New World of Lemmings) I never knew existed until I joined the forums.

81
Quote
No, I mean on the programming & graphics-maintaining side of things. Increasing the width of the Fencer tunnel isn't a simple case of changing a few numbers, it would mean completely re-drawing the sprite and the destruction mask to adapt to the change in the Fencing method (which itself wouldn't be trivial), and also re-programming the skill shadow. In other words, near enough rebuilding it to the point that it might as well be a new skill!

Since I'm now more aware of how much work this would be, it's something I'd probably only take on if people who were actually using SuperLemmix requested it.

Thanks for clarifying this point ;) . Indeed, I had never thought of widening the Fencer tunnel at a game-mechanics level, and I wouldn’t advocate for it, either. If I talk about widening a Fencer tunnel to make it Shimmier-friendly, that’s an in-game action the player can perform, by merely sending a single Basher down a Fencer tunnel (the Basher continues automatically, due to the downward-sloped terrain). Since Basher tunnels are 9 pixels high, they are not only Shimmier-friendly themselves (something namida intentionally took care of when first introducing the Shimmier), but can also make Fencer tunnels Shimmier-compatible.

In short: Leaving the Fencer as it is should indeed mean less work for everyone. :thumbsup:

Quote
And, in all honesty, it probably isn't a good idea to make any content for SuperLemmix during this transitionary period anyway. I'd advise people to hold off any big projects until I announce that a more or less stable version is on the way - and, I will absolutely make this clear when the time comes.

Yes, I thought of that yesterday, too — so thanks for confirming this.

I think my confusion arose from the simultaneous push by other SuperLemmix users to convert my packs to SuperLemmix — while at the same time, fundamental changes to the engine itself are still possible, due to that transitioning phase.

Specifically, jkapp76 reached out to me for that before I had even started using SuperLemmix at all. And jkapp76 isn’t “just a SuperLemmix player”, but someone who contributes to the development of the engine, too, by capturing sprites for it from Lemmings 2: The Tribes etc.

I guess what this demonstrates is that SuperLemmix players would already like to have something to play — whereas level designers can’t feel confident yet that any of the things they might create or convert will continue to run in the future.



That’s why NeoLemmix uses the distinction of “stable version”, “experimental version”, “release candidate”. I guess as long as SuperLemmix only uses regular version numbers (with the next being 2.5), players can easily assume it were a stable version.

Of course, “stable version” doesn’t mean “there will never be any changes again” (that would be the “final version” that NeoLemmix is currently working towards). Only that there most likely won’t be any fundamental changes, at least not frequently. Continuous maintenance, and possible updates going along with that, are of course still possible.

In NeoLemmix, content creation for experimental versions is clearly discouraged (aside from test levels). Hence, I haven’t created any levels involving e.g. portals yet.

With what you’re saying now, I take it that all of SuperLemmix is essentially still an experimental version. Rather than the current engine being stable, and version 2.5 being the next experimental version that might include some of the proposed new skills (like the Ballooner, potentially the Ladderer).

If that is indeed the idea, then it’s definitely too early to attempt converting any existing packs for it. In that case, I can only ask anyone who is already pushing for conversion of my packs to be patient. ;)

82
Great, thanks a lot, WillLem! :thumbsup:

I’ve been thinking about the Ladderer a few days ago, because I realised the specific skill interactions that would be possible in SuperLemmix, due to it already having the Spearer and Grenader.

For example, a lemming could jump into the niche created by a Grenader, or onto a spear sticking in a wall, turn around and create a ladder from there. If we already have the Ballooner at that point, flying up a non-Climber-friendly section (be it due to gaps and/or non-straight walls) and then turning around to ladder from the top would also be a thing.

Other interactions that would also have been possible in NeoLemmix are laddering down from a Laserer tunnel, or from on top of a Freezer (Stoner). We might also see zig-zag bridges, built by combining Builders and Ladderers, and/or Platformers.

When creating ladders from the end of tunnels created by destructive skills, interactions with the Miner might end up being the most common.
Due to the angular shape of the steps, it looks like there won’t be any “make skills go through” interactions, like with Builder/Miner and Builder/Fencer. But I’m not sure we’d need those for the Ladderer anyway.

With regards to the sprites, I would prefer the one on the right, where the steps are laid down from the top, rather than “swinging into position” from below.



PS: Since the Runner thread is locked now, I just wanted to clear up what I meant with “on an unrelated note” ;)

Spoiler (click to show/hide)

83
NeoLemmix Styles / Re: Missing piece L2 Sports tileset
« on: July 29, 2023, 08:12:04 AM »
Thanks a lot, eric! ;) Can we add it to the NeoLemmix version, too? Since that’s an official style, I don’t know who is allowed to make modifications to it / how officially maintains it.

84
Quote from: WillLem
I don't like the idea of anything assigning skills to a lemming other than player input, so "instant-assigning-pickups" or even the currently-in-development "permanent-skill-assigner" in NeoLemmix will not be making an appearance in SuperLemmix.

Then that’s in direct contradiction to the return of Radiation and Slowfreeze, because they do precisely that. :P

Quote from: WillLem
As to whether zombies should be able to grab pickups and add them to the panel for use elsewhere, I can't see any reason not to allow this, but I can see why there might be a case against it. Thoughts?

The key to making it transparent and intuitive to the player is consistency.
If you’ve already decided that Zombies should hit buttons, then they should also interact with all other “positive” triggered objects. That would include pickup skills.

(Traps would be “negative” triggered objects, whereas things like teleporters are triggered objects that I would consider neutral in and of themselves — whether they’re good or bad for the player depends on where in the level they are placed. For example, some teleporters teleport a lemming directly into a trap. :evil:)

That said, this argument is based on game mechanics; Proxima’s argument makes sense to me, too — it’s just that it’s more based on “flavour”.
This would spark questions like: “Is hitting a button a thing any lemming does automatically, by merely stepping onto them? Or is it an action the lemming performs when walking past the button?” :D

In the latter case, it’s not something an enemy would do; whereas in the former, even an enemy wouldn’t have any way of avoiding it.

85
I’m fine with the Runner, too — the part of my that is currently focused on designing Tribes-like levels prefers it over the Hoverboarder anyway. :D

Also, standing by my principle that I favour established skills over new ones, I’d rather not see the Hoverboarder become a thing in the first place than to see the Hoverboarder make the Swimmer redundant (up to the point of the Swimmer’s potential removal) one day.

Quote from: WillLem
Having given the permanence-or-not aspect of this skill a lot of thought, it's my thoughts that the Runner should be Walker-cancellable - this further consolidates the purpose of the Walker as a "property/action-cancelling" skill, whilst also meaning that the Runner state can be more extensively managed by both player and designer.

Yes — if the Runner is non-permanent, then the Walker should cancel it, just like it cancels the Shimmier.

Quote from: WillLem
To turn a Runner, I'd suggest that assigning another Runner to the same lem ought to do this. Again, reinforcing that Walkers only turn already-Walking lems. So, then, do Runners turn already-Running lems. Thoughts on this?

And interesting idea I had never even considered so far. :thumbsup: My only concern here is consistency: Wouldn’t we then consequently also expect it to be possible to turn a Shimmier around by assigning another Shimmier to it? Or turn a Jumper mid-air by assigning another Jumper to it? If we’re talking about the broader category of “non-permanent movement skills”. This would probably also include the Ballooner.

Quote from: WillLem
As for running-off-an-edge trajectory/action, I imagine that the lem ought to move at least a few pixels away-and-downwards from the platform's edge in a logarithmic arc before transitioning to Faller. This could potentially grant them a few extra pixels of fall distance - do we want this?

Yes, please! :thumbsup: That’s precisely the behaviour I’d expect, based on what most of us are probably used to from Lemmings 2: The Tribes.

On an unrelated note, it would simply look weird to me if the Runner had to come to a “hard stop” at the edge of a cliff and lose all of its forward momentum in an instant, only to transition to a regular faller right away.

86
Now you’re (probably unknowingly) bringing yet another gimmick into this — the “instant pickup skills” gimmick. ;)

When I say “Zombies could collect pickup skills in Classic Zombie mode”, this means these skills were added to the player’s skill panel. You merely had the Zombies collect them for you, too, rather than just regular lemming being able to do that job.

Only when combining the “Classic Zombies” gimmick with the “instant pickup skills” gimmick should these pickups consequently be assigned to the Zombies themselves.

I don’t think I’ve ever tried that specific combination on any of the Bedlam levels in my gimmick pack Lemmicks, though; hence, I’m not sure if this interaction actually does work out in practice the way I currently imagine it. I’m merely saying this is what I would logically expect to happen.

But if you combine Classic Zombies and instant pickup skills in this manner, it should e.g. be possible to have a Zombie run into a Bomber or Stoner pickup skill (in SuperLemmix, the latter would be a Freezer pickup) in order to kill that Zombie. Then again, a similar effect can be achieved by having the Zombie run into Radiation or Slowfreeze, now that they’ve been re-added to SuperLemmix.

87
As someone who has been one of the few users somewhat fond of Zombies within NeoLemmix, I’ll have to say even I am confused by the strange priorities we’re currently setting. :lem-shocked: Zombies so far have been a fringe occurrence in any NeoLemmix pack, even those that featured comparatively many of them (like Paralems).

I’ll just say it out loud:
Why are we even having these fringe discussions about adding more and more features to Zombies, while simultaneously considering fundamental game-breaking decisions like culling a long-established skill like the Fencer? :evil:

Even after changes like this have been added to SLX, I doubt people will create that many more Zombie levels. In other words, this will only affect a handful of levels anyway. Whereas some of the other changes that are being considered right now would have huge ripple effects.

So frankly, while the suggestions you’re proposing here make sense to me (like subtracting 1 lemming from the save count for every Zombie that enters an exit :thumbsup:), I don’t really care all that much about what happens to Zombies in SuperLemmix vs. NeoLemmix. It’s at the bottom of the priority list. The much more important part is not to damage the game by removing far more essential features, such as existing skills, only to try and make up for that by adding things that are, with regards to the vast majority of levels, trivial.

And keep in mind this is coming from someone who has made a comparatively large number of Zombie levels. Some users on this forum have never made a single level containing them.

88
This is what used to be called “Classic Zombies” in Very-Old Formats (NeoLemmix 1.43); it was one of the gimmicks. The effects of this can be observed on at least one level from Lemmicks (in the Bedlam rank).

I assume when you say “they interact with all other objects besides exits”, you don’t mean pickup skills? ;) Because Classic Zombies in Very-Old Formats could also collect pickup skills for the player.

I’m not sure if this should become a general design change, though. Again, I would assume there is a reason why this didn’t become the default behaviour for Zombies in NeoLemmix, even though it existed as an option for a while.

So when you say it will be added to the next version, does that mean adding the option of having Zombies interact with buttons and pickups? Or will it become the new standard behaviour?

89
Hell no! :evil: :lem-shocked: I see the point with the Stoner vs. Freezer, but just because skills have a slight similarity, that doesn’t make them redundant.

This is precisely the kind of discussion that I feared — I jokingly teased it for Stacker vs. Freezer. But now you seem to actually mean it, and this could spread to any other skill.

Quote from: “WillLem”
We now have the Laserer, which is a much better way to create a horizontally-upwards tunnel through terrain.

I beg to differ. I actually consider the Fencer superior for that purpose.

Have you ever tried connecting several Laserer tunnels with Builders?
;) I tried to make it work on a Lemmings: Hall of Fame level. I’ve found out the Laserer tunnels are too steep to be connected with Builders — there is remaining vertical height that only Climbers (perhaps Jumpers) can get over.

The Fencer is great because its angle is exactly the same as that of the Builder. This also enables solutions where Builders are used to make a single Fencer go through — much like the Miner can go down Builders, too.

The SuperLemmix Laserer, with its unlimited range, can also do a lot more “collateral damage” to terrain you don’t actually want to destroy, which the Fencer doesn’t do, and the NeoLemmix Laserer does to a lesser degree than the SuperLemmix one.

The Miner is not an appropriate comparison or replacement for the Fencer at all, since it obviously operates from the other direction than the Fencer. Worker lemmings would have to be sent on a completely different path in order to mine a crowd out vs. fence them out. Just compare the first two levels of Lemmings World Tour and then tell me again that a Fencer could be swapped out for a Miner. :lem-mindblown:

That’s also why comparisons to Lemmings 2: The Tribes aren’t helpful here, because the steeper angle of the NeoLemmix Fencer makes it much more useful than the “glorified Basher” that is the Lemmings 2: The Tribes Fencer.

Quote from: WillLem
Furthermore, both Miner and Laserer tunnels are already Shimmier-compatible - the Fencer would require significant work to meet this same standard

By “work”, I assume you mean “for the player” — not for you as the programmer? What exactly has changed about the Fencer or Shimmier that would cause you additional work at the moment? I’ll also reiterate that skills are far more integral to the game than Zombies & Co. ;)

The fact that the Fencer tunnel isn’t Shimmier-compatible from the get-go is precisely what can be used for interesting puzzles. In fact, I’ve done exactly that in Lemmings Open Air. Just like the fact that the Slider is more restrictive than the Floater, in terms of where it can get down safely vs. where it can’t, is an interesting restriction around which level solutions can be designed.



On a general level, though, I feel far less confident about creating any type of content for SuperLemmix (and yes, that includes porting my NeoLemmix packs over to SuperLemmix, which I’ve already started working on) as long as fundamental changes of long-established features are even just up for debate. :8():

Where is this supposed to end? If “it’s always been this way” isn’t an argument, are we eventually going to consider culling the Blocker, because the Freezer might be considered “superior”? :evil: You might say this is an exaggerated example, because the Blocker is one of the classic eight skills — but by itself, that’s just as much an appeal to tradition as making the same defence for the Fencer (or any other NeoLemmix skill, for that matter).

The Culling Frenzy is the primary reason I refused to shift to NeoLemmix New Formats a few years ago. I only did once the first new skill (the Shimmier) had been introduced, which added so much to the game that I was ready to give up fairly fringe features like Radiation and Slowfreeze for it. But I can already say I won’t start giving up established NeoLemmix skills for other new skills like the Spearer, Grenader, Ballooner etc.

I’ve stated previously that I’d rather see no new skills added to SuperLemmix than to see any further old ones (i.e., aside from the Stoner) removed from it.

For this discussion, specifically, keep in mind that “we now have the Laserer” is an argument that could also be made for NeoLemmix. If the Fencer and Laserer were that similar, the Laserer wouldn’t have been introduced into NeoLemmix in the first place.



I think you weren’t around yet at the time, but during the shift to New Formats, Nepster proposed to cull the Disarmer (arguably the least-used NeoLemmix skill). Even that didn’t happen. ;) So don’t expect to get a more positive response regarding arguably one of the most useful NeoLemmix skills, which is precisely what the Fencer is. And thus far, the poll results are in accordance with that perception.



Finally, another historical anecdote: During the shift to New Formats, Nepster once said that “existing content were irrelevant”. Granted, this was a more controversial statement at the time, since with the name “NeoLemmix” remaining, that of course comes with a stronger expectation that Old-Formats content should be made available in New Formats than SuperLemmix being an engine of its own. Then again, SuperLemmix is also still being referred to as a “fork” of NeoLemmix.

I still stand by what I said back then: I have yet to hear somebody convincingly explain to me the actual benefits of culling anything — aside from making programming easier. For the latter reason, I understand why e.g. the gimmicks were culled from NeoLemmix. But from both a player and level designer perspective, where’s the use in “taking some of people’s toys away”?

Culling therefore seems especially inappropriate for SuperLemmix, which so far prides itself of offering more options to players and level designers alike. If I recall correctly, you said that “more options” is the only main “philosophy” SuperLemmix has so far ;) (rather than, as I initially understood it, “more of a mix between puzzle and execution difficulty, compared to NeoLemmix”).



I don’t like to escalate such discussions, since I honestly believe, with regards to culling, we shouldn’t be having them in the first place.
But precisely for that reason, as explained above, I’ll always side with the established skills over the chance to play with fancy new toys.
Therefore, I’ll make this as clear as possible:

If ANY further NeoLemmix skills are indeed removed from SuperLemmix for real, I’ll return to NeoLemmix and won’t look back.
Not as a “threat”, but simply because this will then be the only way to keep using those skills.
And because I cannot trust an engine enough to invest time and effort into it if it keeps changing in such fundamental regards. It’s one thing if the behaviour of an existing skill is changed (such as what we’re doing with Swimmers at the moment). But where changed skill behaviour might make replays breaking more likely, outright removing skills is guaranteed to destroy both existing solutions and existing levels. By that, I don’t just mean old converted content, but also any dedicated SuperLemmix levels that are created in the meantime.

If it ever gets to that point, I’d also request the removal of any unofficial conversions of my packs for SuperLemmix. Yes, that would be me “taking people’s toys away”, but only because I could no longer guarantee that my NeoLemmix levels ported to SuperLemmix (such as Lemmings World Tour) would continue to work. Fewer and fewer levels in these unofficial conversions would feature a solution I actually intended, so with two skills missing, I wouldn’t want those packs to keep running under the same names (and therefore also under my username) as the NeoLemmix versions.

As stated before, I’m working on an official SuperLemmix conversion of Lemmings World Tour, with modified intended solutions; so those I’d actually get to sign off on. However, that’s enough work with just one skill (Stoner vs. Freezer) being different. Swapping Stoners for Freezers often just requires the level designer to replay the level exactly as before, and manually assign Freezers in the spots where Stoners used to be assigned. After that, the majority of levels will play out the same way.

This would not be the case if Fencers had to be replaced with Laserers. GigaLem has already outlined a few differences, I’ve added a few more. I can think of a couple of my World-Tour levels just off the top of my head that would become completely unworkable with Laserers instead of Fencers. And that’s just the ones I can name by heart; most likely, there would be a lot more.



So, as you can see, I’m still willing and eager to commit and contribute to SuperLemmix, in parallel to NeoLemmix. :thumbsup:
Both in form of original, dedicated levels and converted level packs.
But discussions like these don’t make it easier for me. :8():

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In a broader sense, if the Hoverboarder can skip traps, it might even be questionable why he should even be able to exit. ;) That's basically how Ghosts used to work in NeoLemmix 1.43 (Very-Old Formats). Since Ghosts could never exit to begin with, that wasn't a problem. But I don't think we want the Hoverboarder to be unable to exit.

Of course, I don't think this should be a problem coding-wise, since the Disarmer already is a skill that responds differently to trap triggers while still responding the same way as any other lemming to pickup skills, buttons, and exits. So the distinction between how a given skill interacts with different types of triggers is already in place.

Quote from: WillLem
How does the player know whether the Hoverboarder will make it over the trap's trigger area? If the only answer is CPM, then either all traps should always be bypassed, or none should.

The other obvious answer would be skill shadows, which don't require the player to activate CPM. :P But I guess given your aspiration that levels in SuperLemmix should ideally also be solvable in classic mode, relying on skill shadows would probably be considered "just as bad" as relying on CPM?

Then again, without skill shadows, you can't be sure for any skill whether it will make it past a trap in the first attempt or not. Not just with regards to the size, but also the position of the trap trigger. Some traps have their trigger areas very far off to one side (e.g. the Frog trap from L2 Outdoor, or the Flower traps from L2 Highland). Even if you merely try to build over them, building one frame too late can make you build into the trap trigger area, whereas building one frame earlier would have gotten the lemming over the trigger area safely. Same for the Jumper or the Glider.

With that in mind, I don't see why this would be a problem for the Hoverboarder specifically. Much like players learn to anticipate the length and height of Builder staircases with increasing practice, they will also learn to judge whether a Hoverboarder will make it over an obstacle by himself, or whether he might need additional support, e.g., in form of a Jumper.

Yes, the trigger area is a property of each individual trap, not a property of the Hoverboarder skill. But again, the same is true for the Builder: Technically, the player has to memorise / develop an intuitive feeling for how high the trigger area of each trap is, and where in the sprite of the trap it is positioned, in order to reliably assign Builders in the correct spots to get over those traps safely in the first attempt, without relying on skill shadows and/or CPM.

The only way to avoid this - for the Builder, the Hoverboarder, the Jumper, as well as any destructive skill that can go underneath a trap - would be to standardise the trigger areas for all triggered traps. That's basically what they did in Lemmings 2: The Tribes, where all trap triggers are only 1 pixel large.

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