How do you make a trapdoor drop lemmings to the left?
Lemmings will walk to the left iff all of these apply:
- The level is played in multiplayer,
- there is no horizontal wraparound and
- the trapdoor's lemming entry point is on the right half of the level.
I haven't made a custom directory selector for the hatches, as I've thought that the current system would work. It's not documented yet, however.
Sometimes it asks me to save the level before exiting, even though I've just saved it. Then when I hit "no" and go back to the menu, the level is blank. I think this happened when I saved it in a lvl file (copied over from Lemmix) instead of a new txt file.
The things are probably still written in the .LVL file, but in L++ format. If you rename the file to .TXT, it will be openend properly again, as the program uses the extension to determine the data format.
I should do something about this, as it is very irritating. Either implement saving LVLs natively, but this will be a problem in case they're played in Lemmix, as I neither read, use nor save steel areas. Or always make sure that trying to overwrite a LVL file always generates a new TXT file. Not relying on the extension is also good, but managing the file folders might become more uncertain for the user who uses Lemmix with the same files.
Sometimes the terrain pieces seem to "group" together - when I click on a particular one, it selects a whole lot of others as well.
If you're not using the frame-dragging button or its hotkey Shift, then it's a bug, although I haven't seen it before.
Selection boxes mess up when I drag over a large area on a level with wrapping. They flip over when you get halfway around the level, and cover the other half instead.
I still wonder what the best method is for determining what way the user wants to select things. Do they also wrap around when they fit on a single screen? In that case, it should always go with the rectangle that doesn't go offscreen.
For consistency with Lemmix, I think it would be better for map sizes and terrain grids to be multiples of 8 (or 16 since everything is doubled here) instead of 10.
Very good thing, I will swap the 5 for the 16. I need the 10 in some cases for my self-drawn objects.
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Steve:
Thanks, I will add those levels into the next version, so everybody can select them from their folder.
geoo:
Not copying the physics from L1/ONML/... exactly was actually my biggest fear when I thought about presenting my game on these forums in the past. If they're playable and fun, and even feel nice for regulars here - then that's really good. :-)
-- Simon