6.) Shimmiers will stop if the ground gets too close to their feet. I don't have the exact threshold here as in clear physics mode I think you can't currently see the exact position pixel of the shimmier. Can you give the exact ammount here, Nepster? ??? (Bottom left chamber)Depending on the shimmier frame, the lemming sprite is 8 or 9 pixels high. The phyisics position of the lemming is 9 pixels below the ceiling, i.e. is one below the feet if the sprite is 8 pixels high, and at feet level if the sprite is 9 pixels high. A shimmier will transition to a walker, if the space between ceiling and ground is at most 9 pixels, i.e. if between (and including) the physics lemming position and the ceiling there is at least one solid pixel. In particular this meanse, that the basher tunnel with its 10 pixels height is the smallest tunnel a shimmier can traverse.
7.) Shimmiers can use the checkerboard mechanic to go up. So inverted to walking where lemmings can't go up. (Bottom left chamber)
8.) Shimmiers can't use the checkerboard mechanic to go down. Again, inverted to walking where lemmings can go down. (Bottom left chamber)
I think 7.) and 8.) are choosen right by Nepster as Lemmings "walk" upside down with their hands here, but I think this will be the most controversial points out of these.
And there were gamers living in front of their screens nearby, keeping watch over their lemmings at night. Nepster appeared to them, and told them of possible crashes of their beloved game, and they were terrified. But Nepster said to them, “Do not be afraid. I bring you good news that will cause great joy for all the tribes. Today in the town of namida a Shimmier has been born to you; he is the new skill, the 18th. This will be a sign to you: You will find a lemming wrapped in blue clothes and hanging from a ceiling."
Okay, just a question: In my thread about anticipated Shimmier behaviour, Nepster said the plan was for Shimmiers turned into a bomber or stoner to explode instantly (=at the ceiling). Currently, they turn into ohnoers and fall down.
This is consistent behaviour so far, so I don't have a problem with it, I just wanted to ask whether this is intended or not, because its a slight deviation from the "original" plans.
The only confusing part about it is that the skill blueprint of the Bomber when hovering the mouse over a Shimmier pretends the skill was going to make a dent into the ceiling, when that can actually never happen.
Seriously, what a great Christmas present to the community! :thumbsup: I was kind of secretly hoping for this to happen, but didn't really dare to... I hope you didn't work over the holidays to get this ready, but had it finished a couple days early and just waited for the appropriate time to release it? ;)If I had it ready before Christmas, I would have released it then. But during the past week, I had more free time than in the whole past month, and I put it to good use. :)
Okay, just a question: In my thread about anticipated Shimmier behaviour (https://www.lemmingsforums.net/index.php?topic=4000.msg72873#msg72873), Nepster said the plan was for Shimmiers turned into a bomber or stoner to explode instantly (=at the ceiling). Currently, they turn into ohnoers and fall down.Thanks for mentioning this. The OhNoing is not intended and I still feel that instant explosions would be more consistent.
Thanks for mentioning this. The OhNoing is not intended and I still feel that instant explosions would be more consistent.
Do we have sprites for Christmas lemmings yet?No. Good point. This is another item on my ToDo-list. If anyone wants to step up an adapt the christmas sprites, they are very welcome to it.
But so far, I can't use them yet because I still get an error that the lemming animation metadata for the Reacher can't be found (and I guess for the Shimmier as well; Reacher just comes first in the alphabet, hence it's probably just the first error message).Assuming you have just recolored them, not changed their size, moved some sprites, ..., the fix is pretty simple: Copy the file "scheme.nxmi" from "styles/default/lemmings" to your folder with the curstom lemmings sprites. This file contains some meta information about all the lemming animations, e.g. where the image should be placed relative to the in-game physics position of the lemming. At the moment the game wants to read these information for the reacher and shimmier from the file, but doesn't find it, returning the error message you see on your screen.
Would you prefer reports of shimmier bugs be posted in this topic, or in the Bugs / Suggestions board as usual?Either way is fine for physics bugs, because I will have to fix them before releasing the stable version anyway. For low-priority bugs that may not even have anything to do with shimmiers, or suggestions for UI-improvements, I would prefer to have a separate thread, which can be closed independantly from this shimmier thread.
we have a tunnel that's vertically *just* too short for a shimmier (or maybe even shorter than that), followed by a drop (but the ceiling continues). If you assign a shimmier to a lemming on the last pixel before he drops off the edge, he can shimmy from that point.
Let's suppose we have a tunnel that's vertically *just* too short for a shimmier (or maybe even shorter than that), followed by a drop (but the ceiling continues). If you assign a shimmier to a lemming on the last pixel before he drops off the edge, he can shimmy from that point.Good find! Totally agree that this should be changed.
Also, I'm really not sure about the Shimmier's placement in the skill order. I know in general there's an intention to overhaul the order altogether, but as far as the current system goes - I feel it should come either between Disarmer and Bomber, or between Blocker and Platformer, with me leaning a bit more strongly towards the latter. Reasoning: It's a short-term ability that's used instantly and is gone once the lemming stops performing the action, but doesn't modify the terrain in any way, similar to the blocker. Reasoning behind between Disarmer and Bomber: It gives a lemming a movement ability, like permanent skills do; but unlike them it is not permanent so shouldn't be in the middle.Yeah, I should probably start on the whole skill reordering business soon. I have a few free days this week, so chances are decent that I might finally find some time for it.
Another thing I've noticed: When a Shimmier gets towards a piece of terrain that is slightly higher than the position of his feet, he performs the Hoister animation (like a Climber does when he's done), without actually being a Climber.Yes, this is totally intended. It was the only decent-looking way (I found) to transition from shimmier to a walker on a high ledge.
I actually find this pretty neat - I just wanted to ask whether it was intended or not? It seems to be the Shimmier equivalent of the "six-pixel jumps" that Walkers can perform.
I also don't see any other way to do this, because the core rules say that every 1-pixel gap should be enough for a lemming to slip through. And since transitioning from a Climber into a Shimmier is possible, but not from a Shimmier into a Climber, the Shimmier needs to gain some height automatically when shimmying towards a platform that lies lower than the ceiling he's holding on to (=i.e. there is a gap he can slip into), but higher than the position of his feet.
Yes, this is totally intended. It was the only decent-looking way (I found) to transition from shimmier to a walker on a high ledge.
Yes, this is totally intended. It was the only decent-looking way (I found) to transition from shimmier to a walker on a high ledge.
Let's suppose we have a tunnel that's vertically *just* too short for a shimmier (or maybe even shorter than that), followed by a drop (but the ceiling continues). If you assign a shimmier to a lemming on the last pixel before he drops off the edge, he can shimmy from that point.Fixed now.
That begs the question though: Would there be any need to make the vertical option viable as well? i.e. placing a pre-placed climber on a wall in a state of already-climbing.
Do you have any specific use cases in mind that can't (easily) be done without such a feature?