2. I have had an instance in one of my recent levels where someone actually used the jumping up in the air and not grabbing a ceiling to initiate a glider earlier off an edge by using the shimmer near the edge.
3. I'm not even sure if this is supposed to be intended behaviour but a climber can become a shimmier before if hits its head on the ceiling, just want to clarify this also.
1. It can stop bashers, miners, diggers, fencers, builders, platformers etc by jumping up in the air and obviously the actual shimmier animation will not be very useful in these instances. This is pretty much identical to what a walker does.
I am sure I remember that there was a discussion specifically about the shimmier/glider interaction. Neither of Icho's links contains this. It would be useful for this topic if it could be found. (I've tried using the search feature, entering "shimmier glider" in the search box, but it hasn't located the topic I was looking for.)
Strato:
5) Will it be possible to (ab-)use the Shimmier merely for height gain, for example to get above an updraft and then assign a Glider?
Nepster:
5) This will most likely be a side-effect of how the reaching mechanics will be implemented.
Strato
The most important takeaway for me here is that I significantly overestimated the vertical reach of the Shimmier, and that I should really think of it more as "reaching" than jumping (after all, the jumper needs to have enough own dedicated purposes once it gets introduced later on, right? :D ).
Nepster:
Exactly!
It the Shimmier cannot be limited then why is the Platformer limited to when you can make a platformer bridge?
In my opinion the NL platformer is badly designed compared to the Lix one, but it's been around for too long to change how it works now.
I think the opposite way here. The NL platformer is the only platformer that is totally consequent about being horizontal with no height gain at all.
2. I have had an instance in one of my recent levels where someone actually used the jumping up in the air and not grabbing a ceiling to initiate a glider earlier off an edge by using the shimmer near the edge.
It the Shimmier cannot be limited then why is the Platformer limited to when you can make a platformer bridge?
- The Platformer is not supposed to gain height. However, if it were possible to assign a Platformer while a lemming is walking on completely flat terrain, he would still gain 1 pixel of height. This could potentially be abused.
It the Shimmier cannot be limited then why is the Platformer limited to when you can make a platformer bridge?
Of course, I'm not sure what the implications of this would be for existing levels, but it could make the platformer that bit more useful.
the platformer would then also cover a large chunk of the walkers job. Giving more and more usage to a skill can be a bad thing as it makes others more redundant, it's not all about making it as useful/powerful as possible.
the platformer would then also cover a large chunk of the walkers job. Giving more and more usage to a skill can be a bad thing as it makes others more redundant, it's not all about making it as useful/powerful as possible.
To be honest, since posting I realised that walkers can do what I was suggesting anyway. How about the platformer "sensitivity", i.e. the position of the Lemming relative to the edge from which they are about to platform - there are definitely cases where it seems like they should be able to, but then the skill isn't assigned and they simply fall off. I wish I could find an example...
the platformer would then also cover a large chunk of the walkers job. Giving more and more usage to a skill can be a bad thing as it makes others more redundant, it's not all about making it as useful/powerful as possible.
To be honest, since posting I realised that walkers can do what I was suggesting anyway. How about the platformer "sensitivity", i.e. the position of the Lemming relative to the edge from which they are about to platform - there are definitely cases where it seems like they should be able to, but then the skill isn't assigned and they simply fall off. I wish I could find an example...
I would still simply say leave it as it be. The sideffects can still be quite large and unpredictable and the skill is already implemented for so long that just a ton of stuff is relying on exactly this implementation.
At some point further tinkering other than straight up bug fixing does just more harm than good and in this case the gain is rather small.
That's also why newer skills always had these huge topics where we discuss the exact implementation, then a experimental comes where the skill is still being changed and only after that an actual release happens. Then the behavior is considered stable so that actual content can rely on it.
the platformer would then also cover a large chunk of the walkers job. Giving more and more usage to a skill can be a bad thing as it makes others more redundant, it's not all about making it as useful/powerful as possible.
To be honest, since posting I realised that walkers can do what I was suggesting anyway. How about the platformer "sensitivity", i.e. the position of the Lemming relative to the edge from which they are about to platform - there are definitely cases where it seems like they should be able to, but then the skill isn't assigned and they simply fall off. I wish I could find an example...