lemmings
walker, faller, and splatter
one intentional difference from L3D's behavior
What is the difference? I'd guess that you want to make falling (after walking off a cliff) straight vertical, with no lateral velocity, and have them land at the exact same lateral coordinates regardless of how far they fell.
You mentioned you're using a cross-platform framework for this. Which one is it, if you don't mind me asking?
And one last thing for today. :D
https://youtu.be/p2UZSeVu-Mg
This is looking great!
For some reason I'm getting a bit motion sick from the way the full-height type background moves though, and I don't remember this happening to me in the original game. :lix-sick: Other than that, things are looking good so far.
Do you have any plans for the camera movement? Will you try to replicate the keyboard movement from the original game, or come up with something a bit more modern/intuitive? Personally I always imagined Lemmings 3d would be great with modern fps game controls; you move with WASD, raise and lower with space and lctrl, point at things with your cursor and just click and assign skills to lemmings. Think minecraft creative mode controls. :lix-tongue: