From
this topic - the bug being reported is that assigning a new skill in "Blue R" (Replay Insert) mode silently overwrites any other skill assignments to other lems on that frame. I usually get around it by framestepping forwards and backwards to make sure I'm not going to overwrite an assignment, but - when I think about it - that's a pretty naff thing to have to do.
So, my thoughts are that one of 2 things should happen here, and one of them will be added to the SuperLemmix wish list in due course:
1) The old assignment should be detected, and the new assignment shouldn't be allowed. Now that we have the Assign Fail sound, this sound can be used here to signify that there is some reason the assignment can't be performed on that frame. An onscreen graphic saying "there is already an assignment on this frame" could also be helpful.
2) Both assignments should be allowed. Since Namida has described this as a "change of ... magnitude", I imagine that either it's something that will take a lot of time and effort to implement, or something that could open up the engine to a lot of bugs, or something that just isn't easy to figure out how to do. Since I'm now more familiar with the codebase, I know a bit more about how the replay system works, but not enough to take on something like this without a bit of help.
So, it's really a case of - which do we prefer?
If the former, I can't imagine that being
too difficult to set up. Create a new flag whenever a successful assignment is made, and then check for that flag when making new assignments in Replay Insert mode - there's likely a bit more to it than that, but I at least have some idea how to get started.
If the latter, then I'll need help looking at it and figuring out what the first step is. Maybe Simon and I can add it to the list of things we may look at together? Mayba Namida won't mind casting a quick eye over it - if you can get me started, I'll figure out the rest?
Meanwhile, I do need to find ways to make some of the game features a bit more prominent. Onscreen graphics is one way to achieve this, but I'm having a lot of trouble figuring out exactly how to do this. Windows "Show Message" is easy enough, but not very video-gamey. I'll keep looking into it, because there are now several aspects of the game which probably need it.