Currently, the only thing that's drawn to a higher layer than the lemmings themselves is the lemming "effects" (such as the Timebomber countdown, portal warp, balloon pop, freezing/unfreezing overlays, etc)
The layers are structured like this, from soonest -> latest in draw order:
To achieve what you're suggesting, we could allow paint gadgets to be drawn to the "Effects" layer, but there are 2 potential issues with this, both of which add what I would consider to be undue complexity:
1) Existing lemming effects may still be drawn above the paint gadget. There may be a way to ensure that this doesn't happen, but it isn't a gimme.
2) Perhaps more importantly, we'd be introducing a way to potentially hide lemmings from the player. The community in general is already fairly prickly when it comes to hiding things like traps, exits and steel. Even speaking as someone who doesn't mind the odd hidden object now and again, hiding the lemmings is definitely a step too far. I do realise that this isn't what you're suggesting, and I can imagine that the effect you've described could look very cool. But, to avoid controversy, we'd have to implement some way to "reveal" the lemming when the cursor is over them, which adds further complexity to the feature. The more complex the feature, the more prone it is to bugs and the more justification it needs.
Then again, with all that said, I do like the idea you've suggested and I'd be interested to see if it could be made to work. If it isn't too problematic to set up, I personally wouldn't mind allowing paint objects to be drawn to the Effects layer. The only thing I'll rule out for definite is adding another rendering layer just to support this very niche feature. The rendering is already stretched pretty far as it is in SuperLemmix (given the 32-bit platform), so anything we can do to reduce the load is desirable.
Let me look into it and see what's possible.
The layers are structured like this, from soonest -> latest in draw order:
Code Select
TRenderLayer = (rlBackground,
rlDecorations,
rlGadgetsLow,
rlShadowsLow,
rlTerrain,
rlLemmingsLow,
rlOnTerrainGadgets,
rlOneWayArrows,
rlGadgetsHigh,
rlTriggers,
rlShadowsHigh,
rlObjectHelpers,
rlParticles,
rlLemmingsHigh, <--- vast majority of lemming states are drawn here
rlEffects); <--- effects are drawn here
To achieve what you're suggesting, we could allow paint gadgets to be drawn to the "Effects" layer, but there are 2 potential issues with this, both of which add what I would consider to be undue complexity:
1) Existing lemming effects may still be drawn above the paint gadget. There may be a way to ensure that this doesn't happen, but it isn't a gimme.
2) Perhaps more importantly, we'd be introducing a way to potentially hide lemmings from the player. The community in general is already fairly prickly when it comes to hiding things like traps, exits and steel. Even speaking as someone who doesn't mind the odd hidden object now and again, hiding the lemmings is definitely a step too far. I do realise that this isn't what you're suggesting, and I can imagine that the effect you've described could look very cool. But, to avoid controversy, we'd have to implement some way to "reveal" the lemming when the cursor is over them, which adds further complexity to the feature. The more complex the feature, the more prone it is to bugs and the more justification it needs.
Then again, with all that said, I do like the idea you've suggested and I'd be interested to see if it could be made to work. If it isn't too problematic to set up, I personally wouldn't mind allowing paint objects to be drawn to the Effects layer. The only thing I'll rule out for definite is adding another rendering layer just to support this very niche feature. The rendering is already stretched pretty far as it is in SuperLemmix (given the 32-bit platform), so anything we can do to reduce the load is desirable.
Let me look into it and see what's possible.
. Sorry about that.
Like around 100 or fewer levels would probably be best.
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