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SuperLemmix / [SUG] Object updates
« on: March 22, 2024, 12:36:09 AM »
Since a lot of new objects have made their way into SLX, it's time to look at what we can get rid of.
Splitters - these will be kept
Splitters are particularly problematic code-side, and I've personally never found them to be particularly useful as a designer or enjoyable to encounter as a player. So, unless there are any objections from people who currently use SuperLemmix, these will be removed shortly.
Teleporters/Receivers - these will be kept
Now that Portals are a thing (and a much more useful thing at that), I'm not sure if we need Teleporters any more. This one is very much up for discussion, though; these will not be removed unless others agree that they aren't needed. If there are no replies, these will be kept.
Paint/Background
These both achieve more or less the same thing: a no-effect object that doesn't have a trigger, and is only there for decoration. My instinct here is to merge these into a single object (likely "Paint", to remove the confusion between "Background" and background images, which are in fact a different thing), which can then be drawn wherever the designer likes (e.g. in the background or on terrain as decoration) by using the "No Overwrite" and "Only On Terrain" properties. I'll wait for feedback before actioning this - if there are no replies, this one will go ahead.
Animation/Single-Shot Animation
These are triggered animations that can be used mainly for fun, or to delay a lemming - they don't remove the lemming like traps do. However, I'm thinking these can be merged into traps; we can check a trap's .nxmo for "NO_REMOVE" or something similar (that way there's no need to change existing traps), and then the trap would essentially become an "animate only" object. I'll wait for feedback before actioning this - and, if it turns out that there are lots of existing animation objects in the styles, then that might be enough to put me off this one!
Splitters - these will be kept
Splitters are particularly problematic code-side, and I've personally never found them to be particularly useful as a designer or enjoyable to encounter as a player. So, unless there are any objections from people who currently use SuperLemmix, these will be removed shortly.
Teleporters/Receivers - these will be kept
Now that Portals are a thing (and a much more useful thing at that), I'm not sure if we need Teleporters any more. This one is very much up for discussion, though; these will not be removed unless others agree that they aren't needed. If there are no replies, these will be kept.
Paint/Background
These both achieve more or less the same thing: a no-effect object that doesn't have a trigger, and is only there for decoration. My instinct here is to merge these into a single object (likely "Paint", to remove the confusion between "Background" and background images, which are in fact a different thing), which can then be drawn wherever the designer likes (e.g. in the background or on terrain as decoration) by using the "No Overwrite" and "Only On Terrain" properties. I'll wait for feedback before actioning this - if there are no replies, this one will go ahead.
Animation/Single-Shot Animation
These are triggered animations that can be used mainly for fun, or to delay a lemming - they don't remove the lemming like traps do. However, I'm thinking these can be merged into traps; we can check a trap's .nxmo for "NO_REMOVE" or something similar (that way there's no need to change existing traps), and then the trap would essentially become an "animate only" object. I'll wait for feedback before actioning this - and, if it turns out that there are lots of existing animation objects in the styles, then that might be enough to put me off this one!