10036
NeoLemmix Main / Re: NeoLemmix (Player: V1.20n-B | Editor: V1.20n-C)
« on: September 21, 2014, 01:23:06 PM »
Known bug in NeoLemmix: When the Backwards Walkers gimmick is in effect, if a builder hits terrain, sometimes he ends up one pixel inside it. I haven't yet determined whether this can also happen with Platformers. I need to investigate further as to what causes this (and whether it affects Platformers too) before I can make a fix, but I'll make sure it's fixed before the next update.
EDIT: Alright. Fixed that. It does indeed happen with Platformers too, fixed that too (although it's MUCH harder to trigger it with platformers than builders anyway). Also, I finally did something about that pesky "gap in the staircase" issue when turning a builder with a blocker.
I've also added a couple of the suggested gimmicks, specifically:
- Lemmings turn around when a skill is assigned to them
- When a skill is assigned, all other skills count down instead of the one that was used
And I'm about to have a go at implementing the one where any skill that's assigned is assigned to *all* lemmings that are able to do it.
EDIT: Implemented it. However, I explicitly made it not apply to Cloners, as otherwise the lemming count gets out of hand extremely quickly - just 4 cloners in an average level (80 or 100 lemmings) can result in over 1000 lemmings, which causes major lag. It does apply to all 15 other skills.
Known bug in NeoLemmix Editor: When copying/pasting objects, only the traditional attributes get copied/pasted. This is fixed for the next update.
Known bug in NeoLemmix Editor: Sometimes it's possible to select steel that doesn't actually exist (only happens when Steel In Background is disabled). Fixed for the next update.
Known bug in NeoLemmix Editor: When trigger area rendering is enabled, some "ghost" trigger areas appear near the top-left corner. Fixed for the next update.
Some other changes for the next version include confirmation boxes when changing formats in a way that could result in loss of information (such as downgrading from Extended Format to Standard Format, or switching between Lemmix and Lemmini -based styles), and the style selection box defaulting to (though not automatically selecting - you still have an opportunity to choose otherwise if you want!) a Lemmini style when opening a Lemmini level (or vice versa - if a Lemmini style is the first one in your list, and you try to open a Lemmix level, it will default to the first Lemmix style in the list).
Also, one long long LONG overdue feature that I'm including in the next update of NeoLemmix (and likewise supporting in the next editor update) - horizontal flipping of terrain! I'll probably implement it for objects too at a later date.
EDIT: Alright. Fixed that. It does indeed happen with Platformers too, fixed that too (although it's MUCH harder to trigger it with platformers than builders anyway). Also, I finally did something about that pesky "gap in the staircase" issue when turning a builder with a blocker.
I've also added a couple of the suggested gimmicks, specifically:
- Lemmings turn around when a skill is assigned to them
- When a skill is assigned, all other skills count down instead of the one that was used
And I'm about to have a go at implementing the one where any skill that's assigned is assigned to *all* lemmings that are able to do it.
EDIT: Implemented it. However, I explicitly made it not apply to Cloners, as otherwise the lemming count gets out of hand extremely quickly - just 4 cloners in an average level (80 or 100 lemmings) can result in over 1000 lemmings, which causes major lag. It does apply to all 15 other skills.
Known bug in NeoLemmix Editor: When copying/pasting objects, only the traditional attributes get copied/pasted. This is fixed for the next update.
Known bug in NeoLemmix Editor: Sometimes it's possible to select steel that doesn't actually exist (only happens when Steel In Background is disabled). Fixed for the next update.
Known bug in NeoLemmix Editor: When trigger area rendering is enabled, some "ghost" trigger areas appear near the top-left corner. Fixed for the next update.
Some other changes for the next version include confirmation boxes when changing formats in a way that could result in loss of information (such as downgrading from Extended Format to Standard Format, or switching between Lemmix and Lemmini -based styles), and the style selection box defaulting to (though not automatically selecting - you still have an opportunity to choose otherwise if you want!) a Lemmini style when opening a Lemmini level (or vice versa - if a Lemmini style is the first one in your list, and you try to open a Lemmix level, it will default to the first Lemmix style in the list).
Also, one long long LONG overdue feature that I'm including in the next update of NeoLemmix (and likewise supporting in the next editor update) - horizontal flipping of terrain! I'll probably implement it for objects too at a later date.