Author Topic: Feature requests for SuperLemmini V1.03  (Read 13074 times)

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Offline Nepster

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Re: Feature requests for SuperLemmini V1.03
« Reply #15 on: May 19, 2016, 07:09:22 PM »
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I think I can add this to 0.013. Would it be fine for now if it's placed in the Level menu (the menu-bar item, not the one that lists levels), just below Restart Level?

That should be fine, as long as you give it a hotkey too.
Placing "Replay Level" (or similar) in the main menu doesn't really solve the problem of restarting the level in a fast way after making a mistake. But as namida said, having a hotkey to restart+replay the level that can be pressed while playing the level would be more than sufficient. 

Online Simon

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Re: Feature requests for SuperLemmini V1.03
« Reply #16 on: May 21, 2016, 02:25:12 AM »
To be honest, I consider these features to be cheats, similar to save states and slow motion in emulators, so I feel that these shouldn't be available during normal gameplay. With that said, forward frame stepping is already available if you enable cheat mode (enter 0xdeadbeef as a level code, then press C while playing a level): just click any part of the level to advance the frame. And I am willing to add a checkpoint system, though I doubt it would be anywhere near easy.

You have to decide what SuperLemmini is.

Is execution a desirable challenge? Levels become half puzzle, half execution: We shall think about the level first, then shepherd the uncontrollable rodents. Framestepping, savestating, and action-replay are all bad. Remove action-replay to bring SuperLemmini closer to your goal.

Or is puzzle solving the only challenge? Then execution is a hassle, you should minimize it. Action-replay, savestating and framestepping are excellent ways for this. Maybe there are even better ways to remove execution, but we haven't explored them yet.

Some prefer the puzzle-execution mix, some prefer only puzzles. You cannot please both expectations.

After thorough experience in both designs, most players prefer pure puzzles over puzzle-action singleplayer. Few want difficult execution back in Lemmings after playing without. We scratch the action-puzzle itch with multiplayer Lix.

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Regarding timed bombers, I don't want to remove them completely, though I'm willing to make them an option to level designers (and even make instant bombers the default). I still want the built-in levels to use them, though.

When you have action-replay or savestates, timed bombers are absurd. Their only purpose is to prolong the playing time. We must implement the same solution idea over and over, until it works. Proxima has laid out the details well.

If you do not agree, please give arguments for timed bombers. I'm willing to dissect the idea further.

I advise against a per-level option for timed bombers yes/no. Players cannot anticipate the program's behavior, instead they must remember details about the inconsistency.

Again: First decide what SuperLemmini is. Then design towards that goal.

-- Simon
« Last Edit: May 21, 2016, 02:58:58 AM by Simon »

Offline IchoTolot

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Re: Feature requests for SuperLemmini V1.03
« Reply #17 on: May 21, 2016, 03:58:41 PM »
An automatic replay checker could also be a thing!

In NL and Lix you can auto-check your replays if they are still solving their levels. In case of updates this is a blessing having not to check every replay single handed.

Offline Tsyu

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Re: Feature requests for SuperLemmini V1.03
« Reply #18 on: May 22, 2016, 02:30:04 AM »
An automatic replay checker could also be a thing!

In NL and Lix you can auto-check your replays if they are still solving their levels. In case of updates this is a blessing having not to check every replay single handed.
I don't know what you're referring to. Is it something that checks whether a replay from a different version of SuperLemmini results in the proper outcome?

Offline namida

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Re: Feature requests for SuperLemmini V1.03
« Reply #19 on: May 22, 2016, 05:25:16 AM »
An automatic replay checker could also be a thing!

In NL and Lix you can auto-check your replays if they are still solving their levels. In case of updates this is a blessing having not to check every replay single handed.
I don't know what you're referring to. Is it something that checks whether a replay from a different version of SuperLemmini results in the proper outcome?

NL and Lix both have features where, instead of loading a single replay and watching it, you can load an entire folder full of replays, the engine executes them one at a time (without any graphical display; it's just checking the physics), and tells you which replays would or wouldn't pass. Indeed, the most common use is for when the engine updates and mechanics change, but it can also be useful in other cases, eg. you've just finished creating a pack, and you want to double-check you have a valid replay for every level.
My Lemmings projects
2D Lemmings: NeoLemmix (engine) | Lemmings Plus Series (level packs) | Doomsday Lemmings (level pack)
3D Lemmings: Loap (engine) | L3DEdit (level / graphics editor) | L3DUtils (replay / etc utility) | Lemmings Plus 3D (level pack)

Offline Tsyu

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Re: Feature requests for SuperLemmini V1.03
« Reply #20 on: May 24, 2016, 05:56:58 AM »
After some thought, I decided to remove bomber timers (except for nuked lemmings) and make frame stepping available without needing to enable cheat mode. Things like rewinding and savestates will have to wait, though, but I plan to implement one of those eventually.

It is shown here in Lemmini: https://www.youtube.com/watch?v=LN0ExnM6m2w

If it's possible with the basher tunnel, then it should also be possible with a miner.
I tried this in SuperLemmini and the climber did not get "stuck" as it did with basher tunnels. (And yes, I did get it to happen in Lemmini.)

Quote
I think I can add this to 0.013. Would it be fine for now if it's placed in the Level menu (the menu-bar item, not the one that lists levels), just below Restart Level?

That should be fine, as long as you give it a hotkey too.
Placing "Replay Level" (or similar) in the main menu doesn't really solve the problem of restarting the level in a fast way after making a mistake. But as namida said, having a hotkey to restart+replay the level that can be pressed while playing the level would be more than sufficient. 
I'll try to have Ctrl+R restart a level in this manner.

An automatic replay checker could also be a thing!

In NL and Lix you can auto-check your replays if they are still solving their levels. In case of updates this is a blessing having not to check every replay single handed.
I don't know what you're referring to. Is it something that checks whether a replay from a different version of SuperLemmini results in the proper outcome?

NL and Lix both have features where, instead of loading a single replay and watching it, you can load an entire folder full of replays, the engine executes them one at a time (without any graphical display; it's just checking the physics), and tells you which replays would or wouldn't pass. Indeed, the most common use is for when the engine updates and mechanics change, but it can also be useful in other cases, eg. you've just finished creating a pack, and you want to double-check you have a valid replay for every level.
I see what you mean. I'll implement this in version 0.104 or later.