Author Topic: [BUG][STYLES] No suitable graphical object for Machine style locked exit  (Read 2061 times)

0 Members and 1 Guest are viewing this topic.

Offline namida

  • Administrator
  • Posts: 12399
    • View Profile
    • NeoLemmix Website
In the stable version, the Machine style locked exit is achieved by overlaying a real locked exit object over a fake non-locked exit.

The culling of the "Fake" option, without first implementing seperation of triggered and constant animations within the same object, has lead to a situation where this exit no longer functions correctly graphically - most critically, outside of Clear Physics Mode there is no indication whatsoever of its location once it's been unlocked. Using a non-fake non-locked exit would not work for obvious reasons. Creating a duplicate of the exit object, but with no effect, would work, but this will cause confusion in the editor for people designing levels.

What is the suggested workaround (or permanent fix) based on current plans?
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 Nepster

  • Posts: 1829
    • View Profile
Re: [BUG][STYLES] No suitable graphical object for Machine style locked exit
« Reply #1 on: October 31, 2017, 11:33:19 AM »
At the moment the best possible solution is to add the border around the locked exit sprite in the machine style. This would mean that once opened the exit would have no animation at all, but given the word "exit" on top, this shouldn't be a huge problem.

The long-term permanent fix will be to support multiple different animations for objects, which was already suggested in the feature addition poll that was held. But other features were given priority there (and I haven't even started on a single one of them), so don't expect this any time soon.