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Shimmier: NeoLemmix experimental version available
Nepster:
WARNING: This is still an experimental version and any of the shimmier physics may still change! Do not complain if they break the levels, you create with this version.
After the usual warning, here is the good news: This experimental version allows you to test the shimmiers. It should not crash every ten seconds and shimmiers might even somewhat behave like you would expect them to.
Installation:
Although the stable version should have no problems with the modified graphics for the shimmiers, I still recommend starting with a new installation of the stable NeoLemmix version (or a copy of your current one). Then extract the attached zip file in the folder, replacing the older files with the ones in the zip file.
How can I create levels with shimmiers?
The zip file also contains a new version of the editor, that supports shimmiers. Alternatively open the nxlv file and add among the other skills a line like "SHIMMIER 20".
What should I look for in this experimental version?
1) Crashes: I might have overlooked some places, that have to be adapted to the existance of a new skill.
2) And equally important: Anything that didn't feel right or suprised you. I would like the shimmiers to be as intuitive as possible, and we are now in the unique situation, that there are a lot of players with a fresh mind and without preconditioning by previous shimmier versions. So please report anything that caused a raised eyebrow.
3) Whether the animation looks good. For the shimmier itself I used Raymanni's sprites, so I am less worried there. But the reacher animation might very well be something that can (and should?) be improved upon. As I mentioned frequently, I am not really good at creating sprites, so if you can improve the sprites yourself and post the new ones here, it would be much appreciated. (But even comments like "Frame 5 of the reacher animation looks out of place" do help).
What is left on the ToDo-list?
- Hunting for glitches (though this will have to wait until the main physics rules have stabilized)
- Adapt the pickup-skill sprites for non-default graphic sets. Currently you can only use shimmier pickups, if the graphic set uses the default pickup sprites.
- Add support for shimmier talismans. The player should already be able to handle them correctly (though I haven't tested it yet), but the pack toolkit doesn't allow creating such talismans.
- Fix all the issues you will find.
IchoTolot:
I've made a test level for everyone to use and gained some information:
1.) Shimmiers can reach 19 pixels high. If a ceiling is 20 pixels above them they cannot reach it anymore. (Bottom left chamber)
2.) Shimmiers can handle 1 pixel of height difference every new horizontal pixel. So if there is a 2 pixel heigh step they will fall. (Top left chamber)
3.) A climber can be given a Shimmier a few frames before he hits his head. Instead of falling down he will turn into a shimmier in the opposite diection. The skill gets taken from the panel when the climber transtions. (Bottom left chamber)
4.) Shimmiers can't go outside the ceiling of a level. The terrain ends there --> they fall down. (Top left chamber)
5.) Shimmiers can't go outside the left/right edges of a level. The terrain again ends there --> they fall down. They land at the very edge of the level if they can land. Giving the player 1 frame to turn them around. (Bottom right chamber)
6.) Shimmiers will stop if the ground gets too close to their feet. I don't have the exact threshold here as in clear physics mode I think you can't currently see the exact position pixel of the shimmier. Can you give the exact ammount here, Nepster? ??? (Bottom left chamber)
7.) Shimmiers can use the checkerboard mechanic to go up. So inverted to walking where lemmings can't go up. (Bottom left chamber)
8.) Shimmiers can't use the checkerboard mechanic to go down. Again, inverted to walking where lemmings can go down. (Bottom left chamber)
I think 7.) and 8.) are choosen right by Nepster as Lemmings "walk" upside down with their hands here, but I think this will be the most controversial points out of these.
Test level atttached, you'll need L2_Sports! Happy discussing. ;P
Nepster:
I intentionally omitted a description of the exact mechanics, because I wanted people to focus on how the shimmier feels, rather than whether it is consistent. :P Still, thanks for compiling the list.
--- Quote from: IchoTolot on December 29, 2018, 01:59:19 PM ---6.) Shimmiers will stop if the ground gets too close to their feet. I don't have the exact threshold here as in clear physics mode I think you can't currently see the exact position pixel of the shimmier. Can you give the exact ammount here, Nepster? ??? (Bottom left chamber)
--- End quote ---
Depending on the shimmier frame, the lemming sprite is 8 or 9 pixels high. The phyisics position of the lemming is 9 pixels below the ceiling, i.e. is one below the feet if the sprite is 8 pixels high, and at feet level if the sprite is 9 pixels high. A shimmier will transition to a walker, if the space between ceiling and ground is at most 9 pixels, i.e. if between (and including) the physics lemming position and the ceiling there is at least one solid pixel. In particular this meanse, that the basher tunnel with its 10 pixels height is the smallest tunnel a shimmier can traverse.
Regarding not being able to see the shimmier position: This seems to be a general bug, that I noticed as well: If the first level you start is one without a hatch (without having started any other level before!), then the lemming position will never be diplayed (not for shimmiers, not for walkers and nor for any other lemming). No idea, what causes this and what the exact conditions are to reproduce this bug.
IchoTolot:
--- Quote ---7.) Shimmiers can use the checkerboard mechanic to go up. So inverted to walking where lemmings can't go up. (Bottom left chamber)
8.) Shimmiers can't use the checkerboard mechanic to go down. Again, inverted to walking where lemmings can go down. (Bottom left chamber)
I think 7.) and 8.) are choosen right by Nepster as Lemmings "walk" upside down with their hands here, but I think this will be the most controversial points out of these.
--- End quote ---
Had another thought about this matter.
While walking on such a checkerboard slope:
- You will fall through it if you walk against it. That means running up against the slope.
- You can walk on it if you run just on the slope and not against it. This would mean just walking down the slope.
The same dynamic can be found now while shimming under a checkerboard slope ceiling:
- You will fall through it if you go against it. This time that means going down with it, as the slope is now inverted.
- You can go with it if you shimmie just under it. This would be equivalent with going up the slope.
As a conclusion: I really think Nepster's current implementation is correct and consistent.
Strato Incendus:
--- Quote from: Luke 2:10 ---And there were gamers living in front of their screens nearby, keeping watch over their lemmings at night. Nepster appeared to them, and told them of possible crashes of their beloved game, and they were terrified. But Nepster said to them, “Do not be afraid. I bring you good news that will cause great joy for all the tribes. Today in the town of namida a Shimmier has been born to you; he is the new skill, the 18th. This will be a sign to you: You will find a lemming wrapped in blue clothes and hanging from a ceiling."
--- End quote ---
Seriously, what a great Christmas present to the community! :thumbsup: I was kind of secretly hoping for this to happen, but didn't really dare to... I hope you didn't work over the holidays to get this ready, but had it finished a couple days early and just waited for the appropriate time to release it? ;)
Anyway, I've tried it on the one level I had prepared in advance, and everything worked exactly as I hoped it would! Thanks a lot, Nepster! I'm going to release some Shimmier test levels soon!
:party:
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