In practice, since the only way to convert to SuperLemmix is to go via New Formats first, any radiation or slowfreeze level from Old Formats would require its radiation and slowfreeze objects to be placed again manually. Unless WillLem wants to implement a conversion tool straight from Old Formats to the SuperLemmix fork of New Formats
It's likely I'll study the previous code to see how it all worked anyway, so for the most part the base implementation should be very similar. Since the name of the previous object types was "Radiation" and "Slowfreeze" (and there's no reason to change that), in
theory, the level files should retain at least how many there are and their placement in the level relative to everything else. The graphics themselves might need to be re-linked, though (i.e. by placing them back into the relevant style).
But, to echo what Floyd said, even if they can't be restored via a straight-up conversion, it's minimal effort to just add the objects back in afterwards. And, I'm sure there are people here who wouldn't mind helping with this.
Of course, independently from salvaging Old-Formats levels with these objects, reintroducing them would create the option of new levels with radiation and slowfreeze.
Yes, exactly. This is the main reason I want to look at restoring these objects
- if it happens to make old levels playable again, then this is of course a welcome bonus!
The added execution difficulty, at least from a puzzle perspective, was an unwanted byproduct of radiation and slowfreeze.[/b] ...
Perhaps one way to reduce execution difficulty when re-introducing radiation and slowfreeze now would be to add a skill shadow that would show how far lemming can still move in the current direction before bombing / freezing as a result of radiation / slowfreeze
Not outright saying "no" here, but I'm generally against this idea. SLX intentionally no longer provides "projection" shadows (the more advanced version of skill shadows which show a lemming's movement for a set duration) because they further reduce the game to a "picture puzzle", and SLX is aiming to move away from that.
Also, similar to the reason that Timebombers don't have a skill shadow, one of the main features of the object is that it adds an element of unpredictability which would be completely negated by adding skill shadow functionality.
I can see that there is support for the idea of a shadow; would people still want to use the object if it
didn't have one?
I know Willlem doesn't seem interested in bringing older packs into this player so much, even saying he considered bringing the stoner back to make older levels playable as an argument against bringing that feature back
I think I need to make my position here a bit more clear as I've perhaps been a bit harsh about this so far: I'm not
against old levels being played in SLX, I just won't be making any special effort to make previous content playable (including my own!). And, this isn't to be dismissive about old content either,
it's so that we can make innovations without having to worry about whether previous content will be affected.
If any of SLX's features happen to make old levels playable, then great! But, it can't be the
only reason for bringing an old feature back, or even implementing a new one -
there needs to be more to support the idea conceptually.
And, regarding the Stoner, that's something of a misquote. What I actually said is that the previously-used Stoner skill interactions are mostly quite fiddly, and
this would count as a reason against bringing it back.
But yes, please don't misunderstand me here. I'm happy if SuperLemmix supports older content, but it's certainly not my primary goal and - to my mind - it's not a strong enough reason to make decisions about anything one way or the other. However, I can see that it's important to others, so from here on out I will at least take it into account.
Radiation and slowfreeze will be exclusively current only in super lemmix. And I think it would be great for people to put their slowfreeze levels together into newer packs for us to enjoy. Therefore, I would at least say that any small effort to help get these levels updated to this new standard is worth doing.
Maybe we could tweak the radiation/slowfreeze trap colors to make them available for more styles by color-matching them to other terrain or objects?
Yes, good idea. I like the general aesthetic of the originals, but they should be made to fit the style, like the locked exits and the orig_marble teleporter.
A variable countdown for them is interesting. It might be nice to put the countdown number right on the trap?
Agreed, it probably should be visually represented. To stay consistent with the current helper graphics, we can display this number on level start and in CPM. During normal gameplay, though, let's reduce clutter and not display this continuously.
You could go all out and give the radiation lemming radioactive white skin and the slowfreezer a slightly bluish skin.
Great idea
Without getting into conversions too much, would it be possible to update just the editor to open lvl files and save as nxlv?
I've made
a topic about this.
Radiation is something I'd use if it were easier to use, I've suggested before having a number for the amount of time it'd take for it work
Does the countdown not provide this? Or, do you mean something else?
a ruler (for the editor) on long timed bombers take to go down a number (this means one would apply to the various means of movement)
This is a good idea, worth its own topic so that it covers Timebombers as well. I've posted one for it
here.