(http://i.imgur.com/cjRqiYW.gif)
Is this a bug? It's quite an odd behaviour, though it was present a in a lot of lemmings ports from what I remember. I've used it in a few backroutes before but I've avoided making a level using it.
I even use this behavior and know quite a few levels by others that use that ;) Always assumed that this is common knowledge by now :P
If I had to design completely new Lemmings physics, I would remove this by letting the digger drop immediately. But for NeoLemmix this would have too big an impact: Almost all replays that use a digger will fail and there are quite a few levels that require this behavior (or something similar).
So unless someone comes up with extremely pressing arguments, the behavior will stay as it is.
I hope it does stay like this, because I've also made a level that requires it.
Currently, if you remove the ground a builder or platformer is standing on, he still continues his skill. I cannot see any justification for changing the digger behaviour unless these platformer / builder behaviours are changed too.
Many other skills exhibit similar behaviours as well. For example, bashers and miners only check for "am I still standing on something" on certain frames (the ones where they move).
I can see valid arguments for changing this in all cases, but I do feel it's a very radical change that definitely has the potential to break entire levels, not just break a replay or two, so I think keeping the current behaviour is preferable here.
OK ^_^ I was just checking if this was considered a bug or not, and I guess it's just a 'slightly unexpected behavior of the lemmings engine" not a bug. I will make a tutorial level for it in the first rank of my pack then (as that rank is supposed to introduce beginners to techniques in that category).
I too would not consider this odd behaviour, in fact I like this behaviour that the digger effectively is levitating for a few frames.
It would be too much work to remove this and as Nepster says it would break pretty much every digger solution replay.
I haven't really made any levels myself that rely on this behaviour but kudos to those who have because it must be a pretty amazing solution!