Lemmings Forums

NeoLemmix => NeoLemmix Main => Topic started by: WillLem on April 01, 2020, 09:13:33 PM

Title: [SUG][OBJECT] Buttons to turn off treadmills
Post by: WillLem on April 01, 2020, 09:13:33 PM
It's in the title, really... have it so buttons can disable treadmills if they're paired?
Title: Re: [SUG][OBJECT] Buttons to turn off treadmills
Post by: Proxima on April 01, 2020, 09:24:31 PM
Bouncing on that idea, buttons could enable/disable any object, or change the direction of one-way walls and one-way fields (and "treadmills" are just one-way fields, not a separate object type).

It would be cool, but we'd have to have new graphics for the disabled state of every object. Traps would also have to distinguish disabled from disarmed.
Title: Re: [SUG][OBJECT] Buttons to turn off treadmills
Post by: Strato Incendus on April 01, 2020, 10:19:28 PM
I'd support this! :thumbsup: This would essentially also allow for the creation of "barriers" like in Lemmings Revolution, which you can open and close with switches, by applying this logic to vertical one-way fields. Sure, these barriers would be permeable from one side, but this will suffice a lot of times, I think...
Title: Re: [SUG][OBJECT] Buttons to turn off treadmills
Post by: Dullstar on April 01, 2020, 11:44:48 PM
I like the idea as refined by Proxima. Being able to toggle objects would have a lot of puzzle potential. Showing what button is paired to what object would be a bit of a challenge, though - but I think it would be possible to overcome. Maybe hovering over a button would draw a line between it and the object it's attached to (even when not in clear physics), and a hotkey could be available to toggle the lines being drawn all the time for large levels where the button and object it's attached to might not both be visible at the same time.