Multiple skill assignments per frame

Started by namida, June 30, 2016, 05:07:52 PM

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namida

I'd be surprised if there's even one replay that gets broken as a result of changing it. Off the top of my head, I can think of a total of four levels that actually require the nuke in the solution (one of which isn't V1.47n-friendly for other reasons anyway); there's probably two or three more out there that I don't know of. Some of these don't even give you any skills, or would have no reason to use a skill at around the same time as the nuke. When using the nuke in a replay that doesn't actually require nuking (as a means of ending the replay), it's usually long after the last skill has been assigned.

Consistency is the main goal here, indeed.
My 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)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)

IchoTolot

I still would call the nuke a skill. I always end my replays properly by nuking remaining lems so the replays stop running. 

I would find it very annoying if my replays don't nuke automatically at the end anymore. :devil:

From my levels "Apocalypse Maintenant" uses the nuke in the solution.

namida

Nuke is not going to be removed from replays. That isn't on the table at all.

The only question is whether to allow a regular skill assignment + a nuke on the same frame (since two skill assignments on the same frame is not allowed).
My 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)
Non-Lemmings: Commander Keen: Galaxy Reimagined (a Commander Keen fangame)