Player V1.31n-B, Editor V1.31n-C Released

Started by namida, April 10, 2015, 01:15:19 PM

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namida

I may have to re-investigate exactly what it translates to in terms of length of a survivable fall; what I do know for sure is that it now matches up with what's survivable in Copycat Lemmings / Cheapo. Mayhem 9 of Copycat Lemmings was used as the guinea pig to test this, as it contains an easily-accessible fall that's only very slightly over the maximum.

The actual number set (in the code) for the fall distance is 75 now, but that doesn't directly translate to a fall distance of 75 pixels, due to things such as the first few pixels being treated as just downwards movement due to the lemming's current action rather than actually falling. There's also cases where depending on what skill the lemming was performing before falling their initial fallen distance may be slightly lower or higher than zero, in order to ensure that ultimately the lemming can safely fall the same distance (in absolute pixel terms) regardless of what it was doing beforehand; you may recall that a lemming that was a walker prior to falling can survive a very slightly longer fall than one who was a miner in L1, that's one of these kind of cases that the adjustments apply to in NeoLemmix.
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)

namida

Just as a point of interest, I've now finished testing and updating all my level packs to this latest version (previous official version was V1.30n-B). V1.31n had the most major mechanics changes in quite a long time; about 20% of levels needed new replays (of which about 3-5% needed to be remade almost from scratch, while the others worked up to about half way at least - most worked until the last move or two) but were still completely possible; these percents are estimated, not actually calculated. Only about 0.18% of the levels actually needed to be modified to remain possible (or in other words, just one level out of the entire 560 levels of Lemmings Plus series and Doomsday Lemmings combined; Genius 19 of LPII).
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)

Tsyu

All I really need is the new difference between L1's fall distance and Cheapo's fall distance. That way, I can adjust SuperLemmini to use a more appropriate fall distance for levels that use the Cheapo gimmick.

namida

76 pixels = safe, 77 pixels = fatal, it'd seem (at (Neo)Lemmix resolution).

Another detail that should be implemented on those levels is that one-pixel diagonal gaps (ie: when corners are touching) can't be slipped through in Cheapo. "Cheapo Mode" also reflects this in NeoLemmix. This is absolutely crucial to some Cheapo levels; in Copycat Lemmings alone there are some that are rendered impossible and others that are rendered trivial by not implementing this difference.

The other major change of Cheapo mode relates to teleporters, which SuperLemmini doesn't support.


Currently, any converted Cheapo level will most likely rely on a VGASPEC file, which would then need to be manually converted to a PNG for SuperLemmini to use (or did you add VGASPEC support?). However, when I finally get around to updating CheapoCon (or replacing it with a more user-friendly tool) I'll make sure to add an option to export to a more SuperLemmini-friendly format, especially now that Cheapo graphic sets can be fairly easily converted to SuperLemmini with the graphic set tool.
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)

Tsyu

In that case, you need to update the level documentation since it still says that that gimmick just changes the fall distance to 80 pixels.