2.00 "Markers" for pre-assigned trapdoors

Started by Wafflem, August 05, 2015, 12:45:34 PM

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Wafflem

A minor feature idea:

In a similar vein to that you plan to have pre-placed lemmings, one-way arrows, secret level triggers, hint arrows and pickup skills as separate features instead of being part of the graphic set, is it also possible to make "markers" that you can place by pre-assigned trapdoors? These markers are no-effect objects.

Currently, the only way to mark that (e.g., as shown in the picture) gliders come out of a trapdoor is to put the gliders pickup skill on top, then put the object as Fake to prevent the lemming from picking the skill up. This can be helpful, but at the same time, since it is a pickup skill, it can be confusing (as there is also a stoner pickup skill on the right). The level in that picture have only has the pre-assigned gliders, but there could be cases where levels have trapdoors that have lemmings assigned different varieties of permanent skills (e.g. one trapdoor has gliders-climbers, one trapdoor has swimmers-disarmers-floaters)
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namida

#1
I'll keep this suggestion in mind. :)

Any discussion about how this should be implemented is welcome. For example, rather than displaying a permanent icon by the trapdoor (at the level designer's choice), perhaps some kind of icon that appears around it when mouse-over'd (perhaps configurable between "mouse over only" or "always show", even?).
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)

mobius

I thought I posted already but anyway: I'm in favor.

I really like the mouse over option, pretty much exactly as you said. You could have the same icons as for the pick up skills appear above the entrance when moused over, multiple appearing if the lemmings are preset to have multiple skills.
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namida

I'd think it's preferable to not use the same icons as pickup skills, to avoid confusing the player; especially if an "always display" option also exists. But some kind of icon is perfectly reasonable.
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)