[Suggestion][Player] Show skill shadow for shimmier+glider+walker combo

Started by IchoTolot, November 30, 2019, 01:02:38 PM

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IchoTolot

Imagine you have a shimmier who is also a glider and want to interrupt the shimmier action with a walker.

I think it would be beneficial to already show the resulting glider flight path while hovering with the walker skill over the shimmier+glider lemming.

Yes, it's situational, but I think in these situations precision glider flights would become easier to aim and accomplish. :)

Minim

I actually agree with this. I noticed this problem whilst doing the Wild 13 new skills challenge, particularly while you're shimming you want to land on the exit platform as early as possible.
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namida

Workaround: Pause and assign the walker. You can now immediately mouseover the lemming to see its glide path; go back one frame if you don't like the result.

This is pretty close but not 100% ideal, so I will look at implementing Icho's suggestion in the future.
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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)
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IchoTolot

QuoteWorkaround: Pause and assign the walker. You can now immediately mouseover the lemming to see its glide path; go back one frame if you don't like the result.

This is pretty close but not 100% ideal, so I will look at implementing Icho's suggestion in the future.

I knew that walkaround and already did this, but why do that when we could see it immidiatly. ;)

namida

I'm going to implement this in a more generalized way, as I think if I implement this specific case, it's opening the door to a lot of other possible edge cases.

Instead, I'm going to implement two new hotkeys: "Projection" and "Skill Projection".

"Skill projection" will cause a shadow to be drawn for the selected lemming, showing his path over the next 15 seconds or so if he were to be assigned the currently-selected skill. "Projection" is the same, except without a skill assignment (ie: he just keeps doing what he's currently doing). Note that these will not take into account upcoming replay assignments.
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

I've implemented the above suggestion, though it's currently somewhat buggy (in the sense of "it doesn't always show up"; but when it does show up it's correct, and it has no side effects). Basically - it doesn't work (in either form - with or without the skill change) if the currently selected skill cannot be assigned to the lemming. I believe this is a side effect of some performance hacks relating to shadows.
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)