NeoLemmixSharp

Started by ∫tan x dx, March 01, 2025, 11:46:18 AM

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WillLem

#15
I do wonder whether it would be better at this point for us to all put our heads together and see if we can come up with a Revolutions clone (see this topic on the subject). There are enough programmers active on the Forum at the moment and a flurry of ideas, and we don't yet have a Revolutions clone or level editor...

I'd be more than happy to be a big part in such a project and do a lot of the work, but it's not something I'd want to take on by myself with no help.

mobius

Quote from: WillLem on March 07, 2025, 09:27:16 PMI do wonder whether it would be better at this point for us to all put our heads together and see if we can come up with a Revolutions clone (see this topic on the subject). There are enough programmers active on the Forum at the moment and a flurry of ideas, and we don't yet have a Revolutions clone or level editor...

I'd be more than happy to be a big part in such a project and do a lot of the work, but it's not something I'd want to take on by myself with no help.

While a revolution clone would be neat, im honestly more excited for a new engine that can be better than it. After playing neolemmix playing the original with its issues is not very fun for me anymore. And the same can be said for revolution.
everything by me: https://www.lemmingsforums.net/index.php?topic=5982.msg96035#msg96035

"Not knowing how near the truth is, we seek it far away."
-Hakuin Ekaku

"I have seen a heap of trouble in my life, and most of it has never come to pass" - Mark Twain


Simon

#17
Hi,

I apologize for promising a deeper explanation "at the weekend", and then taking 6 weeks. Life came in the way, no free weekends. I've only come back properly to Lemmings Forums this week.

Quote from: ∫tan x dx on March 04, 2025, 10:51:26 AM
Quote from: Simon on March 04, 2025, 12:41:17 AMhave you considered colliding only the foot?
Unfortunately, that is not going to be an option.

At least to preserve NL backward compatibility, you have options:

  • You can import NL triggers as-is. Then you drown when your anchor (= 1 pixel under foot) is in the trigger.
  • You can import NL triggers and shorten them vertically at the bottom by 1 pixel. Then you drown when your anchor is in the trigger or when your foot is in the trigger.
  • You can import NL triggers, shorten them vertically at the bottom by 1 pixel, and expand them at the top by 1 pixel. Then you drown when your foot is in the trigger.
  • You could import NL triggers, expand all 4 sides by 1, then move the expanded rectangle to the left by 19. Then you drown when the anchor and all of its 4 neighbors are 19 to the right of a trigger.

All these preserve the drowning behavior of NL. (The caveat is that #2 requires all water triggers to be at least 2 pixels high. Let's assume that all water indeed is at least 2 pixels high.)

Obviously #4 will turn out stupid as soon as you want to walk on the trigger. But walking on the trigger isn't relevant in this half of the argument yet; this part is only about NL backward compatibility. The claim is: To preserve NL physics, you have options with the trigger area import; all of these options lead to the same drowning/swimming/... (other NL activities) behavior for the existing water tiles, provided you scan for drowning/swimming/... at the compensating offset to the anchor.

Do you agree with this claim?

To minimize the risk for misunderstanding, I'd really like to be on the same page here first. This part is purely about NL back-compat and not yet about walking on the trigger areas.



Let me know when you have released binaries and need the space for more user feedback or user levels. Happy to make a board for NeoLemmixSharp.

Or do you prefer the feedback directly on Github?

I had a few first attempts at compiling the source; there are Linux C# environments. But it was 7 weeks ago and I'd have to dig for the exact errors. I'll let you know when I have a few free evenings to attempt it for good.

-- Simon