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Playing around.


Norman Sword

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Bonus life for points, as the game is played. Since the code is new and we exist in the rollback era. It was not something I even thought about.

 

 

 

 

 

 

 

 

 

 

------------------- curiosity --------------------

 

 23 bytes is all it took to add a 10,000 bonus per life.... Just completed (one room) and scored 30,170 -----  (changed code - so completion was after the first room)  

 

 

--------------------------------------------------

ADDENDUM

 

for 30 bytes I can implement a sliding bonus. Awarded when the final cavern is completed.

 

 

None per life in trainer mode

 

1000 per life in Normal mode

 

2000 per life in Expert mode

 

3000 per life in Ace mode

 

 

 

 

 

 

 

---------------------------------------------------------------

 

Final game version accessible via  This Link

Edited by Norman Sword
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My suggestion is as follows:

 

The penultimate screen (the one with loads of purple crumbly cells) looks great the way that the guardians (the blinking eyes) pass through the background cells (without pixel-colliding with them, of course).  I wonder whether that screen would benefit from a similar approach for the items?  From their appearance on the screen, the items seem to be placed in air cells (like most items are), but if you walk through them they don't get collected - it's not immediately apparent why, but if you stand on top of one and wait, it soon transpires that the items are embedded within crumbly cells (after eight 'ticks' of the game, Willy falls through and collects the item, because 'behind the scenes' the crumbly cell's pixel-rows have disappeared and then the crumbly turns to air).

 

Something similar here to what I did in 'Manic Mixup' might look cool?  i.e. In 'Manic Mixup', I rewrote the item-drawing routine so that an item's bitmap doesn't overwrite whatever lies underneath it, but instead is merged with the bitmap of its host cell.

 

This difference in logic is only visible in cases where the items are stored in something other than air cells. e.g. there are some items located within crumbly cells in 'The Vat/The Lab', and there is one item embedded in a solid wall in the first cavern of the game [back in the Central Cavern], which is situated immediately above Willy's head as soon as you start up the game, and which can be accessed by headbutting it away from below (but if you do that straight away, then good luck with trying to complete the cavern...!)

 

The net result is that you can identify the location of the items by their flashing attributes, but their pixel pattern is only fully revealed one pixel-row at a time, as the host cell crumbles or is chipped away.

 

Just a thought.  :unsure:

 

The effect I referred to above can be seen in the first cavern of the two attached test files (same engine change applied in both files; the only difference is that the INK and PAPER settings of the crumbly cells are swapped round, which gives a slightly different visual effect).

 

I think it makes it a bit more obvious for the player what they have to do in order to 'mine' out the items so that they can be collected.

Embedded Items Merged with Background 1.TAP

Embedded Items Merged with Background 2.TAP

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------------------- curiosity --------------------

 

 23 bytes is all it took to add a 10,000 bonus per life.... Just completed (one room) and scored 30,170 -----  (changed code - so completion was after the first room)  

 

 

--------------------------------------------------

ADDENDUM

 

for 30 bytes I can implement a sliding bonus.

 

None per life in trainer mode

 

1000 per life in Normal mode

 

2000 per life in Expert mode

 

3000 per life in Ace mode

 

I presume those are bonus points added at the end of the game for each remaining life?  (As opposed to scores you have to accrue to gain an extra life.)

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The only reason I will change the version I have uploaded, is if a bug comes to light. I would fix the bug and perhaps implement a sliding bonus routine (written). I do not want multiple versions. Once I start down that path, I can add new rooms, edit the rooms, change the sprites add new routines, change the scolling message, add new ....   etc 

 

 

 

 

 

 

 

---------------------------------------------------------------

 

Final game version accessible via  This Link

Edited by Norman Sword
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The only reason I will change the version I have uploaded, is if a bug comes to light. I would fix the bug and perhaps implement a sliding bonus routine (written). I do not want multiple versions. Once I start down that path, I can add new rooms, edit the rooms, change the sprites add new routines, change the scolling message, add new ....   etc 

 

I think the sliding bonus routine is worth adding even if there are no bugs.  It's a genuine novelty, as far as I am aware, and a suitable reward for the player managing not to lose any lives.   :ph34r:

Edited by IRF
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Post #112 now has an extra file     ---- Untried but apart from the Bonus on completion the same program . Accessable via This Link

 

 

 

 

Addendum

 

when I uploaded the file I was looking at the size of the file. Knowing the amount of code added was around 30 bytes. The original file was 36.93 K bytes and the revised was 36.98 k bytes. Seemed to be too big a change in the file.

So I went back to the assembled file. I had written two routines. the first awarding a fixed value in points, then I added a second routine which awards a sliding value. The second routine just jumps over the first when it has completed. The file I uploaded includes both routines, and only executes the second routine. The first routine just wastes some bytes of memory. (it will never be executed) 

 

 

More haste - less speed 

 

 

 

---------------------------------------------------------------

 

Final game version accessible via  This Link

Edited by Norman Sword
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Since I uploaded the version yesterday. it nagged at me that it was just a quick patch into the code. I have changed the version in post #112 deleted MP_0001B and replaced with MP_0001C. Accessible via  This Link

 

This version will state the bonus given on the final screen. (as opposed to just increasing the score)

 

file size increases from the original.

Version B. Quick patch 54 bytes (both patch routines included). 

Version C. Patch and text 77 bytes 

 

 

More haste - less speed.

 

 

 

 

---------------------------------------------------------------

 

Final game version accessible via  This Link

post-125-0-78385600-1592990685_thumb.png

Edited by Norman Sword
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Thanks for the update Norman :) The change does look good and its useful to see that information.

 

 
If it is any help the link for the post in question can be easily obtained by clicking the http://jswmm.co.uk/public/style_images/master/icon_share.png share icon on the top right of the post to bring up a small modal-popup window or simply saving the link from the post #ID number. The former provides a slightly better link though.
 
Popup 'share' link > http://jswmm.co.uk/topic/548-playing-around/?p=12123
 
Post link > http://jswmm.co.uk/topic/548-playing-around/page-12?do=findComment&comment=12123
 

 

Quick embedding...

[url=http://jswmm.co.uk/topic/548-playing-around/?p=12123]This Link[/url]

Produces...

 

This Link

 

I know you're probably well aware of that but felt it prudent to mention it for others perhaps.

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counting the bytes:-

 

 

If you count the number of letters and numbers along the bottom of the playing area

 

H-score000000Lives1Room17Score000000

 

you will count 36 alphanumeric; then add the space for the oxygen/air you have 37 across the screen.

 

 

 

 

 

---------------------------------------------------------------

 

Final game version accessible via  This Link

Edited by Norman Sword
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