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SteveSmith

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  1. If anyone is interested, I've released a new version of Manic Destruction, which now has 5 levels recreated from the original. I'd be interested to know how easy/hard people find them. https://stephensmith.itch.io/manic-destruction
  2. Hmmm... wouldn't that make it too easy? (Having said that, no-one could accuse Lunar Jetman of being too easy).
  3. It does make it more of a puzzle game than a straight platformer.
  4. Thanks for trying it. Sorry, I should have been more elaborate with the instructions. If you click with the mouse, Willy shoots in that direction which will destroy the blocks and allow him to continue. The trick is to enable him to get through by strategically making the platforms fall into places which he can then use to climb higher.
  5. If anyone would like to try a pre-pre-pre-alpha version of this game, it's available to play in a browser at https://stephensmith.itch.io/manic-destruction . The password is "writetyper" (obviously!). Any thoughts or suggestions are most welcome.
  6. Thanks, that JSW: Mind Control looks really good, but almost makes me feel agoraphobic with the sheer size of it - so many rooms and challenging jumps! 🙂
  7. It's for Win/Linux/Mac. There's no way I could create this on a Speccy. (even the Next!) :)
  8. Thanks for the suggestion. I don't know if I've misunderstood though, but wouldn't that exacerbate the problem, since there would be less platforms for the player to climb onto so they'd be stuck at the bottom?
  9. Hi all. I recently started a new remake project of Manic Miner, this time using a new game mechanic of destructible scenery. However, I've got a problem of trying to create some good levels for it. The problem is that by its very definition, destructible stuff tends to fall to the floor, meaning eventually everything is rubble around the player and they can't go anywhere. My version of the Skylab Landing Bay works well as the player can climb the wrecked skylabs, but after that I'm stuck. Does anyone have any suggestions for how the other levels could work?
  10. It wasn't until I replayed MM again recently (after years) that I remembered that once you're on the conveyor belt, you have to go left and the only thing you can do is jump. I decided to change this (like the fact you can move while jumping) as I think it makes it more playable, and the objective of this game is to be the first, rather than it be a difficult test of skill like the original was! 🙂 Glad you liked it though, and I'm working on the Cold Room now.
  11. Thanks for all the comments, glad you liked it! A few people have mentioned the "dropping platforms" problem, so having nothing else to do today, I've just released a new version 1.2 which has fixed this. I've also slowed Willy down, unscientifically setting the speed to approximately almost the same as the original.
  12. Thanks for trying it. I'm afraid I don't have Windows so I can't check it. However, I've just created a quick version 1.1 that's available to download, which starts off windowed and you can press F12 to toggle full-screen. Hopefully that might work? Regarding Knight Lore, I started recreating that in 3D. I got the whole basic map down, I just need to create all the graphics for everything that's in the game. I did the first few rooms which you can see here:-
  13. Well I finally managed to coerce my kids into playing it, and it seemed to work pretty well (although they were obviously struck by the 80's style difficulty level which they weren't used to). it's now fully available at https://stephensmith.itch.io/multi-manic-miner if anyone would like to try it. It's just the Central Cavern at the moment.
  14. It's already available to try. The link is in my earlier post from Tuesday, but just in case: https://stephensmith.itch.io/multi-manic-miner , and the password is "writetyper". I wasn't going to release it formally until I've had a chance to actually play it with other people, which should hopefully be soon! BTW, it is local multiplayer, not networked, and there are no bots. As it currently is, if you die there's a small delay and then you respawn back at at the start, so there is a small forfeit.
  15. That almost sounds exactly like the game as it currently is, with the exception of losing all your keys if you die, which IMHO might get a bit frustrating, and also no time limit. I don't think any game has been improved by having a time limit, even MM!
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