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jetsetdanny

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    https://jswcentral.org/index.html

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  1. Hi Adban, It's great to know you are back and that you are motivated to finish "Roddënwald"! 🙂 It definitely deserves it! 🙂 If I can help with further/final playtesting when the game is ready for it, I will be happy to do it. Also, for the record, your identity on JSW Central is established as "Fabián Álvarez López (Adban de Corcy)". I hope "Roddënwald" ("Jet Set Jason in Roddënwald" I think may be the full title, if I remember correctly) will be released under the same author, not to create any confusion 🙂 . It's great that you're back, really! 😁
  2. It looks like the downloads in the Download section are not highlighted as new by being shown in the 'What's New' section after they are updated. So, to draw everyone's attention to this recent release, I will post this message. Version 2.0.0 of Jet Set Lemmy was released last Friday: a result of Lemmy's and my work over the last year and a half, roughly. Please have a look at Lemmy's comments posted where you can download the game from. I will just elaborate on the game's being unprecedented in terms of in-game music variety. It features a title-screen tune and 25 in-game tunes, custom-coded in the JSW128 music format, most of which have never been used in any JSW game before. This is possible thanks to a technical solution whereby the in-game tunes are stored in Memory Bank 4 (normally used for room data), and the tune for a given room is copied to a buffer in Memory Bank 0 upon entering the room and played from there. And I believe this makes the game much more enjoyable than having the same tune throughout. Jet Set Lemmy now also has its own page on JSW Central.
  3. Thanks for the inside info, HAL! 🙂
  4. I received this link a couple of days ago: https://www.youtube.com/watch?v=_13ewhXFWgY ... ... so I'm sharing it here 🙂 .
  5. Hello obo, Yes, this is something that has been known before. I believe Geoff Eddy, the games' author, was told about this during the playtesting stage, but chose not to change it. Personally, I'm not a fan of JSW rooms where there is a time limit imposed by guardians crashing against each other (I think it's inelegant), but some authors have chosen to apply it consciously. Andrew Broad did this, for example, in his game "Party Willy". There are several rooms with time limit there, imposed by guardian collisions: "The Funny Farm", "Where I Ends and II Begins", "Marilyn Mansion", Tulips in Amsterdam" and "Karina Habsudova Hangout". All of those time limits are recognised in the Readme (have a look here and search for the word "limit" if you're interested). IIRC, there is also such conscious design in one of the rooms of "Jet Set Mini", and I believe also in some other games - I don't remember the details right now. There are also games where I believe the time limits are accidental. This is the case in (at least) one of the rooms in Fabián Álvarez López (Adban de Corcy)'s "A Bulgarian Requiem" (I don't remember the room's name right now and cannot check it easily). While I don't particularly like these cases, they are not bugs at all if they were introduced consciously by the games' authors, and they are not critical bugs if they happened inadvertently - the games are still perfectly completable, only they impose on the player either the necessity to move fast in some rooms or actually leave and re-enter these rooms to be able to cope with the time limit.
  6. jetsetdanny

    TileMap 2.x

    Thank you for this update, and I'm looking forward to your adding JSW128 and JSW64 games 🙂 .
  7. jetsetdanny

    TileMap 2.x

    Thank you for this update and for all the work you have put into this project! 🙏 I would say they mostly (or perhaps even entirely) are. I don't recall seeing any problems with his maps of JSW games (apart from those games that are practically impossible to map, with various illogical exits, overlapping rooms, etc. - but then probably Pavero's maps show them as accurately as possible under the circumstances). I seem to recall from years ago that I noticed a couple of minor errors in the map of "Stay Kool". I did mean to let Pavero know about it, but never did that back then, and now I can't remember the details of the problem and probably couldn't force myself to spend time investigating it. But it's not a JSW game anyway. I'm very glad to hear this 😁 Regarding your website: I've had a look at my game "Willy's New Mansion" Special Edition. It was truly a "Wow!" moment: seeing the whole map in all its splendour (if I can say so myself) was a truly emotional experience 😊 . I was very impressed both with the fact that everything is in place - including two rooms that were added in the SE (in relation to the original edition) and are placed in the code not in the "normal" #C000 - #FFFF range, but in the #8000 - #BFFF range (namely, "The Temple of Passing Time" is at #A700 - #A7FF and "A Forest Clearing on Fire!" is at #A800 - #A8FF). I was also impressed and, quite truly, moved with the map's showing special flashing-screen effects in some rooms (engineered with the so-called Patch Vectors; working on the SE of "Willy's New Mansion" was my first major venture into the PV territory and I spent a lot of time on it, that's why seeing the effects I applied back then faithfully reproduced in your map is so moving to me 😊). I've also had a look at "Plants vs. Zombies", the latest released JSW48 game, and it was also great to see it all at once, mostly Wan YuXiang's beautiful rooms and also the ones that I contributed to the game 😊. So, congratulations on delivering this fantastic resource with such precision and quality - and, once again, THANK YOU SO MUCH for it! 👍😊
  8. You're welcome. It's always a pleasure 🙂
  9. Thank you so much for your immediate reply and valuable assistance, John - it's greatly appreciated! 🙏 🙂
  10. Hi Cheez, thanks for joining the forum! And yes, it's a friendly forum ❤️, I'm sure you will enjoy being here 🙂 . It's great you want to make your own JSW game! As you probably know, the source code of JSWED, the best editor out there, is posted on John Elliott's (its authors) site (here's the direct download link). I've had no experience with Linux, so I couldn't help you myself, but I've just written to John Elliott pointing to this thread and asking him for assistance - I hope he will help.
  11. Thank you! A fine mélange of two classics 🙂 .
  12. Hi, my reply to your question would definitely be "Yes", with the understanding that you're not asking others to embark on this task (I couldn't right now or in the foreseeable future due to lack of time) but rather checking if others would be interested if you went ahead with the conversion 🙂 . Yes, it will be nice and definitely appreciated if you do it 🙂 . I will also be happy to playtest as usual before the final release. And I will second JianYang's affirmation: "There can never be too many Manic Miner levels." 😁
  13. Glad my post was useful! Thanks for letting us know it helped 🙂 .
  14. Sure. I'm sad that there are some negative feelings within the community and problems with respect for other people's work and with acknowledging their authorship.
  15. jetsetdanny

    Plat 3064

    Ken Knight (itsmethyroid), the author of Jet Set Willy: Australian Cousin, has drawn my attention to Plat 3064, a game for the C64 inspired by Manic Miner, created by Tom Walker for the Minigame Competition 2003 in the 4K Category (it ranked at #31). I don't think it's ever been mentioned here before. The pertinent links are: https://www.lemon64.com/game/plat-3064 https://csdb.dk/release/?id=10852
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