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Metalmickey

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Everything posted by Metalmickey

  1. Referring to the music being off by default when starting the game, this seemed to come about after implementing a fix, i can't remember which one it was, it might even have been an attempt to follow one of your instructions to get that first 'beep' of the ingame tune although i just assumed it was just me holding down 'Enter' too long. I frequently test the game out on ol' rubber-keys which, over the years has lost a bit of sensitivity in it's keyboard membrane so i have a habit of mashing the enter button... With regard to my keyboard preference it depends on what i am playing it on, ol' rubber-keys has recently spent a few days in bits and is now on it's 4th ULA ... so of late i have been using spectaculator which means that i do indeed gravitate towards the 'Q', 'W' and space for jump keys, don't ask me why but when using it on the speccy i go for the cursor keys .. (possibly due to years of joystick deprivation in the 80s)
  2. I was almost one of them :huh: , thank god for paper-rounds...
  3. Metalmickey, on 20 Jan 2017 - 11:42 PM, said: Am i the last person to notice that on completion of the game it's possible to use WRITETYPER force Willy to effectively run all over the house before making his way to the toilet? In addition, when he does get his head firmly lodged in the bowl you can look at the other levels in his absence Oddly enough if you re-introduce the attic bug at this point Willy can still be killed even though he's not even in the room!
  4. Interesting point, i had already altered the water cells so as to allow Willy to jump from almost any position on that far right hand cell and still have a safe landing in the adjacent room with the only exception being if he was to stand right on the edge as you found out. I'm thinking of doing something different with 'One Flew over the Cuckoo's Nest' anyhow, it looks a bit messy .. going to have a rethink
  5. Well as you may have noticed i have mirror imaged the firecells and items and swapped their places making the 4 bottles collectible but in doing so i have left them easily accessible from the stairs, yes i could add something in 'A Bit of Tree' but my intention is to make sure the Conservatory roof is sufficiently challenging. I have a plan which may work...
  6. Thanks for pointing this out, pretty glaring oversight on my part. Something that i have added to my 'to do list' for the second release
  7. I guess i should have made a suggestion to play the game rather than look at it in an editor so as to avoid a spoiler :P when you're actually in the room you'll see that there's method to my madness as part of my fix i have removed all (likely) illogical exits throughout the entire game, even those that you can't normally access without cheating (infinite jump etc), there are a number of reasons why i did this but mainly: 1) I think it's probably something similar to what Mr Smith would have done had he had more time to playtest it more thoroughly 2) When cheating or debugging it saves the hassle of navigating back to the room you exited from, even if in some cases it might leave you stuck in an earth cell or even in an infinite death loop, in most cases it worked out better for me 3) In my view it makes editing a whole lot easier when jumping from one room to another, especially if you are moving to adjacent rooms and mistakenly move one room too far to the left
  8. I'd like to share with you my 1st playtestable. it's a .TAP file. in this file are 2 loaders, the 1st loader is just the bog standard one which loads the game as normal, you will be presented with the code entry screen but the game will run anyway whatever code you enter, i did this to make sure the 'R9' poke was working. The second loader contains the necessary POKEs to bypass the short delay and code entry screen and proceed straight to the title screen. Have a read of the text doc as well (pardon the spelling) Let me know what you think JSW AMI1.1 test.zip
  9. by the way, had look at the clock timing, still not quite worked out how to speed up time, even looking at the spoiler i'm none the wiser! :wacko: At this time i'm inclined to release game as is with the clock running at it's original speed I think at this stage i've just about sorted out everything else
  10. Tried numerous solutions including the above, also considered putting the item in a recess and adding another ledge below but this, in my opinion, deviates too far from the original layout, so i decided to just replace the earth cell with a water cell, 2 reasons for this: 1: As you mentioned above we would be relying on the player to exploit a bug for more accurately a quirk allowing Willy to jump through earth cells 2: As you rightly mention, looking at the room with the water cell in place it looks more in keeping with the original design, i could even go as far as to say that it might have been a bit of an oversight to put an earth cell there given that all of the other ledges in the room are water cells. One would barely even notice the difference
  11. Just had to swap computers .. i have been working on a 'discreet' fix to keep it as original as possible .. will keep you posted
  12. Was hoping to release my finished article tonight, however, I was going through a final playtest when i came up against an unexpected snag.. Try putting in the 'Don't Lose Your Head' corrective routine to stop Willy being able to partially walk through walls, then make your way to the Forgotten Abbey and collect the item.. does anyone come up against the same problem as I do?
  13. 33 years on and we're still finding easter eggs! though technically we're just exploiting an existing one It's handy for grabbing screenshots without having to first navigate Willy to a safe area
  14. Am i the last person to notice that on completion of the game it's possible to use WRITETYPER force Willy to effectively run all over the house before making his way to the toilet? In addition, when he does get his head firmly lodged in the bowl you can look at the other levels in his absence
  15. The other 'illogical exit' of course is left of 'Out On A Limb' the exits from here and 'On A Branch Over The Drive' both lead to the 'Front Door' (and an infinite death), I'm working on a number of possible solutions here
  16. Now that we've just about debugged Matty's creation to within an inch of it's life, i'm now looking to make one last improvement before i tidy up a few loose ends on the screens: With the clock now functioning correctly i'm looking to perhaps make it run a bit faster. Willy gets 17 hours to complete his chores, currently in Willy's world one minute is about 25 seconds meaning that in the real world we get around 8 hours to complete the game. I think that even without taking into account the modern emulator era it's not much of a challenge. I've not yet timed how long my RZX of TNE runs for but perhaps i'm looking around twice the length of it's duration to give a would be novice a fair crack at it. (not that i'm exactly an expert myself)
  17. Thanks for all these Ian, I fixed Willy's starting position already but thanks anyway I can see i'm going to be a bit busier than i originally intended, yes with the start of the game i did always think the tune was a bit haphazard getting going somehow but never could quite put my finger on exactly what i was or wasn't hearing, thanks for the heads up on that one. Thanks in particular to the tip for the encroaching rope, up until now i've not been able to create a room with a rope in so this will be a great help With regards to the routine where Maria raises her arm when Willy walks up the ramp or just jumps up in the air my thoughts here are that Matt probably knew what he was doing here; as Maria is on a raised part of the floor and is looking straight ahead and simply doesn't notice Willy until he 'puts his head above the parapet' or simply gets up close and personal and so she waves him away only when she notices .. that's my theory anyway, i'm thinking that perhaps i could include something alternative once i have released my 1st playtestable I think this is a routine that in JSW2 they tried to improve but actually, in my opinion looks a bit botched, when Willy jumps up, Maria tucks her hand back in again .. doesn't seem right, i think they could have left it as it was or just make Maria flap her hand about when Willy is at her height or higher
  18. So would that mean that R9 has been disguised as D>?
  19. fairplay, only takes a minute ... i suppose i could look into having R9 asked for while i'm at it
  20. pretty much, just the one which i'm not going to bother with and that's the one where grid location R9 is never asked for (poor R9 .. 33 years and never being asked) :(
  21. Some really helpful stuff here guys, hoping to release my file for playtesting this week. I'm toying with one final issue: Some might say since i am to make the game truly as Matt intended then i ought to leave the code entry screen in as this was an intended feature of the game but of course nowadays it's pretty pointless .. i'm tempted to leave it in but just make the game run regardless of whether a correct code was entered, i've got my own fix in for that already! :P With reference to the short delay immediately after loading i think it's well worth implementing the fix here as i figured that if he looked into this and realised that it served no purpose then he would have just bypassed it anyway
  22. Thanks for this Ian, this should be the last major bug corrected .. i've now figured out how to create a slightly alternative ending (similar to Willy on a barrel) so this will come in handy
  23. Of course the holy grail here is the patch for the am/pm bug
  24. I guess since this is the only room where this happens and patching the bug would bring no benefit to any other room in the game i think i would need to question as to whether it's worth spending any significant amount of time worrying about it although i might just put it in since you've gone to the trouble of creating a patch :)
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