SteveSmith
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SteveSmith got a reaction from jetsetdanny in Manic Miner with destructible levels?
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
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SteveSmith reacted to Sendy The Endless in Unknown modern-ish JSW remake
We already have Jet Set Willy on the Amiga at home.
Jet Set Willy on the Amiga at home:
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SteveSmith got a reaction from IRF in Manic Miner with destructible levels?
Hmmm... wouldn't that make it too easy? (Having said that, no-one could accuse Lunar Jetman of being too easy).
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SteveSmith got a reaction from Spider in Manic Miner with destructible levels?
Hmmm... wouldn't that make it too easy? (Having said that, no-one could accuse Lunar Jetman of being too easy).
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SteveSmith reacted to jetsetdanny in Manic Miner with destructible levels?
Thanks! I'll have another go and try to shoot my way through 😉 .
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SteveSmith reacted to Jet Set Willie in Manic Miner with destructible levels?
Fireball-Mario Willy won´t meet Angry Birds. 🙂 I think this is a great idea! I´d suggest that please don´t change anything from your idea yet, as the idea is great, just ask help for the level design, sure there will be some people who can help. 🙂 It´s also possible to make a version without platform shooting, that the other side of the platforms will start to dive, when you step too far. But also it should be possible (for fun!) to run back before platform dives too far (just like in slapstick movies!) and Willy´s weight will make the platform to rise again to it´s original balance. If the player will not run back to the opposite direction the platform will quickly collapse. I hope you understood what I was trying to describe. 🙂
I will try your pre-pre-pre-game later.
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SteveSmith got a reaction from jetsetdanny in Manic Miner with destructible levels?
It does make it more of a puzzle game than a straight platformer.
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SteveSmith got a reaction from Spider in Manic Miner with destructible levels?
It does make it more of a puzzle game than a straight platformer.
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SteveSmith got a reaction from Spider in Manic Miner with destructible levels?
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.
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SteveSmith got a reaction from jetsetdanny in Manic Miner with destructible levels?
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.
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SteveSmith got a reaction from jetsetdanny in Manic Miner with destructible levels?
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! 🙂
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SteveSmith got a reaction from Spider in Manic Miner with destructible levels?
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.
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SteveSmith got a reaction from jetsetdanny in Manic Miner with destructible levels?
It's for Win/Linux/Mac. There's no way I could create this on a Speccy. (even the Next!) :)
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SteveSmith got a reaction from jetsetdanny in Manic Miner with destructible levels?
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?
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SteveSmith got a reaction from Spider in Manic Miner with destructible levels?
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?
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SteveSmith got a reaction from Spider in Manic Miner with destructible levels?
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?
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SteveSmith got a reaction from Spider in Multiplayer Manic Miner game design
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.
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SteveSmith got a reaction from jetsetdanny in Multiplayer Manic Miner game design
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.
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SteveSmith reacted to jetsetdanny in Multiplayer Manic Miner game design
Thanks for new version, Steve! It has a nice feel to it 🙂 . I also like the effect of the items (keys) going up after they've been collected 👍.
I downloaded the Windows 10 version and I was able to play it without any problems. I won!... but I was the only player 😮
I tried one little experiment. After colleting all of the upper-level keys and dropping down onto the upper-middle-level platform (to the right of the robot guardian), I tried jumping to the right, so as to land on the right-hand side of the conveyor, to the right of the green Fire cell. In the original game, this manoeuvre is possible, but useless, because you cannot walk along the conveyor to the right (because you drop onto it from a higher level).
In your version, after landing on the conveyor and continuing to hold the 'Right' key, I was able to move to the right along the conveyor, step by step, as it were, ever so slowly. At the end of the conveyor I dropped down and regained the ability to move normally. So I was able to do something that cannot be done in the original - traverse the right side of this particular conveyor rightwards.
This is just an observation, absolutely not criticism.
Thanks again and I hope there will be more versions, will there? 🙂
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SteveSmith reacted to MtM in Multiplayer Manic Miner game design
Watched some of the youtube vids of it being played, yes looks like fun, somehow not quite how I imagined it but certainly a _lot_ of potential there I think for sure. I could make a load of things I would like but that would just be me 😉
I do hope that you continue with it all, and thanks for making a Mac version too, I spend the majority of my time on the mac at the moment.
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SteveSmith reacted to Spider in Multiplayer Manic Miner game design
Thanks. 🙂
I don't mind the game speed, it was the platform and conveyor actions 😄
If it means anything I tend to play JSW and MM emulated at about 110% to 150% , as they are playable at that, if competing I use the lower end of it.
Spectaculator only offers CPU MHZ not ideal but Spin gives option to alter the speed without changing the it in such brutal steps directly, also games relying in 'frames' timing will usually work properly at higher speeds too!
Will check update version later 🙂
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SteveSmith got a reaction from jetsetdanny in Multiplayer Manic Miner game design
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.
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SteveSmith got a reaction from jetsetdanny in Multiplayer Manic Miner game design
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:-
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SteveSmith got a reaction from jetsetdanny in Multiplayer Manic Miner game design
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.
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SteveSmith got a reaction from MtM in Multiplayer Manic Miner game design
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.