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JianYang

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  1. Like
    JianYang reacted to HAL in LSD / AUTOMATION / HAL / Matthew Smith   
    I used to be a very good freinds with Matty (that's what we all called him back in the day)
    I shot the vid & I put it on YT 🙂
    Chris Barton one of my best friends for 40 years he was Tommy Bartons son (co owner of software projects) and one of the major reasons the game was released but could not be finnished - is because Chris was an alcholic, weed smoking maniac & SP's official games tester & he told his dad, he had finnished the game LOL.
    How do I know - I was there 🙂
    I also have all the artwork from SP's games in my house, and Tommy's copies of Jet Set and Manic hanging on my walls and yes I can prove it.
    HAL
  2. Like
    JianYang got a reaction from UncleWan in JSW:Redux   
    Usually @GPC posts his reviews himself. I guess football and/or heat got to him. So allow me to do the honours:
     
     
  3. Like
    JianYang reacted to obo in TileMap 2.x   
    I've been working on updating my TileMap application, which lets you see the whole game map as you play. I already supported the original JSW and JSW2+ games, but they use hard-coded map layouts. I've long wanted to add more general support for custom JSW games, which requires working out a 2D map layout from the game data. That turned out to be a much harder problem than expected so it never got finished.
    I've come to the conclusion that it may not be possible to automatically generate a perfect layout for all games. The only information you have is the room exit data, which must have all 4 exits defined, even if only some are used. The remaining entries usually point back to themselves, or are set to some dummy value, which will usually be an existing room number. In some cases they point to unused rooms from the original JSW, which then become part of the map layout. Examining the room data for navigable exits might help fix some of these, but there are cases where blocks disappear in late game to allow access. That's not even thinking about exotic loops and overlaps that some games have.
    I've settled on an approach that seems to give "good enough" results for non-overlapping maps. The rules also keep the original JSW map rooms aligned to the east wall, leaving a gap in the middle. In more complex cases it attempts to place problem rooms near (and aligned to) where they should be, but it will always place them somewhere. It's far from perfect (as you'll see below) but it seems a reasonable compromise solution for now. In some cases I'm not even sure what the correct layout should look like! Are the Pavero maps considered to be correct?
    TileMap also requires game code hooks to react to some game events. JSW mods that change only the data should just work. I've found that most game engine changes use the same code in a different location, or minor variations. I was able to get all the JSW48 games working over a couple of evenings, and extra incompatible games should only take about 10 mins each now. JSW Central has been a great source of information to get this done :)
    To show the current progress I've built a test web version of my development code, with just the JSW48 games available. It should work on modern desktop browsers, though the final release will be regular desktop apps. Double-click to start, Esc to return to the selection screen.  Home centres on current room, End shows full map. Drag/zoom with the mouse. F1-F4 give 1-4x scaling, avoiding scaling artefacts.
    If there's community interest/help I could allow custom overrides of the map layouts to fix issues. It would likely allow exporting the generated layout for manual editing, rather than having it created from scratch. Any other thoughts are most welcome.
  4. Like
    JianYang got a reaction from jetsetdanny in JSW:Redux   
    Usually @GPC posts his reviews himself. I guess football and/or heat got to him. So allow me to do the honours:
     
     
  5. Like
    JianYang reacted to MauS in JSW:Redux   
    That's a great idea. I'll see about getting that in the next build.
     
    EDIT: Done. When you start the game it'll show the info.
    EDIT 2: I've also renamed it.
  6. Like
    JianYang reacted to SymbolShift in JSW:Redux   
    Maus has done a great job with this!
    The only thing that bother's me is that I feel that the artist who created the tileset should be listed when selected. Especially since the default tileset (JSW Gorgeous) is from the mobile java version. For example, something like this...
    1 . . . JSW Gorgeous   (artwork by Paul Vera-Broadbent)
    Credit is given in the Willypedia (credits and acknowledgements, page 2), but I feel it's a little buried. I also got the impression that the reviewer was not familiar with the java tileset, and assumed credit to Maus.
    That said, it's a great looking tileset and can't blame you for using it 😁
  7. Like
    JianYang reacted to jetsetdanny in Blagger for the Spectrum   
    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." 😁
  8. Like
    JianYang got a reaction from jetsetdanny in Manic Miner Web   
    Maybe we can figure out what the problem is before this thread is closed?
     
    @fawtytoo, I understand there were issues about the appropriate amount of credit given to you in the love2d version. I cannot say anything about that, because it seems to have been fixed since then. But what are the issues with @monkeyx's C port? It seems you have released the original under a very permissive license and I fail to see a problem with monkeyx's fork.
    I would very much love to see a version of your excellent port with additional levels and a level editor. So what are the issues and what needs to change to make this a reality?
    Thank you for your great work and hopefully for a reply that clears things up.
  9. Like
    JianYang got a reaction from jetsetdanny in Blagger for the Spectrum   
    If you're talking about converting the Blagger levels to a Manic Miner engine, then yes, I'm very interested. There can never be too many Manic Miner levels.
    If you're talking about converting the game including its awkward physics to the Speccy: no, not really.
     
  10. Thanks
    JianYang reacted to The-Red-Bayron in Blagger for the Spectrum   
    Hi JianYang,
    Thanks for your reply, yes it would be a conversion using the Manic Miner engine.
    It's the usual problem in that the screen and sprite sizes are different between the C64 and Spectrum, also the C64 guardians can move through other objects.
    This is one of the levels so far.
        
    All the best,
    B
  11. Like
    JianYang reacted to monkeyx in Manic Miner Construction Kit   
    Here are some screenshots from my attempt to make a Manic Miner Construction Kit.

    Most sprites and NPCs are now png spritesheets 32 x 32 so more detail available. These sprite sheets are made with gimp so are easily to editable. If anyone likes doing pixel art. Please do volunteer to help :)

    The editor is currently a html web editor. But an in app sdl2 might also be possible. I will try and get a public repo and release up in the next couple of weeks.





  12. Thanks
    JianYang reacted to monkeyx in Manic Miner Web   
    I tried to submit PRs that were rejected. The project was archived, so I created a love2d clone. Then the forum shows the original authors erratic responses to the love2d version.
    In parallel I am creating a new c version inspired by Matthew Smith's original instead. With many more features and an editor
     
    It will use a different methods for video and sound et al. Which allows the construction set to be even more flexible.
     
    It will also be under an MIT license as far as I'm concerned the original copyright belongs to Matthew Smith alone.
     
  13. Like
    JianYang reacted to monkeyx in Manic Miner Web   
    I have gone back to the original project by @fawtytoo as I could not get LOVE2D to work with a web browser using this great implementation of the game

    So I have added the record game option (push R) Play back via the (O)ptions Menu that also lets you select lives and level. Also has high score per level (S) on title screen 

    Pressing U in game saves progress. L on Title to select on 5 save slots

    Also runs on touch screen(Only test Android)

    https://monkeyx.net/



  14. Thanks
    JianYang got a reaction from Trullybug in What would you like to see in a remastered version of Manic Miner?   
    I know you weren't asking me, but I would definitely get rid of the background images. Or at least make them optional.
  15. Like
    JianYang reacted to fawtytoo in What would you like to see in a remastered version of Manic Miner?   
    There's no background images in Manic Miner. I was only suggesting things that I would ADD. @Trullybug was referring to things they'd remove.
  16. Like
    JianYang reacted to fawtytoo in What would you like to see in a remastered version of Manic Miner?   
    I was going to make an HD version with full colour graphics, background images, improved sound effects and MIDI music, smooth animation and 60fps but have the gameplay exactly as the original.
    What would you remove?
  17. Like
    JianYang reacted to UncleWan in What games satisfy you in a way similar to MM/JSW?   
    Celeste,I think.😄
  18. Like
    JianYang reacted to Trullybug in What games satisfy you in a way similar to MM/JSW?   
    Probably VVVVVV for me. It has graphics just like JSW, the controls are almost identical, it's difficult and very fun.
  19. Like
    JianYang reacted to Spider in What games satisfy you in a way similar to MM/JSW?   
    Frank N Stein - Bugfix.tzx
    Zero modifications other than the patch applied. Note there's very very little room in the Basic to insert any cheats (there's no space to insert the patch this way as pokes) due to ramtop location. Are ways around it such as sticking them into the screen and calling it but that's a 'mod' I suppose.
    NB: May need loading in 48K mode only. I could 'fix' this but that would be a modification lol.
  20. Like
    JianYang reacted to jetsetdanny in What games satisfy you in a way similar to MM/JSW?   
    Thanks for the video! It's interesting to know how someone really good is playing "Zuma's Revenge" 🙂 . I've spent a lot of time playing the game, but I'm very far from this level of efficiency 😮.
    Whoever played the game in the video shows both speed, accuracy and an extremely fast thinking related to where to place balls that will later cause a "chain reaction". It looks extremely impressive 🙂 .
  21. Thanks
    JianYang got a reaction from jetsetdanny in What games satisfy you in a way similar to MM/JSW?   
    I don't think I've ever played an original Zuma game, but I've played several clone games. After a few levels it always seemed to get impossible and I could only progress with luck.
    So I just got curious and wanted to see what that game looks like if played by people that know what they're doing.
     
    Holy moly!
     
    I never thought of me having a slow brain, bur I cannot even follow what's going on there.
  22. Haha
    JianYang got a reaction from UncleWan in What games satisfy you in a way similar to MM/JSW?   
    I don't think I've ever played an original Zuma game, but I've played several clone games. After a few levels it always seemed to get impossible and I could only progress with luck.
    So I just got curious and wanted to see what that game looks like if played by people that know what they're doing.
     
    Holy moly!
     
    I never thought of me having a slow brain, bur I cannot even follow what's going on there.
  23. Like
    JianYang reacted to jetsetdanny in What games satisfy you in a way similar to MM/JSW?   
    Thanks, Andy!
    Where can we get the bug-fixed version? The game's page on Spectrum Computing you linked to provides a description of the bugfix (what needs to be modified) but not an actual bug-fixed file as far as I can tell.
  24. Like
    JianYang reacted to jetsetdanny in What games satisfy you in a way similar to MM/JSW?   
    My favourite game somewhat-similar-to-MM-or-JSW games is "Monty on the Run". I absolutely love the somersaults that Monty makes, and the atmosphere. I used to play it on the real hardware back in the 1980s, but never managed to complete it back then. I only completed it recently for the first time. I made a separate page for it on JSW Central where you also have the links to the video of my playthrough (to watch on YouTube or to download from Internet Archive).
    On the non-platformer and PC side, Zuma's Revenge is a game that I have spent countless hours playing, mostly the three-minute runs at high scores at a given level (after unlocking them via the adventure mode or whatever it's called). This game has a mesmerising quality for me. When I start playing these high-score rounds, I just can't stop. My high scores are so elevated now that it's very difficult to improve anything (only the top 5 results at each level are recorded in the game), but I could still spend hours playing them. Time seems to stop when I'm at it. I play and fail (to improve the high score), play and fail, play and fail, but with every failure it seems that I was so close (even though the score is very far away from the top one), so close, that I can achieve what I want with the next game. So I go on. I could easily stay up all night doing this. It's the closest to an addiction I have in life. I generally try not to fall into temptation (because it robs my JSW time), but periodically I feel like playing the game, and then find it difficult to stop...
  25. Like
    JianYang got a reaction from jetsetdanny in Manic Miner Sprint   
    That's not easy. I think I'm starting to understand why I suck so much at games with Mario inspired physics.
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