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SymbolShift

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  1. Looks like a great start. Getting this working in visual languages can be especially tricky, well done! One user worth checking out is manic986 who rebuilt MM and MM2 using scratch.
  2. Jolly good old chap! Looking forward to this one
  3. Merry Christmas also! Hope everyone has a good one
  4. Right, MS altered the left movement collision intentionally to allow for certain situations, but side-effects were created as a result of the modification, which were then mostly avoided. Your solution with new block types works very well!
  5. Many of the older "light" themed forums are now equipped with a dark mode theme. Is this something that can be easily added to this forum? Thanks.
  6. Although I'm not against using corrected mechanics, I would be unsure on how to modify my code to make the changes.
  7. This has been super helpful, and I've now been able to replicate the original MM mechanics. I really appreciate the time you took to put this doc together! Regarding the movement mechanics of MM (and JSW), what are the best mechanics to use for a new game based on the originals? MM had symmetrical movement mechanics, but had issues with entering wall blocks in certain jump situations. JSW had non-symmetrical movement mechanics... moving right behaved like MM, but moving left disabled some wall detection to allow Willy to catch on the edge of ledges. The left movement avoided most of the 'entering wall block' situations (of the right movement), but the side-effect was he could walk through head height wall blocks. So pro's and con's existed for each movement direction. It appears that Matthew Smith's solution was to simply try and avoid those situations, rather than rewrite the movement mechanics. In 2018, I know IRF+NS rewrote the movement code to overcome most of these issues, but there is no skoolkit breakdown of those routines to assist. Should I use the original mechanics (warts and all) to be faithful to the originals? MM mechanics for a MM clone, and JSW mechanics for a JSW clone, or new mechanics altogether? My concern is that someone unfamiliar with the original mechanics quirks, could play my game and interpret them as bad programming. Maybe I just need to avoid those situations like MS did? Thanks.
  8. Think I got this finally working. Had to change to 'If AI=1, jump to 12'. Willy was not landing on platforms because my cell detection was lagging, but got that fixed now 👍
  9. In function 4, If the above line is set as 'jump to 8', then the jump stalls once JAC=13, and Willy falls the remainder of the jump. However, if it is set to 'jump to 12' then the jumps complete, but landing on any platforms is ignored. Can't seem to make it happy 😁
  10. I think I've found an error in function 4... If AI=1, jump to 8 This seems to say, If Willy is jumping then Willy has landed, which makes no sense. I've looked at Skoolkit, and wonder if it should jump to 12 instead? (35670 - JP Z,35971)
  11. Yes, Absolutely, although you could enhance it, it does not mean you have to. That said, I think the expectation would still be there from most Next users to have enhancements. As you mention, Melchior's Mansion did a fantastic job of blending the ZX feel with hardware enhancements, they totally nailed it. I feel that most of the Next crowd are in it for the games nostalgia, and I really hope the KS3 gains more development traction in the coming years. Maybe one day MS could be lured back to write a sequel, I'm sure we'd all chip in and get him a TRS-80 to get cracking.
  12. Yes. I tried again and it works if you type it in first thing, but if you move Willy around and then try it does not accept it.
  13. For someone who is new to GM2, you've done a fantastic job! I did not really see any problems with the mechanics, except maybe the collision detection is a little off. I could not get the 6031769 to activate. Only thing I missed was using Spacebar for jump 👍
  14. Usually not a fan of enhanced colour remakes, but I cannot deny that Java Tileset always looks gorgeous. Would love to see a MM version (anyone feeling artistic?) 😁
  15. I've checked out some of the new games for the Spectrum Next and to be honest, they don't really feel like a Spectrum anymore. With 256 colour palettes and AY sound they feel more like Atari ST, Amiga or even SNES games. For me personally, this takes away some of the magic and simplicity of the original machine.
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