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SymbolShift reacted to a file:
Plants vs Zombies
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SymbolShift reacted to a post in a topic:
JSW:Redux
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monkeyx reacted to a post in a topic:
Manic Miner love2d Remake
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jetsetdanny reacted to a post in a topic:
Manic Miner love2d Remake
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Looking good! Thanks for the update. I did notice on level 18 (Amoebatrons' Revenge) that there is a platform alignment issue compared to the original. Seems like it would be an easy fix.
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jetsetdanny reacted to a post in a topic:
Manic Miner for Playdate
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SymbolShift reacted to a post in a topic:
Manic Miner for Playdate
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Richard Hallas reacted to a post in a topic:
Manic Miner for Playdate
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SymbolShift reacted to a post in a topic:
Manic Miner for Playdate
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I must have been living under a rock, as I had never even heard of the Playdate until now. Looks like a nicely done conversion!
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UncleWan reacted to a post in a topic:
My new game——Willy‘s Fantastic voyage
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SymbolShift reacted to a post in a topic:
My new game——Willy‘s Fantastic voyage
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Great idea! I loved that movie as a kid. Looking forward to the large intestine 😂
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Trullybug reacted to a post in a topic:
What would you like to see in a remastered version of Manic Miner?
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jetsetdanny reacted to a post in a topic:
Manic Miner love2d Remake
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jetsetdanny reacted to a post in a topic:
What would you like to see in a remastered version of Manic Miner?
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Talking of enhancing Manic Miner... Around the year 2000 I started work on Manic Miner 3D. I made a lot of progress converting the levels into 3D but I eventually came to the conclusion that the game is better suited to 2D. That said, Blake Robinson made a version that first appeared in 2005, and has done many changes since then using Unreal engine. It's worth looking at to see what throwing modern graphics at something can achieve. https://blakearts.artstation.com/projects/0nlgw5
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SymbolShift reacted to a post in a topic:
JSW In London
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Very cool, a nicely done conversion! Few things... first thing I noticed was that the horizontal guardians move slightly faster than Willy. They should move at the same speed, unless you deliberately made them faster to spice things up! Also, the colour differences between the non-brights and the brights seems too extreme, making the non-brights too dark (eg. the sinking platforms, and the Willy sprite).
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jetsetdanny reacted to a post in a topic:
JSW In London
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jetsetdanny reacted to a post in a topic:
Jet Set Willy engine & physics in Scratch
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SymbolShift reacted to a post in a topic:
Happy Chinese New Year!
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SymbolShift reacted to a post in a topic:
Jet Set Willy engine & physics in Scratch
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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.
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Jolly good old chap! Looking forward to this one
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SymbolShift reacted to a post in a topic:
JSW Central YouTube channel
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SymbolShift reacted to a post in a topic:
Thank you to all the JSWMM community!
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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!
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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.
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Although I'm not against using corrected mechanics, I would be unsure on how to modify my code to make the changes.
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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.
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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 👍
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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 😁
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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)