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Everything posted by Jet Set Willie
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Please don´t forget the way the micros handled too big games back in the day: Multiload. 48K Spectrum with tape recorder can handle this "JSW Mega-game", by using multiload. 🙂 Commodore 16 had both Jet Set Willy games! They were just loaded in separately, most C16 users must have been happy to have a chance to play JSW on their micro. 🙂 Please don´t forget that 16-bit micros used multiload, too! Disk drives were faster than tapes, but multiload was used anyway. 48K Spectrum, tape recorder and multiload are not a problem. It´s possible with (lots of ) extra work to choose and arrange certain rooms to fit in each "room block" to be loaded into 48K and when the edge of the playing area is reached, "JSW Mega-game" will ask if player wants to load the next part and tells the needed loading time, too. 🙂
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Sendy, in your starting post in this topic, you said aloud my thoughts about JSW/-type game design! 🙂In a better way, though. I like the idea about "secret gardens", one could put up a room what is beautiful or interesting in players´ eyes.🙂 I´d want to say to anyone, either being a master in JSW game designing or a novice thinking of possibly making a JSW game, if you want to make a room(s) you´d like to make, don´t listen to anyone who don´t like that kind of rooms or feels they are useless, just use your imagination and make your game real, no matter a big or small! 😃 But I want to note, that I understand other views too. 🙂
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My problem is that when I see a 'mnemonic listing', it´s just a 'mnemonic listing' to me. I don´t understand it. That´s why I hoped it could be possible without too much work (for others). Those few rooms will be designed the way they are "one-way-rooms", you can (must) enter each of them from the right and the only exit is always on the left. Because of the forced starting position of Willy and guardians movement tracks, it´s not possible to go back to the previous room on the right. In every other room, you can freely enter the neighbouring rooms the normal way.
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I don´t know either, if Pixel Stonk will continue to get his game published as an official sequel, but I thought that maybe my suggestion might help anybody else who has similar thoughts. If you really want to know the answer who owns the rights to Miner Willy games, maybe you could arrange a fund-raising campaign to get the money to hire a lawyer to find out the real right owners and to know what rights they really own. Of course, the copyright owners (or possibly the ones who falsely claim that) might then hire their own lawyer to show they have the rights. That may mean that you still can´t know the truth. But with such fund-raising to hire a lawyer you may not lose anything, except your time. At least if you can get enough money to pay the expenses if you go to the court and lose the case. But just having the lawyer to find out things is "cheaper" and you don´t have to go to the court if you don´t want to. That is, in the more democratic countries, at least. Pixel Stonk, if you are still reading this, I was very interested about your Willy sequel! Only problem was, that it was not made for 1/2-1Mb Amiga 500s. 😉 🥺
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I don´t know enough about legal things, but if you can´t get a permission or rights to use words "Bug-Byte" in your game, maybe you could get around that problem by simply calling your game as an "enhanced version of Matthew Smith´s first version of Manic Miner" or something like that. I´ll suggest you to use some lawyer even just to get few answers what is possible. Depending on your salary, you might get free lawyer services if your income is small enough? Try to find and ask where and how you might get free advice. But this probably depends on where you live.
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I would say "The big N", if this was about their copyright. They even were nasty enough to make money with the other guys´ work, the guys´ who started to steal their money with Great Giana Sisters, as some years ago "the big N" published a Giana Sisters based game..... sounds like a revenge. Also, Big Five is still making money (at least they were few years ago) with their old game character Bounty Bob. They had published a cell game based on their Miner 2049'er. 🙂 This "such an old game" is even older than Jet Set Willy or Manic Miner. 🙂 😉 I don´t know the truth, but to me it sounds like Mr. Wilcox may not own all the rights or at all, as he suddenly backed out after there should have been a dispute about Matthew´s ownership. I can´t say anything about this, but there are cases people acting that way when they are claiming to own something but are actually lying. I will bring in my own suggestion now. Why not publish the game as "A highly enhanced version based on Matthew Smith´s original Bug-Byte®️ game Manic Miner®️"? 🙂 If Matthew owns the rights to Bug-Byte®️ version of Manic Miner®️ and if you can make him to allow you to publish your game as a highly enhanced (Bug-Byte®️) Manic Miner®️ game with a new "Free-walkies™️®️" system what allows Miner Willy®️ to freely walk from room to room, this would make things much more easier. 🙂 I wrote the name "Bug-Byte" there, but you shouldn´t use the words "Bug-Byte", unless you ask a permission from somebody who owns rights to Bug-Byte or make an agreement to pay royalty or something to use their "Bug-Byte" name. Please re-design some of the graphics to be more Bug-Byte Miner Williesque, at least Willy´s hat. 🙂 Just my thoughts.
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Lemonamiga.com mentions it works on OCS and ECS. I haven´t played this, so I don´t know.
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Thank you for asking, Spider. 🙂 The flu got me, I am quite recovered now, but not quite. I have other things to do now, but I will come back to my "project" eventually. There are many rooms already and many of them will need proper playtesting to prevent unnecessary deaths as there are places where it´s possible to wander off the screen. I will have to block those possibilities off somehow without deleting graphical detail too much and some of those rooms will need neighbouring rooms, though I am not sure if there will be enough rooms for that. 🤔 Also, few rooms will really need Hex´ing, as Willy should be placed to the certain position when he enters the room (the same starting position for all those few neighbouring rooms). It is possible to make those rooms work without Hex´ing, but it would look strange and the player would clearly notice it´s done clumsily. Is such Hex´ing possible without too much work?
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I don't know the answer, but could somebody please make an Amiga and ST remakes, using these graphics? Please?!? 😀 I will gladly pay some extra for the blank Amiga disk(s) to get this game! 😁😋 I suppose there won´t be an official Amiga game these days 😔thus I am talking about blank disks to get a fan made free game, unless Software Projects is rejecting such thing.
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I did tests with my Mass Collaboration room using those original Willy sprites. Combination of ALT 1-8 + animation numbers in guardian editing box seemed to offer "unlimited" amount of Willy sprite frame possibilities, that confused me. It´s confusing that JSWED allows to put bigger animation numbers than 7. Yes, thank you, I was aware of using ALT + 1-8. 🙂 And partly aware of "0, 1, 3 and 7 work like this (for 1, 2, 4 and 8 frames", now I know that better, too. 🙂 Same here. Some things will become possible only by using mix of coordinates and speed you was not thinking of, otherwise, if you can´t alter coordinates of guardian movement, you will just have to accept wrong kind of animation or think of something else. Yes, I have thought the same, and I am making such frame changes in the sprites editing, when I need something "out-of-ordinary". But there is still the very problem, what seems to be a bug in JSWED. Yes, the same what I have described already. I may get a perfect (or near enough, so the player won´t notice or care) vertical sprite movement and animation, in guardian editing box. In a way that guardian moves up using frames 0 and 1 only until reaching the top limit of the movement and then moves down using frames 2 and 3 only until reaching the bottom limit of the movement and then goes up again using frames 0 and 1 only, etc.. It looks perfect, until I close guardian editing box by pressing [Ok]. I then switch to other room and back to see the current changes, and what I will see is that guardian animation timing is all wrong. Ie "going-up-frames" will get changed to "going-down-frames" too early or too late, and vice-versa. Hopefully you will understand now. 🙂 Also, at least on "my" JSWED, a quick left / right also changes previous guardian movement to current guardian movement changes. But you probably meant that, too. 🙂
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Hello Alexandra, and welcome to the "new" JSWMM! 🙂How pretty screens you have put here! Maria is looking so good, thank you for showing your skills! One room seems to include Matthew himself. 🙂
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Now, I tried to continue another project, as I haven´t been able to understand why JSWED won´t allow me to use guardian sprite animation the way I want to, as I had managed to make similar action in my Mass Collaboration room already. I have been confused, as guardian animations weren´t what I had choosed in "Guardian Editing window". When I had selected a proper animation in Guardian Editing window, the animation sequence is all wrong when it plays in a room after I have closed the Guardian Editing window. As I tried it once again now, I noticed that when I right-click the wanted guardian from that "8 guardian sprite list" from the bottom right and then select Guardian->Edit and in Guardian Editing window I once again tried to select suitable animation, by changing numbers in "Animation", I noticed that when I close Guardian Editing window by selecting "OK" and instantly go back to Guardian Editing window, animation number is wrong, it´s not the one I had choosed. Animation number stays correct, if I select animation number 0-7, but any number bigger than that, it gets changed to a smaller number, always less than 8. This makes it impossible to get a suitable guardian animation! 😟
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I thought I had taken care of that already when I was designing those ramps and checked that everything worked in one room before making another ramp in neighbour room, but as I checked it now, I had forgotten to check it. In "final version" those ramps in three rooms were joined correctly, no problems with that, I just had forgot to check that colour attribute thing, I just thought I had done it. 😄 But when I checked the room on emulators before changing the ramp to other colour than the water, I found out that the earth cells were disappeared from that room! Earth was already having different colour than ramp and water, also Earth had different colour than Willy, if that means anything. No, earth and air had different colour, if you thought that. 🙂 When I changed the earth cell colour, it became visible on emulators. 🤔 I found out the same see-saw walking with my experimentings and accidents. 🙂
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Back to earlier guardian problem. I had thought that mentioned guardian classes and instances feature and checking and modifying them will solve the problem. Now I tried to concentrate on that, but the problem is worse. I had originally tried to put two sprites to just one room and succeeded in that. Then I changed rooms and found out JSWED had added those two sprites to all the other ten rooms what currently were made back then! Also, in bottom right where existing guardians with their classes are shown for possible 1-8 guardians, all 8 positions were filled with guardians, every position showing the same guardian with the same guardian class 00! Yes, all 10 rooms had (and still have) the same problem! I have later added more rooms, and that problem weren´t slipped to new rooms at all, it stays among those ten first rooms. Yesterday and today I had tried many times to delete those guardians using G: Guardian and by highlighting the bottom right 1-8 guardians one by one and right clicking them to get to Delete and deleted all of them one by one. But when I changed the room and back, to see if I had succeeded in deleting, all of them were always there, unharmed! No matter if I deleted all 8, or 1 or 3 or any amount between 1-8, every 8 were always there again when I changed to the other room and then came back. In all 10 mentioned rooms they stay unharmed, no matter in which room I try to delete any amount of them. I have tried to delete them and then SAVE with F2 and shut off JSWED and starting JSWED again and loading the just saved file, no hope. All 8 in that room are still there. In editing screen (the room layout with tiles and sprites) there were either one or two sprites moving in their "tracks", depending on the room. I tried to change their X and Y positions, just to see how many of them there actually are, as I thought that all 8 may be moving in the very same position, ie the top one masking all the 7 others. But if I moved one sprite to different position, no other sprites came visible, so either there were just one on screen (in some rooms there are two sprites moving, some other rooms have just one), or all 8 moved at once. I once managed to get "two ball sprite" (found in the Bathroom) and ufo (from the Bridge, I think) to visibly move at the same position on screen, one masking the other one, both had the same yellow colour, no matter that I changed "two ball sprite" to black to see it better. I will need help to get rid of those 80 sprites. I had added two sprites in just ONE room, WITHOUT adding any guardians in the other rooms AT ALL and got eighty or so instead to TEN rooms. 🙄 I hope I had made this clearer this time. 🙂
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I think I had calculated the lower ramp´s position correctly and moved it few times. Perhaps it needs just more of that. The ramp actually continued on the right from the bottom room, and there the "bottom right room ramp" was not positioned correctly either for walking from room to room. But like said, the upper room ramp was corrupted, as it´s character cell was turned to water character cell, preventing walking.
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I have managed to get the arrows work, seeing two rectangles. I think the problem was that I didn´t understand to change to another room and back again. I got the arrows work the way I want, JSWED limitations allowing. I will need to use JSWED64, though, to really get them work the way I want. But at the moment I want to stick with JSWED48K. In JSWED48K, is it impossible to "connect" two or more ramps (one per room) in vertically neighbouring rooms, ie Willy could start from the bottom room ramp, walking to the top of the room, thus entering the upper room, then his walking will continue on upper room ramp? It is fine in JSWED, but on ZX32 and Klive, when Willy enters the upper room, the upper room ramp is not shown properly. Instead, the upper room ramp character cell has turned to water character cell, thus Willy gets stuck there. I can move a bit left and right, and at first I can jump, but then jumping gets stuck and can just move a bit left or right in a narrow area. I could put an earth or water character cell to the bottom of the upper room ramp, that probably helps, haven´t tried yet, as I thought to ask first, as earth or water cell would look out of place there, as I have already defined them to different purposes.
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🙂
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👍 You can always add hex numbers among decimals. Why not edit your post right now? 🙂 It may have happened in my topic, yaaayyy! 🤩
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Thank you. :) It can be finished without any loss of life. My original background design and gameplay idea was little different, but it turned out that JSW engine crashes my game. I think I could have done it somehow, at least to get similar action, but thought that "watered down plan b" was ok as a Jet Set Willy room even it was not what I wanted. The unfinished first version was harder to finish and I feel this finished one is too easy, but I will leave it as it is, as it´s better to have a room what CAN be finished without losing too many lives, as you will need those lives in the other rooms as well. :)
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Thank you, it was interesting to experience what Willy feels during teleporting! 🙂 Even just through my own post! You are welcome, JetSetDanny, though I hope and think there are some others too. 🙂 I will read them again if I will ever do a more "complicated" sequel. 🙏
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I thought 128K version of Utility Cubicles may have been such a starting point to Mass Collaboration Project, so people could have added screens to it. Thanks for letting me know. 🙂 Glad I asked about this, as after I had found Mass Collaboration Project page few days ago, I decided to make one room for it, in a hope the project is not finished yet. And just for my own fun, if it´s finished already. The room is ready and tested that it can be finished with one life. Happy to hear about your thoughts to relaunch it, even without my room! 😉 Thank you!! 🙂 👍👍👍