Jump to content
Jet Set Willy & Manic Miner Community

jetsetdanny

Administrator
  • Posts

    3,141
  • Joined

  • Last visited

Everything posted by jetsetdanny

  1. Have you visited the Happy Tulip Lounge or the Pleasant Coctail Bar yet, Mr Badiels? πŸ˜‰
  2. I would suggest playing with some "assistive tools", such as RZX-recording the game and using the Rollback feature (my personal preference) or saving and loading snapshots. I always use Rollback when I play JSW and MM games these days. I know, it's cheating, but I would consider it a waste of time to play a game in a different way. And some of the games designed in recent years and decades are so forbiddingly difficult that they are *meant* to be played with assistance. Using Rollback changes the perception of difficulty level enormously. I am often astonished when people complain about (some really relatively easy - I'm not referring to "What a Wonderful World of Willie" here) games being difficult. They're not if you can roll back after each mistake and try again. It's just that you have to be using the proper tools πŸ™‚ .
  3. It probably won't be much help, but, for the record, the roof in my "Willy's New Mansion" look like this: - In the original edition: have a look here starting at about 36:50; - In the Special Edition: have a look here starting at about 55:59. Oh, and "The Temple" looks really cool! πŸ‘ Could you tell us more about the game you are creating? πŸ™‚
  4. It does. A number of games are only toilet-completable thanks to this feature.
  5. I *never* get logged out of the forum. This could be because I tick the option "Remember me" or something like this when logging in (perhaps - I can't remember since it's been a long time since I had to log in for the last time). Wouldn't this help?
  6. I would say wait till you hear any complaints about this room. If you don't, there's no point in releasing a modified version πŸ˜‰ .
  7. Same here, it seems pretty faithful. Thank you for this conversion! πŸ™‚ πŸ‘
  8. [without trying to do it in a game] Won't this prevent Willy from collecting the item in question?
  9. For me, personally, the fact that the tempo of the music is increased when the game speed is increased is actually a serious problem. The in-game tunes plays faster once the whole game runs faster. In many cases, it ruins the in-game tune listening experience. It's probably OK if the increase in the speed of the in-game tune is moderate, say, 20 or 30%. However, if the speed is doubled, you are listening to a tune that was meant to be played at a certain speed playing twice as fast. This is not good at all. Think of it in real-life terms. Music is recorded at a certain speed at which it's meant to be listened. If that speed is changed, it doesn't sound as good. Would you listen to a commercially-recorded song - any song - at double speed? It would sound funny, or plain horrible. 'Voiceless' music (which is what we get in MM and JSW) is perhaps more forgiving but still - it's no fun to listen to instrumental music at twice the speed (or even 150% of the speed) at which it was meant to be listened to. The same goes for the MM and JSW tunes as far as I'm concerned. This is one of the reasons why I'm not a great fan of games that have been sped up too much. Please note this is just a personal opinion, and it's not criticism of what people have done to speed JSW games up. I do appreciate the coding knowledge and abilities that have gone into achieving a faster game speed. However, the side effect of speeding the game in the form of the in-game tune playing too fast is a serious drawback for me.
  10. Thanks for this, AukonDK! Would anyone be able to compile binaries for the PC (Windows)?
  11. After deliberating for half an hour whether this game is spam or not 🀣, I have approved it and it can now be downloaded by everyone. Thanks for creating it, Jet Set Willie, and congratulations on joining the exclusive club of JSW authors! πŸ™‚
  12. Congratulations on releasing your first JSW game, Jet Set Willie! πŸ‘ I was involved in playtesting the game, so I know it already and I can recommend it to everyone πŸ™‚. In some ways it's different from other JSW games created so far, which is refreshing. A big thank you to Jet Set Willie for mentioning me in the credits 😁.
  13. Thanks, Andy, I believe the Spectaculator recording will do for my purpose! πŸ‘ In that one, you did *not* fail any keys as far as I can see, right?
  14. Could someone please RZX-record (preferably using SPIN, but perhaps any compatible emulator would do) the loading sequence of JSWII? So that the person watching it would see the person who loaded the game "go through" the colour code? I would need this sequence for an improved video of both the walkthrough and speedrun of "JSWII" for the JSW Central YouTube channel. Any help would be appreciated!
  15. I will be happy to playtest it, but it will be a few days before I'm able to get down to it. I'll do my best not to keep you waiting for too long πŸ˜‰ .
  16. Welcome to the forum, Mat! 😁 So you're feeling that buzz again, aren't you? πŸ˜‰ That's great, I'm looking forward very much to your second game!
  17. I have just tried to load an unmodified "JSW 2" using the colour code protection sheet from here and I don't seem to be able to do it. I input what I believe is correct values and nothing happens. Has anyone come across this problem before?
  18. Thanks, Byron! I look forward to playing this version soon πŸ™‚ .
  19. Andrew Broad made the following comments on the Yahoo! Group when he reviewed JSWED back in November 2005: No Kamikaze ----------- An interesting name for what I would term "item-retention" if I could afford a wider window. πŸ˜‰ "A sadistic game designer", eh? πŸ˜† Bonus Room ---------- Did I read somewhere that the items in a Bonus Room don't count towards removing Maria? Sacrilege! It's really cool that the screen colour-cycles when you get an extra life, as in Manic Miner. Perhaps certain JSW games could give you an extra life after you've collected a certain number of items, or exceeded a certain score (to which points are awarded for collecting items and visiting rooms that you haven't visited before). There's a bug (or useful quirky feature?) whereby erroneous colour-attributes appear in the playing-area if you acquire too many lives. These colour-attributes behave as Water unless associated with a cell-class (but unlike Custom cells, they don't cause the Cell-Class 1 pixel-pattern to appear). ------------------------------------------------------------------------------------------------------------- There are no other references in the Group posts that would shed any light on the issue in question. However, there was also a comment of yours, Ian, in February 2017: Re: Patch to reset cells' FLASH-bits Andrew wrote: > (I encountered a bug in JSWED when setting "The Off Licence" to be a bonus-room: I ticked "Bonus room" in > "Room properties", but when I checked back there, it was unticked. When I playtested it, it /was/ a > bonus-room: the items gave me extra lives, without colour-cycling.) I have experienced a similar problem; reopening the Options->Room menu causes the Bonus room box to be unticked (after having ticked it previously). However, when I playtested it, it wasn't a bonus room (no extra lives and no colour-cycling). The reason I returned to the Room Options menu was to tick the 'No Kamikaze' option, in order to have both options switched on in the same room. I thought I would see what would happen if Willy collected all the items in a multi-item room, and then died before leaving the room! The result: many extra lives, which eventually spilled over beyond the status bar and caused corruption across the range of addresses #58xx-#5Fxx (including the attribute file for the entire screen, the primary and secondary attribute buffers for the playing area and the stack - the latter of which eventually led to a system reset!!)
  20. πŸ™‚ That's quite possible. And John Elliott could actually confirm it if he stumbles upon your comment one day.
  21. I fully agree with all of your comments, Ian πŸ™‚ .
  22. It's a good question! I'll start my reply with the contentious bit ;). I really don't think that it's called the 'Bonus Room', not 'Bonus Cavern', feature because it was designed with JSW-style gameplay in mind. I know you always make a point about the distinction between rooms and caverns, but I don't think it's universally accepted or applied. 'Room' is the most generic word for a screen in the game and I'm pretty sure that's why the feature is called the 'Bonus Room', without any deeper meaning to it. Moreover, the distinction between JSW-style and MM-style games (and also rooms) is blurred in JSW64. You can have a room with a portal which is the only way out, but you can also have a room with a portal that simply acts as a teleporter, because you can also exit this room through one or more "JSW-style" exits. JSW64 is a "place" where the distinction between rooms and caverns as per your definition is particularly vague. Anyway, I've carried out some testing in response to your query and the result is that there is an easy - although admittedly imperfect - solution to the problem you've envisaged. It's keeping the "No Kamikaze" option deactivated. Let's start from the basics for anyone interested. Both the "Bonus room" option and the "No Kamikaze" option can be activated or deactivated (ticked or unticked) in the following way: right-click "Rooms" (a menu appears), go to "Room options" (JSWED's manual mistakenly calls it "the Room properties screen" - this should be corrected as it's confusing) - another menu appears - go to "General", there they are. With the "No Kamikaze" option ticked, the game plays in the room in question as in MM, i.e. if you die after collecting an item, when you respawn, the item (or items) you collected before dying are restored and your item count is adjusted to what it was before collecting them. If you collect more than one item in such a room and then lose a life, you will have a net gain of at least one life (more if you have collected more items) and so there is a clear and present danger that the extra lives you keep gaining in such rooms (if there are many of them) could start to spill over beyond the bottom of the status bar. The easy solution to this is to have the "No Kamikaze" option deactivated. With this, the game plays as in JSW, so after you have collected an item, it's not there any more also after you lose a life. However, this doesn't affect the ability to leave the room via the portal - you collect an item, you die, the item is not there any more, but once you have collected all the other items in the room, the portal starts flashing. The program remembers that an item has been collected. I know, it eliminates the challenge of having to collect all the items in the room without losing a life. Oh well...
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.