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fawtytoo

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  1. Wow
    fawtytoo got a reaction from monkeyx in Manic Miner love2d Remake   
    Me? Interested? I'm glad it doesn't work. Maybe you should write your own code in future and not steal someone else's.
    I notice you've turned off the Issue feature on your GitHub project. You didn't even have the decency to reply to my issue about licencing. You've fixed it partially but you've already made it clear what sort of developer you are. One who completely disregards other developers licencing, copyright and intellectual property rights.
    My apologies to everyone else on this forum if I'm having a go at another member, but I think it's justified. I tried to use the correct channels to do it, that is GitHub, but was ignored.
  2. Like
    fawtytoo reacted to jetsetdanny in Manic Miner love2d Remake   
    Sure. I'm sad that there are some negative feelings within the community and problems with respect for other people's work and with acknowledging their authorship.
  3. Sad
    fawtytoo got a reaction from jetsetdanny in Manic Miner love2d Remake   
    Me? Interested? I'm glad it doesn't work. Maybe you should write your own code in future and not steal someone else's.
    I notice you've turned off the Issue feature on your GitHub project. You didn't even have the decency to reply to my issue about licencing. You've fixed it partially but you've already made it clear what sort of developer you are. One who completely disregards other developers licencing, copyright and intellectual property rights.
    My apologies to everyone else on this forum if I'm having a go at another member, but I think it's justified. I tried to use the correct channels to do it, that is GitHub, but was ignored.
  4. Thanks
    fawtytoo got a reaction from jetsetdanny in Manic Miner love2d Remake   
  5. Confused
    fawtytoo got a reaction from jetsetdanny in Manic Miner love2d Remake   
    Deleted.
  6. Confused
    fawtytoo got a reaction from jetsetdanny in Manic Miner love2d Remake   
    Deleted.
  7. Like
    fawtytoo got a reaction from jetsetdanny in What would you like to see in a remastered version of Manic Miner?   
    Isn't that the point though, that you can't change direction? Especially given the levels are time restricted (limited air). Could you elaborate?
  8. Like
    fawtytoo got a reaction from Trullybug in What would you like to see in a remastered version of Manic Miner?   
    Ok, so if you stand still the conveyor takes you at its speed, or if you walk in the same direction you move at double speed (walking + conveyor), or if you walk in the opposite direction walking is halved/resistance. That makes sense.
  9. Like
    fawtytoo reacted to Trullybug in What would you like to see in a remastered version of Manic Miner?   
    The point is that you move automatically, that it pushes you. Not that you can't change direction. At least that's how it is in the current games.
    Oh, and once you change direction, when you walk in the direction that pushes you, you can go faster.
  10. Like
    fawtytoo got a reaction from Trullybug in What would you like to see in a remastered version of Manic Miner?   
    Whoa! Yeah, well, I'd make them much more subtle than that. Just so there's some texture, but nothing vivid or distracting.
  11. Thanks
    fawtytoo got a reaction from Trullybug 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?
  12. Like
    fawtytoo got a reaction from JianYang 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.
  13. Like
    fawtytoo got a reaction from JianYang 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?
  14. Like
    fawtytoo got a reaction from jetsetdanny in MM and JSW ports to SDL2   
    Reverse engineering ain't my thing. Besides, I was only interested in MM & JSW for nostalgic reasons.
    Other than my Spectrum emulator, I'm working on Pacman. These projects can take me years to complete you know.
  15. Like
    fawtytoo got a reaction from jetsetdanny in MM level 16 logic   
    Like I said before, MS clearly understood game design principles. In "Abandoned Uranium Workings" there are 2 seals that you don't go any where near, so why are they there? And yeah, which shaft do you use in the "Cold Room"? In "The Sixteenth Cavern", do you drop down through the exit to get that item and then get stuck because you didn't notice the item in the top left, or get the item in the top left and drop right down below the conveyor and go up to the last item?
    Maybe MS knew the concept of speed runs. After all, the faster you complete a level, the higher your score.
    Concerning MS interviews; there is one in his bedroom (I think) where he was asked where the boot came from in the Game Over screen in MM. MS answered with "the top of the screen". Obviously the interviewer meant where did the "idea" come from. Very funny answer.
    Incidentally, I've reverted level 16 in my port to the OG layout. This discussion has helped me rethink that level. Thanks for your thoughts.
  16. Like
    fawtytoo got a reaction from JianYang in MM level 16 logic   
    Like I said before, MS clearly understood game design principles. In "Abandoned Uranium Workings" there are 2 seals that you don't go any where near, so why are they there? And yeah, which shaft do you use in the "Cold Room"? In "The Sixteenth Cavern", do you drop down through the exit to get that item and then get stuck because you didn't notice the item in the top left, or get the item in the top left and drop right down below the conveyor and go up to the last item?
    Maybe MS knew the concept of speed runs. After all, the faster you complete a level, the higher your score.
    Concerning MS interviews; there is one in his bedroom (I think) where he was asked where the boot came from in the Game Over screen in MM. MS answered with "the top of the screen". Obviously the interviewer meant where did the "idea" come from. Very funny answer.
    Incidentally, I've reverted level 16 in my port to the OG layout. This discussion has helped me rethink that level. Thanks for your thoughts.
  17. Thanks
    fawtytoo got a reaction from jetsetdanny in MM and JSW ports to SDL2   
    Hi guys and gals,
    Just thought I'd upload the latest releases of MM & JSW for Windows. They are 64bit only but should work on 7 onwards.
    Any feedback on compatibility would be welcome.
    Regards,
    Steve
    ManicMiner.zip JetSetWilly.zip
  18. Like
    fawtytoo got a reaction from jetsetdanny in MM level 16 logic   
    Did MS intend that item to be there? Is it a design bug/flaw? An oversight. Once the game is released it's too late. His contract would have mean meeting a deadline. You can only do so much testing. Supposed to be troll? MS understood game design principles but doesn't strike me as the sort that troll's.
  19. Like
    fawtytoo got a reaction from jetsetdanny in MM level 16 logic   
    I know you weren't scolding me (it's my port after all and I'll do what I want with it), but it made me think if I'd done too much to it on that level.
    Level design, for any kind of game, usually avoids being designed that allows game engine bugs to creep in, which is what my post is about. That particular level illustrates that. I guess that the change I made was a kind of "that's how I would have done it" but now feel I've deviated from the OG which isn't the design goal. "Game play is 100% identical" I think is my claim. That level breaks that rule.
    I'm just thinking out loud. Suggestion welcome.
  20. Thanks
    fawtytoo got a reaction from jetsetdanny in MM level 16 logic   
    When you die or exit a level in MM, nothing is drawn in it's final positions. That is, it's all one frame behind the game logic. This is most noticeable in the "Sixteenth Cavern" when you drop into the portal, collect the final item and exit the level. If everything was drawn up-to-date, the final item would be erased and you would see Willy's feet below the portal. But that doesn't happen.
    In order to address this and have the drawing up-to-date, I use an "Action" in my port that allows the game logic (ticker) and the drawer to complete before changing the state of the game. This works very well. Except for level 16. If I use the exact same level layout as the OG, as Willy falls through the portal to the final item, the item is collected. But as Willy is still falling, on the next frame he is no longer "inside" the portal and so falls onto the conveyor below. If I correct this, then I end up with the same visual anomaly as in the OG. Further fixes could be made but not without making the code unnecessarily complex for such a simple game.
    My solution was the move the final item one tile lower. But that looks odd and begs the question as to why. To further the solution and add a "reason" for the change was the add a gap in the conveyor below the portal to make it more obvious as to why the item is lower. The "reason" given was to provide more of a challenge to get the final item.
    On reflection, the final item should be placed immediately below the conveyor for the "challenge" and the conveyor gap was not necessary. But then why didn't Matt Smith do that?
    The whole point of this is that I considered that final item to be pointless and didn't need to be there. I think this is analogous to the uncollectable item in JSW "Conservatory Roof" where the solution was to remove the offending nasty whereas another solution would be to remove/reposition the item.
    @JianYang referred to my change as "very naughty". So I thought it needed a dedicated thread for the explanation/discussion.
  21. Like
    fawtytoo got a reaction from JianYang in MM level 16 logic   
    Did MS intend that item to be there? Is it a design bug/flaw? An oversight. Once the game is released it's too late. His contract would have mean meeting a deadline. You can only do so much testing. Supposed to be troll? MS understood game design principles but doesn't strike me as the sort that troll's.
  22. Like
    fawtytoo got a reaction from JianYang in MM level 16 logic   
    I just had a thought but I'm not sharing it. It will be an easter egg.
  23. Like
    fawtytoo got a reaction from JianYang in MM level 16 logic   
    I know you weren't scolding me (it's my port after all and I'll do what I want with it), but it made me think if I'd done too much to it on that level.
    Level design, for any kind of game, usually avoids being designed that allows game engine bugs to creep in, which is what my post is about. That particular level illustrates that. I guess that the change I made was a kind of "that's how I would have done it" but now feel I've deviated from the OG which isn't the design goal. "Game play is 100% identical" I think is my claim. That level breaks that rule.
    I'm just thinking out loud. Suggestion welcome.
  24. Like
    fawtytoo got a reaction from JianYang in MM and JSW ports to SDL2   
    Compiling on Linux is a lot easier than on Windows. You need to install the packages ...
    libsdl2-dev build-essential ... then download the source code and type "make" from a command line from the same directory as the Makefile.
    Probably should add that to the README.md.
  25. Thanks
    fawtytoo got a reaction from Spider in MM and JSW ports to SDL2   
    I signed up to this website after noticing this thread.
    I'm not much of a binary kind of guy, just happy to share the code. Not much interested in Windows, so sorry there too.
    Thanks for the mention here.
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