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Playing around.


Norman Sword

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i spent an hour this morning, and then another hour tweaking the various effects. --- Re- [File] Manic Miner - DarkLight Modification

 

 

since the file on hand was the last file I modified, i used that file to see what various effects I could do.

Whilst doing this is not difficult. I am not attempting to do the same in Manic Miner or Jet SET Willy. The code would be pretty much identical for both versions.

 

In jet set willy , he does not use a lamp- so less obvious to use.

 

 

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problems

 

If the background is blacked out - the screen has to be memorized. Not easy on unfamiliar screens. So I stopped looking at black background versions straight away.

if the background is blued out, then distinction with blue platforms disappears. They look just blued out.

coloured backgrounds undecided what that looks like

 

in this version I hallowed the light in yellow. looked better than white- saw no point in blue- as I always prefered the background left in. (and that was blue)

 

 

The screen layout I am using has problems mainly due to the oxygen bar. Any other glitches are due to not bothering any further.

 

The original aim was a directional light, I started with a general surround light and felt no need to add a few lines of code for the directional light. 

MP_torch.tap

Edited by Norman Sword
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That's quite excellent. :)

 

It does work quite well and add atmosphere to the game. Some credit must go to Pgyuri for the idea initially but I can perhaps foresee this general principle being good for various third party games.

 

Regarding JSW, I do agree its not terribly ideal however certain screens could possibly use it, perhaps something like WineCellar or other potentially 'dimly lit' areas. Does pose a slight quandary there with if he should have a miner's lamp/helmet or be carrying a torch of somekind but I guess that is something for a different topic.

 

My other feedback I'd posted previously (not as a hint in any way merely a thought regarding blue/black background area) was if M.W has 'seen' an area it should then remain in blue afterwards, by this I mean the cavern starts as black aside from the area lit by his lamp, but once he's 'seen' an area but left it, it goes to blue.

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  • 2 weeks later...

An addendum to the above file - directional beam --- I mentioned it --- so I then needed to do it.

 

 

Directional beams of light.

 

 

 

looking left and looking right - when in a normal blue background room

Is it possible Norman to have an option on the title screen to turn the effect on or off, and maybe the difference it could make

in scoring, or playing. Maybe if you got to the end with the dark light effect on you get to play a bonus screen that is unavailable

otherwise for example?

 

I noticed too for instance on screen three that the effect causes considerable mess with the graphics when squeezing

in between platforms where the height difference is only enough for Willy to walk through if that makes sense. No bugs

it's just the effect kind of corrupts the surrounding graphics temporarily.

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With the guys untold wealth, he bought a bigger and better battery pack and upgraded the torch to a Cree Fitment. Please Note this displays DEMO in multiple places. Dates and text reflect the original release, because this is NOT an update.


Info:-

 

removed light fringe.

 

extended height and width

 

reverted back to illuminated background (in blue)

 

added the objects

 

added the portals

 

 

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2nd version allows you to use the keys "k" and "L" 

 

 

 

 

bigger pack.tap

directed beam.tap

Edited by Norman Sword
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That looks really good. :) Thanks for the continued updates.

 

Its interesting you've posted that today as I was thinking earlier about doing a couple of mockups with the 'darklight' version and posting them as screenshots as the author was open to changes. I have a "plan of action" for that I'll discuss in the appropriate topic once I've clarified (to myself at least) what I'd like to suggest etc.

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