MtM Posted June 1, 2020 Report Share Posted June 1, 2020 I plan to write my H* game engine in the 2040s, if I have time between retirement and death. Any games that I might release before then would have to be MM/JSW patches. Don't wait until then, start it now! It could be a real boost - you have all this expertise available on this forum, these must be amongst the most specialised programmers in the world here, think of what could be achieved in such a short space a time? Particularly if everyone put away their own projects to a degree and contributed to this one if you needed the help. Out of interest, do you have criteria that your putative H* engine has to meet, such as run in 48k, etc, and if so could you share them? Apologies for my ignorance, I am sure it is obvious, why 'H*' as a name? Did you miss that statement. I guess I did in all the excitement! Nothing to do today---- so i wrote the music. Excellent, what is the tune or is it a surprise? jetsetdanny, Spider and andrewbroad 3 Quote Link to comment Share on other sites More sharing options...
jetsetdanny Posted June 2, 2020 Report Share Posted June 2, 2020 Don't wait until then, start it now! I'll second that! :thumbsup: MtM, Spider and andrewbroad 3 Quote Link to comment Share on other sites More sharing options...
Norman Sword Posted June 3, 2020 Author Report Share Posted June 3, 2020 (edited) Provisional music, which will more than likely stay. : old file attached here - deleted - down loaded 4 tiles --------------------------------------------------------------- Final game version accessible via This Link Edited July 20, 2020 by Norman Sword IRF, Spider and MtM 3 Quote Link to comment Share on other sites More sharing options...
Spider Posted June 3, 2020 Report Share Posted June 3, 2020 That's quite good, I like the alternative piano too. And the fact that there's more than one tune! :thumbsup: MtM 1 Quote Link to comment Share on other sites More sharing options...
Spider Posted June 3, 2020 Report Share Posted June 3, 2020 I'll retest this tomorrow but I had a minor (no pun intended!) issue on 'normal' , in particular I could not pass leftwards due to either my poor timing with jumping or M.W hitting his head on the red cell. A small .rzx is attached as I plan on doing a recording of the first x levels again... first_few_levels.rzx ... also a screenshot to illustrate: Its quite possible it is me at fault here :) , but time is limited to investigate this right now. MtM 1 Quote Link to comment Share on other sites More sharing options...
MtM Posted June 3, 2020 Report Share Posted June 3, 2020 I had that same issue. The trick is to keep walking onto the white boxes from off the right most conveyor. Not the most intuitive thing to do but it does work. Just part of the dastardly design! In truth I found this screen a little too cluttered aesthetically. Quote Link to comment Share on other sites More sharing options...
Norman Sword Posted June 3, 2020 Author Report Share Posted June 3, 2020 (edited) In truth I found this screen a little too cluttered aesthetically. Then it has fulfilled its design brief. From the start the screens have increased in size. The screen after the old central cavern screen, is designed to be a visual shock. --------------------------------------------------------------- Final game version accessible via This Link Edited July 20, 2020 by Norman Sword MtM and IRF 2 Quote Link to comment Share on other sites More sharing options...
IRF Posted June 3, 2020 Report Share Posted June 3, 2020 (edited) Provisional music, which will more than likely stay. Nice music*, and the long scrolly message is intriguing. (*There are a few bum notes in 'Fur Elise' though.) P.S. This latest file works in Torinak, unlike the previous builds. :) Edited June 3, 2020 by IRF MtM 1 Quote Link to comment Share on other sites More sharing options...
IRF Posted June 3, 2020 Report Share Posted June 3, 2020 I'll retest this tomorrow but I had a minor (no pun intended!) issue on 'normal' , in particular I could not pass leftwards due to either my poor timing with jumping or M.W hitting his head on the red cell. You mean hitting his head on the red and yellow (stripy) block? As MtM has pointed out, you just need to walk on a bit further leftwards before jumping. From your comments, I believe you must have assumed that the white square-shaped blocks act like JSW64-style Trap cells (i.e. if you step on one you fall through, even if you are also standing on a solid block with the other half of Willy's sprite). Whereas in fact, they just seem to behave like Air cells with a pixel pattern (so you only actually fall through if Willy's sprite is spanning two of the white square-shaped blocks). ** Something else which I've just noticed in 'Manic Panic' is that the Fire cells (e.g. the spiky 'poisonous pansy' bushes) are solid, such that Willy can stand/walk/jump on them without falling through - although it saps the air supply if you attempt to do that. In contrast, in the standard MM/JSW game engine, if you hack the engine to turn off the fatal outcome whenever Willy comes into contact with a Fire cell, then he will fall through Fire cells as if they are Air - with the added quirky behaviour that, even if the other half of his sprite is atop a solid block, he will still fall through both the Fire cell and the adjacent solid block. (In fact, that is how John Elliott created Trap cells in JSW64 - they are just non-lethal Fire cells.) andrewbroad 1 Quote Link to comment Share on other sites More sharing options...
Norman Sword Posted June 4, 2020 Author Report Share Posted June 4, 2020 (edited) Standing on Nasties:- The original file allowed nasties to sap air. This was not the original plan. In the original game file all contact killed Willy as is the normal action. Since this was a BETA file I included the action of air sapping purely because it allowed the screens to be traversed easily without instant death. The one person feedback I received prompted me to expand the air allowance and still permit contact with nasties/sprites and falls to continue as if nothing much had happened and the super generous air supply made movement around easy.( far too easy) The allowance of standing on a nasty was not a problem originally, when the game did not allow such generous air supplies or death on contact with them. However with the massive amounts of air that is available now, The ability to climb on nasties or stand on nasties needed to be curtailed. I have spent half an hour changing the logic surrounding all the nasties. The change makes nasties un available to stand on. --------------------------------------------------------------- Final game version accessible via This Link Edited July 20, 2020 by Norman Sword IRF and Spider 2 Quote Link to comment Share on other sites More sharing options...
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