Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
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Message: 3736
Author: Carl Woffenden
Date: 14/09/2003
Subject: Re: [Manic Miner and Jet Set Willy] Re: Announce: Update to JavaScr
Thanks for you feedback, Andrew. That's by far the most comprehensive
list I've received!
> I'm playing it under Internet Explorer 5 on a Tiny M840 laptop PC withI didn't test much is IE 5.0 on Windows as it doesn't quite do certain
> a PIII 600 processor):
things right. The PIII *should* be fine though as I wrote the entire
thing on my ancient G3 PowerBook.
> 1. There's a bug where the screen suddenly scrolls upThis is an IE 5.0 bug - it doesn't happen with any other browser/OS
combination. It's not on my list of things to fix any time soon.
> 2. Usually when I restart the game I get a "Stack overflow at line: 0"I thought I was the only person in the entire world to have seen this -
> pop-up error
it's caused in the callback to the image preloader. It's an IE/Windows
only thing and is a high priority fix.
> 3. Upon restarting the game, the room-titles, scores and remainingTitles and scoring was rather quickly. This will all be re-written to
> lives sometimes disappear.
match the original.
> 4. The jumping is inaccurate with respect to the Spectrum-versionOh? I thought I had it right this time - I'll look properly into this.
> 5. I miss the sound.I would love to add sound but there's no easy way of doing it cross
platform. I have a choice of adding samples using a hidden Flash movie,
Java applet or other plug-in, or writing a programmable sound generator
plug-in (possibly applet) for beeper effects. None of the ways are
satisfactory as they take it away from the simple
just-works-in-any-browser vision I had.
> 6. I miss the Game Over screen.It will be added. I dunno when I'll have the time, though.
> 7. As a Spectrum-purist, I miss the colour-clash. ;-)I toyed with the idea for a long time but it just simply wasn't
practical. To be honest, writing a game in JavaScript isn't practical
either!
> 8. I miss my usual keys (O & P for left & right, Enter to start theP causes Opera to print (and usually crash). Any alpha key causes
> game, and the PAUSE-BUTTON).
Mozilla to search for links/words beginning with that letter, hence the
cursor keys.
> 9. The speed is erratic (mostly too slow, but then it speeds up... andThis could be a whole host of things - from the speed of your CPU to
> slows down again...).
the dodgy IE browser. JavaScript isn't exactly designed for gaming but
I haven't had many grumbles about the game speed.
> 10. There's sometimes a long delay in starting the game or betweenThis is usually due to the level graphics being dragged across the
> caverns.
internet - I intend to add a progress bar.
> 11. The portal consumes you a step too soon (a step too late whenI'll look into this.
> jumping up into it from below).
> 12. The playing-area doesn't go black and blue when you complete aNot really possible without loading in extra coloured versions of the
> cavern.
graphics.
> 13. There's no way to stop the remaining lives animating.Too be fixes.
> 14. I seem to be finishing the caverns with less air left than on theMmm. I'm starting the levels off with the right amount of air, I think.
> Spectrum.
Are you roughly getting the same scores?
> 15. In "Eugene's Lair", you can't jump over the static nasty and landI have been checking and adding these. I'll further into it.
> inside the wall. This is the major problem with all of the non-
> Spectrum MM/JSW games that I have played
> 16. In "Processing Plant", you miss the item when emerging from underI spotted this recently, since I fiddled with the jump code. It will be
> the wall holding jump
fixed.
> 17. You can't stop on a conveyor by jumping up and holding theNot something I'd intended. Again, I'll look into it.
> opposite direction
> On the other hand, you /can/ jump straight up onto a conveyor and thenI couldn't have missed this one out!
> jump in the opposite direction!
> 18. The falling Kong Beast is red!I thought it was supposed to be red!? It was in the Jester releases, so
I might have just got all confused.
> (Tell Mikey I have good news...)??
> 19. Collision-detection for guardians appears to be position-basedI wrote a pixel-based routine but the data were too big for modem uses
> rather than pixel-based
(it's not possible to access pixels from JavaScript so a text encoded
bitmask was needed for each sprite). I *might* add this back in.
> 20. You can fall onto a conveyor and walk the wrong way on itI thought I'd fixed this. Oh well!
> 21. In "The Sixteenth Cavern", you can fall through the portal andI'll probably leave this in.
> collect the item.
> 23. The conveyor-animation in "Amoebatrons' Revenge" is missing.I classed it as a mistake in the original and removed it. I suppose I
could add it back in.
> 24. No solar power.In JavaScript?! I couldn't even muster up the processing power to do
this on the Mobile versions I wrote. It's possible that this will be
added later.
> 25. No Room 19 picture.To be fixed.
> 26. You cannot use the wall to stop on the conveyor in "The FinalDon't know what you mean? Can you do a screen grab/movie capture?
> Barrier".
> 27. No swordfish when you complete "The Final Barrier" (unless this isTo be added.
> because I got there by teleporting ;-) ).
> 28. No extra life every 10000 points.To be added.
Thanks again for all your help!
Regards,
Carl.
