Resource centre for ZX Spectrum games
using Manic Miner and Jet Set Willy game engines
Archive of the
Manic Miner & Jet Set Willy Yahoo! Group
messages
|
|
||
|
|
||
| Previous in thread |
|
Next in thread |
Message: 3834
Author: carlwoffenden
Date: 27/11/2003
Subject: Faithful Conversions v Reinterpretations (Re: JSW Items)
If it were my project, I would want to make it as faithful as
possible to the original:
I can't help wanting to fix obvious bugs rather than leave them be.
move the invisible, unreachable item from "First Landing" to "The
Hall" as per the official Software Projects pokes;
It might be the 'official' fix but that doesn't make their choice the correct thing to do
- having invisible items is very bad game design (and, IIRC, one has to jump to collect
the item?).
leave the one in "Swimming Pool" to be autocollected (even though
it's an obvious bug);
That would mean writing a game with the same restraints as the original, in which
case the player would be better served with an emulator.
Ideally, an automatic conversion-program should be able to take any
given JSW game and convert it to JavaScript with a minimum of post-
editing.
That's exactly what I'm writing (I have this working for MM, requiring only two hand
tweaks of the autogen'ed data) but I also like the ability to enhance the games whilst
retaining the original feel: <http://mail.jesterinteractive.net/~carl/>, so in essence
the original data is converted to a much more extensible format which is then turned
into JavaScript (or anything else: <http://www.jesterinteractive.com/images/mm/
meteor.mov>).
If I were writing a Java version of JSW
Ah, next on my list!
Carl.
