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Message: 4462

Author: Alexandra

Date: 19/09/2004

Subject: Re: Ladders, Lifts, disappearing platforms, Radzone & Booty

 

> Radzone has a block-type which is like floor, ramp and ladder
rolled
> into one: in a field of these blocks, you can move in eight
> directions.

A bit like the ropes in MOTR? The climbable blocks in that allow you
to move all 8 directions, i.e. the pipes in the sewer section.

> Climbing up ladders isn't a problem in JSW, since you can easily
> jump up them as in "Ballroom East". If floor-blocks (or a new
ladder
> block-type) were defined as down-conveyors, that could eliminate
the
> need for a down-key.

Good idea. I have seen that system used in games before (Shamus Case
II on the C64... Very dull platformgame/shooter)

> Booty is an interesting platform-game, adding not only ladders, but
> horizontal and vertical lifts, platforms that disappear and
> reappear, wide doors that take you from screen to screen (a bit
like
> portals in Manic Miner, but usually two-way), and narrow doors that
> you have to unlock with a correspondingly-numbered key.

Not to mention doors that lead to mid air (that's the main thing I
remember about that game, going through a door and falling to my
death)

> Platforms that disappear and reappear could be implemented using a
> patch-vector which sets the colour-attribute of the appropriate
> block-type to be the same as the background colour-attribute, and
> back again, at regular time-intervals. (This effect can also be
> simulated using invalid arrows, but without any fine control.)

I need something like this for DTV II, I was planning to attempt to
write a patch which simply draws the attributes to screen and erase
them as desired, but the system you mention would be much easier to
set up on a per-room basis. The downside is that having a bitmap
graphic for the block would leave ghosts (though I think it would
look fine as just a solid block).

 

 

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