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using Manic Miner and Jet Set Willy game engines
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Message: 5137
Author: Alexandra
Date: 22/11/2005
Subject: Re: Various points from Daniel
> 2. To SendyTrue. But there is enough WYSIWYGishness to reduce most of the
>
> a) Sendy wrote:
>
> > Did someone ask what WYSIWYG is? It's when a development tool shows
> > something (in this case, JSWED showing the rooms of the game you're
> > editing) exactly how the enduser will see it (I.e. the player ;).
>
> Thanks for your explanation, Sendy. WYSIWYG - "What You See Is What
> You Get" - is that it? JSWED is not 100% WYSIWYG e.g. you always
> see the rope in the editor but may not see it during the game (if the
> air colour is not right) and in the editor you don't see the various
> colour effects caused e.g. by "empty" guardians moving over platforms.
guessing when it comes to aesthetic decisions. Andrew's MMSE for the
Speccy was a joy to use because it's an actual spectrum program, but
it's interesting/weird/a setback to have to draw graphics and choose
colours and /then/ see the result and tweak it. It makes room design
an awful lot longer. The first 8 rooms of MP were done this way, with
only minor optimizations made later in JSWED.
> b) What does AFAIK stand for?Role Reversal:
>
> c) Andrew wrote:
>
> > I hope it won't be too long before Role Reversal and Manic Person
> > are gamma-released! :-)
>
> I hope so too, Sendy. What do you say?
1) I have to fix the problem of the placement of maria and the toilet,
which is illegal in the game engine and yet the whole world is built
around it! I haven't tried John's suggestion here:
http://games.groups.yahoo.com/group/manicminerandjetsetwilly/message/4949
Which is my next intended move. Prey with me that it works in Erix1
mode ;)
2) Make the alternate-colour version. This will take me about a solid
day, split up appropriately.
3) Add Erix1's artwork, which I have to first /find/ which may be
tricky knowing my computer. I'm pretty sure I know where it is. As I
know /nothing/ about how loading works, I'll need spoonfed advice on
how to get is in the game, and possibly about loading the alternate
colours as part of a flashy selector thingy (FST).
4) Write the Readme. 3 Hours?
Manic Person:
The level editing is complete for the main game, as is the title
screen and ending etc. The readme is complete but it'll need revising.
So to finish I need to:
1) Design the levels for the companion game, which I am going to do in
a 'speed run' exactly the way I made Willy to the Rescue (my very
first JSW game ever!). I made that in three days and very few breaks,
and now I'm in a position with free time to do the same, only I'm
going to take a week. One week to make a game, in the style of Manic
Miner but based on Strangel with 64 rooms. Oops, I gave the secret
away, but it was obviously going to be something like this anyway.
2) Edit the scrolly message.
That's it really. Then after releasing come steps 3 to 45695029304154
- gradually playtesting it again.
Sendy
p.s. I wanted to reply to something I'm pretty sure Daniel said, about
my disappointment in not getting much feedback. I enjoy editing so
much that even if there were no feedback I would still do it. Not
getting much feedback can be disappointing but it's a feeling that
only lasts a minute or so. I'm not as prolific as I could be in giving
it myself. I do think a really nice thing is to see your game in the
World of Spectrum archive. Thanks a lot to those who rated 'my' games
there, I got some really nice scores, apart from my first game which
got a 4 I think (and I have to agree, though it has the biggest
centimental value to me).
Ok I think I am done for the night :)
Sendy
