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Message: 5137

Author: Alexandra

Date: 22/11/2005

Subject: Re: Various points from Daniel

 

> 2. To Sendy
>
> 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.

True. But there is enough WYSIWYGishness to reduce most of the
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?
>
> 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?

Role Reversal:

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

 

 

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