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Message: 5554

Author: Alexandra

Date: 22/02/2006

Subject: Re: Rooms of UMM + about a chasing rock

 

> BTW. The bucket didn't kill you in the first time?

To my knowledge it has never killed me. What can I say, I'm careful :)

> > RooM 21 - The idea of things calling which you can then step on is
> > very inventive.
>
> - Didn't understand what you mean ))

Blocks fall down and you can stand on them when they rest because
there is invisible earth there. It's a good idea. In one place there
is a little extra earth that you can stand on but that probably
couldn't be helped and it's close enough. Lord knows I've seen worse
collision detection in some Speccy games :)

> - I wish I had trampolines as a cell-type, but I hadn't. So this
> could be fixed only by lowering that fan so that an extra cell row
> could be placed on the top of the fan.

I would personally go with that idea if at all possible. Also, I want
to know, why doesn't the first fan blow me upwards? ;) Well I'm mainly
just teasing, but I was wondering about ideas to get more visual
consistency. Perhaps it's not as strong or something. Maybe if you
animated it slower you could depict this? Or then again it may look worse.

> Heh, not really you) Cook Andre shoots. Look at him. When the
> werebear appears, Andre takes his gun and shoots (with red ! upon his
> head), then, when the werebear is shot down, Andre returns to his
> position. I was very proud of this room, because of this feature.

I didn't say I shot, I said I got shot :) The bullet may have been
intended for the werebear (werebear? Is that from something?) but it
hit me becuase I was walking forwards at 'full speed' ;)

> > "THE SHAFT" - I think it may be possible to get trapped if you make
> a
> > wrong choice entering onto this screen, but I don't want to give
> > anything away.
>
> Yep )

Evil ;)

> EXAMPLE:
>
> (a) VANISHING WALL
> (b) TRIGGER - HORIZONTAL
> (c) VERTICAL
> (d) TRIGGER - STOPPER MOVE+DRAW
> (e) BLANK
> (f) TRIGGER - EUGENE
> (g) HORIZONTAL
>
> I have this feature in one of the next rooms.
> Rock (g) moves left. And the wall (a) vanishes at the same time. When
> the wall is vanished, the rock is triggered (f) to be an engine. When
> the rock is at its lowest point - this rock disappears. (some other
> trigger (d) puts a "stopper" before this rock). And at this moment
> another trigger (b) makes an invisible guardian (c) transform into
> another horizontal guardian, that continues to chase Willy again.
> Theoretically, the rock can chase Willy in such way a few times
> more...
> What do you think?

Wow, I see how it works. You've really got this timer stuff down!
Clearly I need to start a game with more than 13 guardians per room,
if I am to explore the more complex effects and get a feel for what is
possible.

Sendy

 

 

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