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Message: 5722

Author: andrewbroad

Date: 15/03/2006

Subject: Re: JSW II: Manic Miner (a MM-to-JSW2 conversion)

 

andrewbroad wrote:

>
> * JSWED should import Crumbly cells as Ramp /, along with the
> Crumbly cell-graphic.

I want the import-algorithm to set the cell-graphic for both Ramp /
and Ramp \ to that of Crumbly, so that the user can select either
type of ramp (and even mix both types in the same room) during post-
editing.

I would also like the import-algorithm to set each room's exits to
the room itself, when importing from a node that does not
define .


Jeremy Cooper wrote:
>
>> * JSWED does not import sprites correctly to a JSW II game. When
>> importing MM into JSW II, I get only 3 frames of the robot in
>> Central Cavern (#EB81-EBE0) and 5 frames of the penguin from The
>> Cold Room (#EBE1-EC80). Sprites in The Menagerie onwards appear
>> blank in JSWED, and as random pixels when playing.
>
> In the Cold Room, the penguins do a weird dance thing when they
> move right.

That's what I meant by "5 frames of the penguin": its 4 left-facing
frames, but only one of its right-facing frames (the others are
sprites from the original JSW II which JSWED's import-algorithm
should have overwritten, but didn't).


> and entering the Abandoned Uranium Workings has a 50/50 chance of
> instant death, sometimes kicking off the infinite death routine.
> I know this is a beta and such things need to be ironed out.

Well I must confess it caught me the first time I exited The
Menagerie, but it doesn't happen if you take care when walking off
that screen.

The infinite-death scenario (if you get killed at the start-position
of a guardian) is unfortunate, but that's JSW II for you.

I considered basing the game on James McKay's JSW II patch that
makes you invincible for three seconds after losing a life, but
decided against it for two reasons:

1. I don't like features that allow the player to circumvent a
challenge (you'd be able to walk through both guardians after losing
one life).

2. The fundamental principle of conversion is to represent the
source-game as best as possible WITHIN THE LIMITATIONS OF THE TARGET
GAME-ENGINE. If once you start making modifications to the target
game-engine, why stop until you have turned it into the source game-
engine?

So, while there are plenty of things I intend to iron out in
the /real/ JSW II: MM, this isn't one of them. Sorry for the
infinite death, but at least it's early in the game! ;-)

--
Dr. Andrew Broad
http://geocities.com/andrewbroad/
http://geocities.com/andrewbroad/spectrum/
http://geocities.com/andrewbroad/spectrum/willy/

 

 

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