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Message: 6957

Author: andrewbroad

Date: 29/11/2016

Subject: Re: Ropes and Broadsoft Lifts

 

In Message 6946, ian.rushforth wrote:

>
> A query for Andrew - I wonder if the 'buggy' interaction between
> ropes and Broadsoft Lifts was reflected in the evolution of your
> game JSW64MM James Bond?
>
> It strikes me that since the ropes in the game are predominantly of
> the non-swinging variety, this might have been a conscious
> decision, made in order to prevent problems from arising as a
> result of such rope/lift interactions?

I was unaware of any interaction between ropes and lifts when I wrote JSW64MM:JB.

The reason that all the ropes (except the one in "Quantum of Solace") are non-swinging is economy of space. I was trying to cram so much into those rooms that I didn't have space for swinging ropes. I also enjoyed gliding straight up and down the ropes, and hadn't seen many non-swinging ropes in the JSW games that I had played up to that point.

The Broadsoft Lifts patch was only ever an unstable beta-release. I was aware of the following bugs:

1. The lifts pick the player up too early when (s)he is below them.

2. I was hoping to make the vertical lifts carry the player down smoothly instead of letting him/her fall.

3. I was hoping to make the code that draws the player shift him/her downwards by the number of pixel-rows between the top of the lift's cell-row and its actual pixel-row, like when (s)he's on a ramp.

4. If a lift carries the player up off the top of the screen, it actually takes him/her to the room below!

I'm afraid I have no plans to resume work on Broadsoft Lifts, JSW64MM:JB, or any of my old MM/JSW projects, but I hope to implement better lifts if I ever get round to writing my H* game engine...


In Message 6956, rushforthian wrote:
>
> Is it possible to attach files to messages here,
> to demonstrate such scenarios?

I'm afraid not.

--
Dr Andrew Broad

 

 

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