WIP: Manic Miner port

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Kweepa
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Re: WIP: Manic Miner port

Post by Kweepa »

Thank you very much!
I tracked it down to dying while holding down the jump button on the joystick.
Fixed in this version - which I think I'll call a release candidate :)
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Mayhem
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Re: WIP: Manic Miner port

Post by Mayhem »

I see what you mean about the conveyor belts... that's definitely incorrect iirc, you can't just stop on them like that.

You're also missing The Vat... and the solar beam doesn't seem to do that much damage to your air supply.
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Re: WIP: Manic Miner port

Post by merman »

Watched the video, very impressive!
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Kweepa
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Re: WIP: Manic Miner port

Post by Kweepa »

I must have accidentally cut the vat from the video while I was trimming out all my deaths. Oops!
Oh, that's how conveyors are supposed to work? Ugh. I think I prefer them this way - it feels much more logical.
Ah, and the light beams consume air? I didn't notice from the videos. Will fix this!
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Re: WIP: Manic Miner port

Post by cobracon »

Holy crap. This game will just wreck me. lol
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Re: WIP: Manic Miner port

Post by hasseapa »

Superb. Another new VIC-game that makes you wonder how it could have changed things if it was released back in the days.
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Mayhem
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Re: WIP: Manic Miner port

Post by Mayhem »

Kweepa wrote:I must have accidentally cut the vat from the video while I was trimming out all my deaths. Oops!
Oh, that's how conveyors are supposed to work? Ugh. I think I prefer them this way - it feels much more logical.
Ah, and the light beams consume air? I didn't notice from the videos. Will fix this!
Yes, the conveyors are constant progression, can't stop it, you have to time going onto them to progress correctly. That's part of the learning process for the level patterns. And yes, the solar beam reduces your air if it hits Willy, I generally finish that level with not much air at all because you can't really avoid it some of the time, that's part of the challenge. Also the dissolvable flooring is too slow imo, it should disappear quicker than it currently does. These aren't criticisms, just observations if you want to make the game as close to the original Spectrum/C64 versions as possible 8)
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Kweepa
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Re: WIP: Manic Miner port

Post by Kweepa »

Since you insisted... :)

Sped up the crumbling 50%.
Adjusted how the conveyors worked and tweaked a couple of levels to compensate.
Made the light beams suck air.
Last edited by Kweepa on Thu Feb 01, 2018 1:50 pm, edited 1 time in total.
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srowe
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Re: WIP: Manic Miner port

Post by srowe »

This latest version starts in the Solar Power Generator...
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Kweepa
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Re: WIP: Manic Miner port

Post by Kweepa »

Ooooooops!
Last edited by Kweepa on Thu Feb 01, 2018 4:59 pm, edited 1 time in total.
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beamrider
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Re: WIP: Manic Miner port

Post by beamrider »

miner-20180201.zip still starts in Solar Power Generator
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Kweepa
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Re: WIP: Manic Miner port

Post by Kweepa »

WTF? Let me try that again.
Last edited by Kweepa on Thu Feb 01, 2018 7:14 pm, edited 1 time in total.
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Mayhem
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Re: WIP: Manic Miner port

Post by Mayhem »

Now that's pretty much spot on :)

Makes a couple of those jumps a lot more precarious and needs the correct timing (Sixteenth Cavern, and Solar Power Generator especially). In fact it only took me two attempts to complete The Warehouse!

Only bug I spotted was that the high score didn't appear to be saved, completed a game and started a new one, and the high score was still zero.
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Kweepa
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Re: WIP: Manic Miner port

Post by Kweepa »

Really, only two attempts?? It took me about 30 attempts when I was recording the walkthrough!
Fixed the high score.
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Mayhem
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Re: WIP: Manic Miner port

Post by Mayhem »

Will check that out over the weekend. Btw why use the Bug Byte version for inspiration, and not Software Projects? Because it was the original?
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