• September 23, 2018, 02:33:32 AM
  • Welcome, Guest
Advanced search  

News:

Pages: 1 2 [3] 4 5 6 ... 30

Author Topic: MMLL Development Diary  (Read 242539 times)

Sokurah

  • RBP Member
  • Cray-1 Super Computer
  • *****
  • Offline Offline
  • Posts: 717
    • Tardis Remakes
Re: MMLL Development Diary
« Reply #60 on: September 04, 2009, 10:52:58 AM »

Not sure what you mean aboult the jumping? If you skip levels, you can play the first original spectrum level. I used this to check the jumps (and have also compaired height and distance with the oric version). On spec level 1 at then end of the conveyor, you should only just be able to reach the upper of the two platforms on the left. Hmmm... I am a bit confused? You will have to explain more with pictures and diagrams and stuff with arrows and algebra.. ;)

Okay, because I'm at work and don't have the latest version here I've just grabbed an earlier screenshot and used that.
It's got the reason I love algebra (which is completely unrelated to the rest, except you wanted it :)), it's got an arrow and I've even gone all the way and added a circle around the problematic place.

Like I said - most of the time jumping is fine but this particular spot is troublesome and I constantly fail to make that tiny jump, so something must be a little off somewhere...or is it just me?  :-[



Logged

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #61 on: September 04, 2009, 05:03:52 PM »

It is a lovely picture mate :)

But.. I jumped on and off there so many times that I sprained my ankle and spilt me Tea...

Are you playing the latest version? I think there may have been a colmap issue in an earlier beta?

ps. there is a solid wall above you, so, if you jump left and hit your head, you will fall directly down (as in the original), is that what you mean?
« Last Edit: September 04, 2009, 05:40:02 PM by Flash »
Logged
Coding for the love of it!

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #62 on: September 04, 2009, 05:37:40 PM »

Can I join the betatest efforts? :)

Yes, that would be a help..

I will see if I can get a demo sorted and out to you soon mate.
Logged
Coding for the love of it!

spacefractal

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 4137
Re: MMLL Development Diary
« Reply #63 on: September 04, 2009, 10:31:43 PM »

For me it was never here I got any problem at all and could not dying every by falling.... I got many demos past 2-3 days, due trying out music and then hear how it works in game (how do I compile my self?). For me it was the top witch which was the main problem.

The miner8.xm I guess might been removed, because I really does not like the organs, and is instead transfer this music to been a Egyptian theme using some of the same instruments (and also save about 80kb). I do guess Dark (which should that named?) and Space.xm works very well now.

All music is now own XM'S. About the complete jingles, what about doing one for each theme and sharing instruments? If not possibile I do one for all.

PS. These that got the demo tonight, the Egyptian music is still early and buggy (the flute did not fade down as it should due a unsupported feature I was not aware of, but is just fixed and sent to Flash).
« Last Edit: September 05, 2009, 11:00:22 AM by spacefractal »
Logged
The Musician for the RetroBytes Portal Projects.

Sokurah

  • RBP Member
  • Cray-1 Super Computer
  • *****
  • Offline Offline
  • Posts: 717
    • Tardis Remakes
Re: MMLL Development Diary
« Reply #64 on: September 06, 2009, 09:51:10 AM »

Are you playing the latest version? I think there may have been a colmap issue in an earlier beta?

ps. there is a solid wall above you, so, if you jump left and hit your head, you will fall directly down (as in the original), is that what you mean?

A solid wall? -that might be it. I have to play the previous version a little more...or even better - play the version you sent ...yesterday I think it was.


Hmmm... I am a bit confused? You will have to explain more with pictures and diagrams and stuff with arrows and algebra.. ;)

You are Cat and I claim my five pounds.  :D
Logged

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #65 on: September 06, 2009, 09:56:08 AM »

I have a feeling you really should lay off that Stout...

LOL  :D
Logged
Coding for the love of it!

Sokurah

  • RBP Member
  • Cray-1 Super Computer
  • *****
  • Offline Offline
  • Posts: 717
    • Tardis Remakes
Re: MMLL Development Diary
« Reply #66 on: September 06, 2009, 10:05:32 AM »

That's envy that is. ;)
Logged

spacefractal

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 4137
Re: MMLL Development Diary
« Reply #67 on: September 06, 2009, 12:26:00 PM »

All newest XM including a piano tune (a piece used in C64 China Miner) sent to Flash as long with 2 fixed instruments in 2 xm's in hope to bring less noisy and clicks.

now there is 4 tunes finished or near finished (they are are least useable now):
Dark, Egyptian, Rag and a Space Theme.

The first tune I created (that use 280kb = too much) should not been used in the final, but fine as placeholders.

Plans to do a jungle tune only using drums and percussions....
« Last Edit: September 06, 2009, 01:04:05 PM by spacefractal »
Logged
The Musician for the RetroBytes Portal Projects.

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #68 on: September 06, 2009, 01:28:34 PM »

Like the piano one mate, but for some reason it is louder than the others? Perhaps the piano sound it set high?

Could this have a little percussion? (jazz it up a bit?)

Will send you a demo soon mate.
Logged
Coding for the love of it!

spacefractal

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 4137
Re: MMLL Development Diary
« Reply #69 on: September 06, 2009, 02:28:39 PM »

I guess this is due the samples is very "compressed" hience the volume is high. I have now exported these samples, turned the volume down about 8db and in finally converted them to 22khz (they was 44khz).

I really not want to use more than 6 channels which is used for all piano, and sometimes leave one channels. I might do that in this chase, but not sure.

Its was a good midi file to convert, but it was some work on it as well to been playable and trimmed in XM.

A another fun version of the same tune can been found of Amiga version of Frantic Freddie which have lots of chip sounds on it.

I mail sent to you with the new version.
Logged
The Musician for the RetroBytes Portal Projects.

Lobo

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 3119
    • Spitoufs
Re: MMLL Development Diary
« Reply #70 on: September 07, 2009, 03:42:55 AM »

Music is pretty cool, like the piano in 'back to work', almost like western saloon kinda thing.  8)
One thing I wanted to mention about MM and TDG diary, they should both have the shortucts in the 'menu' on the front page where Warhawk is as well so for lazy bums like me to get there faster and spam more efficiently?

How's everybody doing with actual levels? So far I got it like this~

-Home at last - finished only once

-The Airlock - easiest so far for me, can finish anytime

-Mummy, Daddy - finished a few times, tricky but possible

-Hall of the mountain Flash - well, seems easy to me and I got the apple No.2 below the Kong but still not finished.
I think this level definitely needs LESS leaves as it's screwing up my view majorly.

-Back to work - can't finish no frickin way! I just can't get to conveyor belt no matter where I jump from, always hit the bloody ceiling and fall straight down. TIPS??

-The dragon users - not yet finished but seems doable, patience!

-Not central cavern - Well...almost, get screwed on conv. belt after picking up the top keys.

-Down the pit - nono..not yet, actually if you jump as soon as the level starts, you can walk on the top area (bug?)

-The central cavern -TaDaaa-finished! Once but still.

So, how are the others doing? Am I the worst player here? Is the world really flat, sitting on the back of a giant turtle? What gives?



Logged

spacefractal

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 4137
Re: MMLL Development Diary
« Reply #71 on: September 07, 2009, 05:53:16 AM »

I got completed first 5 levels and playing rest when I got home.

Home at last was hard earlier, but for me easy now after moving the top witch (thanks).

Mummy Daddy was for me really easy.

The Airlock can been very tricky to the top key, but easy when found out how to due (I should found that up by my self and not tip from Flash).

The top bird in back to work have same problem. You need to wait a QUITE long time to the left. It have a bad start position. Jump to conveyor is tricky, but possible (this one took me some tries too).

I also agree with Loby with Hall of the mountain Flash as I also wrote by email: Too many leaves falling.

Logged
The Musician for the RetroBytes Portal Projects.

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #72 on: September 07, 2009, 06:35:12 AM »

-Down the pit - nono..not yet, actually if you jump as soon as the level starts, you can walk on the top area (bug?)

Er, no... um.....'special feature'?

LOL

I will fix... It is just because you start falling and it relies on the fall to be signaled when no floor is found, this means, if you are quick, the status can be changed to 'jump'.

I will have a play through the levels and check them, it is also rather hard when you are recreating original ip and want to stay the same. I did say at the start that perhaps a few mods will be needed to balance the gameplay. I still find the first bloody level the harded. Also, I am following the level (and story) laid out by Retrogamers Stu. So, I do want to keep to that.. Though after the 20 levels, perhaps A couple of 'team' levels may be nice? Who knows..

Also, I still have the other contol mechanic to add (perhaps) that gives Willy sonic type controls (just for fun and to give the levels replay value).. I will think about that.. ;)

Quote
-Back to work - can't finish no frickin way! I just can't get to conveyor belt no matter where I jump from, always hit the bloody ceiling and fall straight down. TIPS??
Just get a little higher up the trellis, but not too high (else you hit your head), about the 5th block down and jump right
« Last Edit: September 07, 2009, 06:39:32 AM by Flash »
Logged
Coding for the love of it!

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #73 on: September 07, 2009, 06:41:06 AM »

The top bird in back to work have same problem. You need to wait a QUITE long time to the left. It have a bad start position. Jump to conveyor is tricky, but possible (this one took me some tries too).
That top bird does need moving, I agree... But, again, it is how it is in the original - I will play so that if you do the rest quickly you won't have to wait.
Logged
Coding for the love of it!

spacefractal

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 4137
Re: MMLL Development Diary
« Reply #74 on: September 07, 2009, 09:47:36 AM »

Down the pit - haha, fun bug. background seen bit unfinished to the right, but I just guess it just unfinished and only designed the level.

The bird should NOT been move faster, but yes is more the start position like the top witch.
Logged
The Musician for the RetroBytes Portal Projects.

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #75 on: September 07, 2009, 04:57:06 PM »

Bugger,

Just spent 2 hours trying to crack the Archimedes version of MM so I can play level 22..... Looks like I will have to play them all to get there :(

Oh dear!
Logged
Coding for the love of it!

Lobo

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 3119
    • Spitoufs
Re: MMLL Development Diary
« Reply #76 on: September 07, 2009, 06:02:47 PM »

Er, no... um.....'special feature'?

LOL

I like it actually :D. That stairs thing worked, pheew, jumped on the CB but now I can't avoid the bird, haha.
Ah, well...
Logged

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #77 on: September 07, 2009, 10:33:14 PM »

I really should post a demo or screenshots...Lobo has been doing such wonderful work, I really want to show it...

All I want to do is get the game to a stage where lives work and 'return to title works'...

Hmm...

Also keen to get a post on RR!
Logged
Coding for the love of it!

Lobo

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 3119
    • Spitoufs
Re: MMLL Development Diary
« Reply #78 on: September 07, 2009, 10:41:02 PM »

Post it all baby, spammerize the machines batman, oil up the old gears of advertising factory and full steam ahead!

Actually, everyone saw screens already, I mean everyone on this board is a tester so that much is covered.
Now, for that 'bird situation' I'm having here...do I wait until the bird is halfway to the right over CB and then jump on it..or what's the secret here?
Logged

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #79 on: September 08, 2009, 01:29:16 AM »

You still having problems with Back to work? Tsch!

I will have a look at the initial placements of enemies and the such today, All going well!
Logged
Coding for the love of it!

spacefractal

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 4137
Re: MMLL Development Diary
« Reply #80 on: September 08, 2009, 05:20:13 AM »

Post it all baby, spammerize the machines batman, oil up the old gears of advertising factory and full steam ahead!

Actually, everyone saw screens already, I mean everyone on this board is a tester so that much is covered.
Now, for that 'bird situation' I'm having here...do I wait until the bird is halfway to the right over CB and then jump on it..or what's the secret here?

yes you have wait for the burd to been moved very much to the right, it take a quite a time. but for me it was actuelly easy, but a bit boring.
Logged
The Musician for the RetroBytes Portal Projects.

Lobo

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 3119
    • Spitoufs
Re: MMLL Development Diary
« Reply #81 on: September 08, 2009, 06:05:30 AM »

Bloody bird, I know I have to wait..grrr....
Anyhoo, just dropped here for a minute while watching Back to the Future II...can we have a Delorean in this game? :P
Logged

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #82 on: September 08, 2009, 06:18:07 AM »

I see no reason why not.... LOL
Logged
Coding for the love of it!

BaDToaD

  • Proterian
  • Dragon 32
  • *****
  • Offline Offline
  • Posts: 76
Re: MMLL Development Diary
« Reply #83 on: September 08, 2009, 09:30:38 AM »

I am loving this at the moment. Talk about nostalgic. I haven't beaten home at last yet, LOL but have done a few of the levels after. I agree with Lobo the airlock is easy... I was beginning to think I was useless hehe.

Great work guys. The whole thing gels so nicely...
Logged

Lobo

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 3119
    • Spitoufs
Re: MMLL Development Diary
« Reply #84 on: September 08, 2009, 05:40:01 PM »


Great work guys. The whole thing gels so nicely...

It's gellin' like a Magellan! Ohhh..crap!   :D

Anyhoo, it is going swell, especially if the aforementioned car appears somewhere in there that dam game.  8)
Logged

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #85 on: September 08, 2009, 05:44:11 PM »

LOL...

We need the car!!!
Logged
Coding for the love of it!

Lobo

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 3119
    • Spitoufs
Re: MMLL Development Diary
« Reply #86 on: September 08, 2009, 05:46:00 PM »

Well, save one level for some action circa 1985 (or 1955).
Also, I have a little surprise level I'm working on, HoHohoHohoHohoHo...hope it will work, can't say no more!
Logged

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #87 on: September 08, 2009, 05:53:34 PM »

OHHHHHHHHHHHHHHHH,

I LOVE suprises!!!!

Logged
Coding for the love of it!

Lobo

  • RBP Team Member
  • Blue Gene Super Computer
  • *****
  • Offline Offline
  • Posts: 3119
    • Spitoufs
Re: MMLL Development Diary
« Reply #88 on: September 08, 2009, 06:00:14 PM »

Haha, yes..I see this one person being like 'WTF..WT...W...is this all about?? Noooooo!' . Shall be glorious!

Also, forgot to say this before but when you change into a spacesuit in Airlock map-that is my favorite moment! :D
« Last Edit: September 08, 2009, 06:56:08 PM by Lobo »
Logged

Flash

  • Administrator
  • Blue Gene Super Computer
  • **********
  • Offline Offline
  • Posts: 13176
Re: MMLL Development Diary
« Reply #89 on: September 08, 2009, 07:26:35 PM »

Perhaps I should post some pics...

There may be someone else looking?

;)
Logged
Coding for the love of it!
Pages: 1 2 [3] 4 5 6 ... 30