Jump to content

keebz

Members
  • Content Count

    116
  • Joined

  • Last visited

Posts posted by keebz


  1. On 9/26/2014 at 12:41 AM, AtariGeezer said:

    Just compared my Letter Perfect 80 Column ROM dump to the cart versions in post #1 an mine comes closest to FULS's dump, but mine is missing the "Q" keyboard selection -> "Select (EAD)" instead of "Select (EADQ)". Probably more differences than that...

    I just found a Letter Perfect 800 cart and when I boot it, it gives the Select (EADQ) prompt. I have no idea what to do to make it work though. I can get it to the menu if I press reset on me XEGS but from there, nothing responds other than the i key. Which allows input but the characters don't coordinate with the keys. Any ideas... also, HELLO from the year 2020, things are quiet different than we expected in 2014!

    • Like 1

  2. 19 hours ago, graywest said:

    if I remember right, it's only the very bottom pixel of the player that is vulnerable to stepping on the tiles.

    Interesting, I'll play with that and see if that's the case. I felt like it was higher... but maybe not. 

    • Like 1

  3. 30 minutes ago, Thomas Jentzsch said:

    Our character is moving through a room, you see him from the side and the floor from the top. Some kind of 2.5D view. IMO this is very logical that you do not touch the floor with your head.

     

    Else you have E.T. "logic", where you fall into a pit because your head touches it. That's wat people hate with passion. :) 

    I can't tell, but I think you missed my point. There isn't a firm understanding of what is and is not acceptable cross over. We can argue about what the image is supposed to represent, but that doesn't change what it actually is... a top down 2D maze with a long sprite. So visually, it would be more player friendly to have some kind of way to tell what the "feet" are as you try to make out the layout of the timed maze. In the end, it's just a suggestion... the dev can do whatever they like. It's still one of my favorites


  4. @graywest
    Ok I think I know what happened. So here's a map I was presented with today. In a flash scenario you are looking for a path the character can fit through without hitting the walls. Now the character is skinny but tall, and in this maze, there isn't any logical solution. This is what I got yesterday.  

     

    IMG_20200529_201524.jpg

     

    But there IS a path, by means of having to hit half of your body in the wall, which you can do. But this logic works against the players motive. Effectively saying... You have to hit the walls but not too much. That just doesn't work as the player IMO. It was very confusing. The only reason I figured that out was because I threw myself into a wall out of frustration knowing it would kill the character, then realizing that my character went way higher up than it should have before dying. 

     

    IMG_20200529_201625.jpg

     

    I went back and I realize this is in the manual, but there needs to be a visual representation of this goal.

    So I've thought about it and I really don't know what the solution is, unless you put a belt/line/socks? I dunno, something on the character so the player knows their target space/limit? In my opinion this is a cool level that just needs a better mechanism but a simple belt and mention of the line/marker in the manual might do the trick.

    • Like 1

  5. 1 hour ago, graywest said:

    Thanks! I appreciate that.

     

    I haven't heard of or played a room myself with the "electrified floors" that was unsolvable. It is procedurally generated. The way the algorithm works is that it lays out electrified blocks in a more-or-less random pattern (the number of blocks being based on the difficulty level). Once that is complete, a path is generated from the starting position to the ending position and all of those electrified blocks on the path are deleted. I intended for there to be possibly several, but at least one, complete path from the start to the finish.

     

    That said, it certainly doesn't mean that I got everything right. So this is interesting. Did you happen to take a screenshot of the unsolvable room? 

     

    Also, keep in mind that it is only your character's FEET that are vulnerable to the electrified blocks. So your torso and head could overlap a block and you can still pass as long as your feet don't touch it.

    I didn't screen capture it. I was playing on hardware and I didn't record it. Kicking myself for that, sorry. 


  6. This is one of those games I just keep going back to... both Spies in the Night games are unique and clever. Really nothing like them. I do have a question, in SINT2 there is a level where you have to make your way through a room without hitting walls, the walls are only flashed every so often. When that level loads, is it procedurally generated or a set pattern? 

    I ask because I swear I got a room that couldn't be solved while playing the rom. Something like a minute and a half left on the timer and I just looked for the whole time and couldn't find an exit pattern. It genuinely seems unsolvable. can that happen? 

    • Like 1

  7. Is it a crazy thought to consider a rarity guide for home brews? Since some are ran in really short runs, or out of print... or even reissues like Evil Magician Returns 2... just wondering if it's something that might be of value.


  8. Well I know that this isn't possible on the 2600, that's just common sense. So my logical conclusion is that John Champeau broke into my house (in the middle of a pandemic no less) and tinkered with the insides of my prized heavy sixer. How dare you break into my home... you could have just asked, I would have let you in.

    This is seriously amazing. I have two insta-buys with ChampGames now... just waiting. Got them stimy dollas waiting for ya!

    • Haha 1
×
×
  • Create New...