Room 15695 - on the far right is a gray door blocking access to a lever and a bag of coins. There are a number of moving platforms above a lava pit that allow you to get close. I rode the platform nearest the right edge of the room until it deposited me on the little ledge on the left side of the gray door. To all appearances, I was standing completely on the left side of the door, and yet I was able to walk right through. I don't know if this is a bug, an exploit, or the proper way to get past this door, but I thought I'd report it nonetheless.
I encountered this in room 15494 of Tomb of Princes. I walked off the ledge to the right of the switch, and pulled the switch before Jack had hit the ground. After performing that maneuver, Jack is unable to jump at all.
Posted by: VernJensen - 07-29-2011, 02:43 AM - Forum: 998
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So I spent the day yanking out all the code for the old sound engine and put in a new sound engine. One that wouldn't have MikMod startup problems (which is due to a Mac App Store submission workaround), and also wouldn't have sound pops.<br />
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Turns out the new sound engine has problems of its own: all sounds play about 0.2 seconds *after* they should! <br />
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I'm looking into it. If this doesn't work, not too sure what I'll do. In any case, a fix for beta 5 may be delayed until I get this sorted out...
I have been playing YS, thanks for all your hard work SandyBean. The scenes are really clever and beautifully made.<br />
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In at least three different places, it seems that there is a moving block that you absolutely need to proceed further, and if you accidentally trigger it (or trigger it and then fall off) you have no option but to start over from the last save because, even though the block's movement is repeated (once) if you leave and re-enter a room, you re-enter at a point that is too far away to get to the moving block. One strike and you're out. Having missed each of these blocks after making a lot of progress (thus wiping that progress out because you have to start over) it is intensely frustrating, to the point that, having encountered the third such block this morning, I have given up. Is this just me, or is it a bug, or is there some workaround or puzzle I am missing?<br />
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I am speaking of the brown block that lifts you from the upper landing to the next level in 15488 ; the hidden white block that lifts you to the next level in 15095; and the horizontally moving block next the vine in 14692. Each of these appears and moves once and once only, when triggered, unless you leave the room; but when you re-enter it is impossible (not difficult - impossible) to get to the already-moving block in time for its once-daily departure.
I finished Hint House and minimized the <blockquote>Select a mansion</blockquote> map screen into the Dock. But the music keeps playing, which never happened before.<br />
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Okay, I just clicked on the map screen to bring it up front, then minimized it again - now, the music is not playing.
I have been testing a few old custom mansions in the HD. Sometimes, when a key should be a secret, the glowing gives the secret away. My suggestion is that when the HD level builder is released the glowing of keys will be optional.
IMPORTANT: You'll need to delete your existing saved games, profiles, preferences, etc. I changed settings in beta 5 so you need to start over from scratch with this version. Sorry!<br />
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<a href="http://www.actionsoft.com/files/temp/MidnightMansionHDbeta5.zip">www.actionsoft.com/files/temp/MidnightMansionHDbeta5.zip</a><br />
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Those with international keyboards: please test two things:<br />
1) Do the proper symbols show up in your Options dialog when you change key settings?<br />
2) Can you use - and + keys to zoom in and out on the map screen? (This might not be fixed, but I can't quite tell.)<br />
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Version History:<br />
- Disabled <blockquote>lever jump</blockquote> exploit for built-in mansions.<br />
- Fixed spelling in teaser screen for episode 1.<br />
- Fixed bug where game could easily crash when doing Command-Q to quit during the game. (Or in other instances too.)<br />
- Fixed weird backgrouund that would appear if you hit Command-Q while on the in-game map screen.<br />
- Pushing the action key to dismiss a sign in front of the exit door at the end of a mansion no longer causes Jack to exit the door.<br />
- Zapper beams now always show as <blockquote>on</blockquote> on the map, even if the beam's starting delay isn't 0, as long as the beams actually are on. Please test zapper beams a lot in this beta release, both in the game, and in the map, to be sure they still work properly!<br />
- Updates to Tomb of Princes, Hint House, Falcon Manor Normal, and The Great Escape.<br />
- Organ player screen now has HD artwork. Create a new player profile and start a new game to see it.<br />
- Saved games now go in a new subfolder just for that mansion. This is to pave the way for future changes to make saving / opening saved games much more seamless.<br />
- Game now asks <blockquote>Are you sure you want to quit?</blockquote> if you click the window's red close button while playing a game.<br />
- Your custom mansions folder should now be called <blockquote>Midnight Mansion HD Custom Mansions</blockquote><br />
- MIGHT have fixed the issue where - and + keys were not working to zoom the map when international keyboards are used. Can you please test? This might not be fixed still! If not, I'll need some further help with fixing it.<br />
- Please note: clicking/popping in the footsteps or landed sound effects has NOT been fixed. I will work on this in a future beta version, as apparently my entire sound library needs to be replaced with something better.
This one's simple to describe. If you change the game's fullscreen setting in the Options window, it will be saved (so if you set the game to windowed, the app'll open windowed next time it starts). However, if you use the keyboard shortcut, your new fullscreen/windowed setting won't be saved (so if you start in fullscreen, then use the shortcut to switch to windowed, the game will start in fullscreen next time you run it.)<br />
Is this on purpose?
In rooms 16902 and 15905, the levers Jack's standing in front of don't have any gray door sound when pulled (they both trigger doors, of course).<br />
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In room 15904, jumping to the left from where Jack is in the screenshot will cause Jack to get stuck in the ladder well and fall to his death.<br />
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In room 17698, there's a possible Jack-stuck. The loose brick switch that turns on the zapper beams (top level, left of top beam gauntlet) is reusable. Of the loose brick switches that turn <em>off</em> the zapper beams, one is only accessible if you're coming from a dead end that would require you to pass the beams already (top level, right of top beam gauntlet). The other (bottom level, right of bottom beam gauntlet) is NOT reusable, and never resets, even if you leave the room and re-enter. As such, if you have already used it to turn the beams off, you can permanently turn the beams on again and have no way to access what's behind them.<br />
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It's quite possible that a clumsy player could wall off their access through the beams— irreversibly. Normally, a purple key is accessible through a route that passes through the lower-left beam gauntlet.<br />
If that player then did not already have enough purple keys to bypass the whole zapper beam thing and open the purple doors to the next section, they would be stuck.