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| Beta 4 - Hint House |
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Posted by: Semi-Native - 07-16-2011, 02:35 PM - Forum: 998
- Replies (9)
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There's no hint about how to read the brown signposts, unless I missed it.<br />
<br />
15902 - Question mark partially hidden by wall torch on the right.
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| Beta 4 |
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Posted by: VernJensen - 07-16-2011, 02:10 AM - Forum: 998
- Replies (8)
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I'm getting ready to submit to the Mac App Store Saturday if possible. So at the moment I'm looking for big, show-stopper bugs. (Although do continue to report any bugs, even minor ones.)<br />
<br />
<a href="http://www.actionsoft.com/files/temp/MidnightMansionHDBeta4.zip">www.actionsoft.com/files/temp/MidnightMansionHDBeta4.zip</a><br />
<br />
BETA 4:<br />
- Fullscreen slowdown fix??? Try it and let me know!!<br />
- Fixed in-game map so the preview of the room Jack is currently in accurately reflects the exact state of that room (including zapper beams and grey doors).<br />
- Fixed halo (light/shadow effect) that follows Jack so it always remains in view properly, even if Jack dies in a lower part of the room.<br />
- Added <blockquote>suicide</blockquote> as a cheat code. But it doesn't count as cheating.<br />
- Fixed output to console like this:<br />
__NSAutoreleaseNoPool(): Object 0x62bdf0 of class NSCFDictionary autoreleased with no pool in place - just leaking<br />
- Added teaser screens.<br />
- Hint House has question marks over the hints now.<br />
- Updated Castle Doom, all versions, fixing room 16700 (no die in lava if you jump in near the shield), and fixed extra green key issue in easy. Also added use of new music midway through first region.<br />
- Mansion fixes to all version of Tomb of Princes, and minor fixes to a few other mansions.<br />
- Disabled <blockquote>Ladder Jumping</blockquote> on built-in mansions.<br />
- No fixes to The Great Escape yet... but all other mansions have all reported bugs fixed.
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| Beta 3|4|5 - Key Imbalance issues [Todo list] |
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Posted by: RobSeegel - 07-15-2011, 10:23 AM - Forum: 998
- Replies (19)
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Here's a summary of mansions where I noted key issues. Keep in mind that some of these mansions have forks where you're intended to go one way or another, and it's not possible to get everything. So it may be intentional with some mansions. I'm pretty certain it was accidental with some mansions though.<br />
<br />
Also, just because there is a key imbalance, doesn't necessarily mean problems. I don't believe any of the imbalances result in stuck situations. I was looking at that in particular. Often a room can be approached from more than one direction. Too many keys can sometimes be harder than too few because they take up slots and there is no way to discard them, preventing Jack from carrying shields. I noted this in one case below. This really hurts in harder mansions where there are a lot of monsters.<br />
<br />
Early on when I noticed imbalances I started checking all mansions noting what the builder reported. It *might* be that some mansion contain spare, inaccessible rooms with keys that throw counts off. I checked this where I could, but it's not easy to find such rooms in the builder with the huge grid of possible rooms.<br />
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It would be nice for all of these mansions to be played through again, with testers paying specific attention to key-related issues, and if something else is spotted along the way, then that would be a nice bonus.<br />
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<strong>Cathedral Towers EASY</strong><br />
* Keys: 9 blue, 6 green, 7 purple<br />
* Doors: 8 blue, 4 green, 6 purple<br />
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<strong>Cathedral Towers NORMAL</strong><br />
* Keys: 9 blue, 10 green, 6 yellow<br />
* Doors: 10 blue, 11 green, 7 yellow<br />
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<strong>Cathedral Towers HARD</strong><br />
* Keys: 8 red, 11 blue, 8 yellow<br />
* Doors: 9 red, 12 blue, 9 yellow<br />
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<strong>Chateau de Medusa NORMAL</strong><br />
* Keys: 6 green<br />
* Doors: 5 green<br />
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<strong>Falcon Manor EASY:</strong><br />
* keys: 12 red, 8 blue, 5 purple, 10 yellow<br />
* doors: 16 red, 11 blue, 4 purple, 11 yellow<br />
<br />
<strong>Falcon Manor NORMAL:</strong><br />
* keys: 11 red, 8 blue, 15 green, 8 purple<br />
* doors: 15 red, 11 blue, 16 green, 7 purple<br />
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<strong>Falcon Manor HARD:</strong><br />
* keys: 13 red, 8 blue, 13 green, 14 yellow<br />
* doors: 15 red, 10 blue, 15 green, 13 yellow<br />
<br />
<strong>Knight Mansion EASY:</strong><br />
* keys: 7 red, 11 blue, <br />
* doors: 8 red, 10 blue<br />
<br />
<strong>Knight Mansion HARD:</strong><br />
* keys: 16 blue, <br />
* doors: 15 blue<br />
<br />
<strong>Nightmare mansion EASY</strong> <br />
* Keys: 8 red, 12 purple, 11 yellow<br />
* Doors 9 red, 13 purple, 12 yellow<br />
<br />
<strong>Nightmare Mansion NORMAL</strong> <br />
* Keys: 9 red<br />
* Doors: 11 red<br />
<br />
<strong>Nightmare Mansion HARD</strong> - one thing that made this mansion hard is you could very easily end up with lots of unused keys the lower you went which made things much trickier than they would normally be since, even with a backpack, I ended up with lots of keys, and didn't have room for shields which was rough with all the monsters. Well, no denying it was hard. I had to restart from saves twice.<br />
* Keys: 11 red<br />
* Doors: 12 red<br />
<br />
<strong>Spider Mansion</strong> has red key imbalances - but it is necessary because of the design. It has areas where there is a choice of paths each behind a red door. Behind each red door there is another red key somewhere used for another pathway. The mansion starts with a red key out in the open that Jack begins with. If any red door didn't have a red key somewhere behind it, it would potentially result in a Jack stuck. This *might* be the situation in other mansions as well.<br />
<br />
<strong>Update:</strong> Vern: If you need me to explain anything, feel free to ask. Hopefully I provided sufficient detail. I also have more than a few assembled maps of many (but not all) of the various mansions that I used to help me figure out some of the crazier mansions.
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| Please post Graphics Card info |
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Posted by: VernJensen - 07-13-2011, 07:07 PM - Forum: 998
- Replies (12)
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I'm wondering if the slowdown some people are experiencing when fullscreen is related to having a non-ATI graphics card in their system.<br />
<br />
All testers -- please post here what kind of graphics card you have, and whether you experience slowdowns fullscreen on that system. To find out, open up Applications / Utilities and then System Profiler. Click on Graphics/Displays on the left, and paste in the first line you see (in bold). For instance, mine is:<br />
<br />
ATI Radeon X1600:
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| System Requirements |
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Posted by: m1ck - 07-12-2011, 12:12 AM - Forum: 998
- Replies (7)
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When this part of the beta testing was announced, this:<br />
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<blockquote><strong>596A7D61456A617C6A610F0 wrote:</strong> If you'd like to be a beta tester for Midnight Mansion 1 HD, please post here. You'll need MacOS X 10.4 or higher.</blockquote>
<br />
I'd been playing MM1 and MM2 happily on my then computer, a 17 inch iMac Intel Core Duo running OS 10.6.8. <br />
<br />
Before the first HD Beta was posted, I switched to a new computer.<br />
<br />
Yesterday I decided to try out the beta3 on my old machine. <br />
<br />
The game ALMOST opened, then blinked and disappeared. Tried twice.<br />
<br />
<br />
<br />
added question: Vern, is it ok if I use my registration data for MM games on the old computer, too? I obviously wouldn't be playing on both machines at once. <br />
<br />
I ask because while I was there, I opened MM2 and the registration information (yes, I admit I tried it) wouldn't <blockquote>stick</blockquote>. Every time it went online to validate the SN, the game rejected the information.
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