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| Testimonials |
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Posted by: VernJensen - 06-11-2010, 07:43 PM - Forum: 999
- Replies (2)
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If you look at the official Midnight Mansion page, you'll find there are some testimonials there -- comments I've read in email messages users have sent me:<br />
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<a href="http://www.actionsoft.com/games/midnightmansion/">http://www.actionsoft.com/games/midnightmansion/</a><br />
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(Click on <blockquote>More Testimonials</blockquote> for more.) One is even from Sheryl of this forum.<br />
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Anyway, I'm starting to put together the page for MM 2, and some testimonials would be great. If you're willing to help out, just post a short paragraph (1-3 sentences) with your thoughts on the sequel. Be truthful, but of course, I am looking for comments that put the game in a good light. :-) Anything about your reaction to the sequel, or if you're happy with it, impressed with it, feel it offers a lot of new material, good artwork, lots of rooms to explore... whatever. No guarantees, but if I like your comment, it could end up on the permanent MM2 page. :-)<br />
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| High Scores |
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Posted by: VernJensen - 06-11-2010, 06:18 PM - Forum: 999
- Replies (1)
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In past versions of the game, the High Score list has been populated with dummy value, <blockquote>Headless Joe</blockquote> and such) so that new players aren't constantly asked for a high score every time they die, even if they've not gotten far in the mansion.<br />
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But I don't know that I particularly like having a real person's name interspersed in the middle of the list of dummy names, if they get a score less than 5000 but higher than 1000. (The default scores range from 1000 up to 5000.)<br />
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I'm considering, for MM2, making all high score defaults be <blockquote>Jack</blockquote> at 5000, 10 minutes, 0% secrets. Just wondering what reactions to this would be.<br />
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This means you must get above 5000 to score a high score, but when you do, your name will be at the top of the list.
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| Level Builder and Game |
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Posted by: VernJensen - 06-10-2010, 05:44 AM - Forum: General Issues
- Replies (2)
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Just added this to the Level Builder documentation. Rob Seegel discovered that if you modify a room *while* the game is playing the same mansion, it can cause the game to crash when the game (not the level builder) attempts to load that same room.<br />
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NOTE: If you run the Level Builder at the same time as the game, don't open the same mansion the game is currently running. If you modify and save a room in the Level Builder, then the game may quit with an assertion error when that room is entered by the player.
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| Unregistered mode demo levels |
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Posted by: VernJensen - 06-07-2010, 08:45 PM - Forum: 999
- Replies (6)
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I'm curious what mansions you all think are the most fun, and demonstrate the game's features well, to be selected for the game's <blockquote>demo mode</blockquote> that lets unregistered players play small portions of 2 or 3 mansions before they register.<br />
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Remember that it's the *beginning areas* of these mansions that should be very fun to play, and demonstrate the features of MM 2 well. Not the middle or end. <br />
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I have certain mansions in mind that I think I will include, but am curious what player's perspectives are. What beginning areas are the most fun? Which ones would be good to give a balanced look at what MM2 has to offer?
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| Where to put discussion about the sequel and sequel CM's |
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Posted by: brell - 06-03-2010, 09:03 AM - Forum: 008
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Hi.<br />
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When MM2 is out there will be a lot of discussion and builders will start building new mansions. Instead of making new categories I propose that we use the <blockquote>Midnight Mansion sequel</blockquote> category for discussion of the included MM2 mansions AND that general discussion of MM2 CM's will be in the CM Talk category. While we can make a separate category in the downloading area I think that we should try to use existing categories for discussion of individual MM2 CM's instead of spreading the category tree any further.
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| Midnight Mansion 1.2.0b Released |
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Posted by: VernJensen - 05-29-2010, 12:09 AM - Forum: Midnight Mansion Updates
- Replies (9)
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Version 1.2.0b has just been released and has the following improvements:<br />
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- Fixed conveyor belts so that levers/triggers/switches that affect them, and are marked with <blockquote>Action is permanent</blockquote>, it really is permanent if you leave the room and come back. Also fixed <blockquote>Action is default room state</blockquote> to work correct.<br />
- Fixed a spot in Cathedral Towers Hard, room 14692, where Jack could jump up a wall under the blue door and get past the door without opening it, thereby getting stuck.<br />
- Added <blockquote>Comments</blockquote> field to <blockquote>Mansion Options</blockquote> in the Level Builder. Great place to store version information about the mansion.<br />
- When you first open a mansion in the Level Builder, the Open Room dialog now automatically centers around the mansion's starting room, as set in the Mansion Options dialog.<br />
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The conveyor belt fix is actually somethign that affected some built-in mansions, such as Nightmare mansion. When you go down the left fork, you'll now encounter a conveyor belt that is *off* to start, and a lever turns it on. Previously, this conveyor belt was ON, and the lever turned it off, which made little sense, since you need it on to progress. Haha.
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| Fastest Times |
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Posted by: RobSeegel - 05-22-2010, 08:30 PM - Forum: Game Improvements
- Replies (10)
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One of my favorite custom mansions is Happy Hannukah! because it emphasizes speed over everything else. After playing it repeatedly, it made me replay many of the other mansions with an eye towards speed as top priority. It completely changed the way I approached many of the mansions.<br />
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I wonder if there ought to be a board for Fastest Times as well as Highest scores.
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| Transporters |
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Posted by: RobSeegel - 05-22-2010, 08:17 PM - Forum: Game Improvements
- Replies (16)
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I'd like to see areas (that are something like exits) which could transport Jack to some specified location within the mansion. Something like this could be used to create some pretty challenging new puzzles. These could be one-way or two-way portals.<br />
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| Easy mansion feedback requested |
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Posted by: VernJensen - 05-21-2010, 05:33 AM - Forum: 999
- Replies (4)
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One of our testers, Rob Segel, has mentioned that the Easy mansions that come with the game tend to vary widely in difficulty. <br />
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Having not tried the Easy mansions yet myself, I'd like to have *you* as testers comment if you feel a mansion's difficulty on Easy is too hard. Here are some guidelines, so you can let a mansion designer know if you feel it should be made easier in specific ways:<br />
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- Most gaps Jack jumps over should be only 2 tiles wide. At most 3 tiles wide. <br />
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- Most falling platforms should be the widest variety. <br />
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- Almost never should several successive fast maneuvers be required by Jack in a row (i.e. jump from conveyor belt to falling platform, jump over monster, jump to next falling platform, then jump to safety). Generally it should be one isolated obstacle at a time, rarely in combination if ever. <br />
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- Precision jumping should not be required. Easy players have a hard enough time simply jumping over snakes and skull spiders.<br />
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- Rarely should obstacles overlap. (i.e. a skull spider that crosses a zapper beam, or one skull spider who cross another skull spider in the same area.)<br />
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- Generally there should be a feeling of <blockquote>safety</blockquote> followed by <blockquote>let's get past this single obstacle</blockquote> (which should take generally a single jump or two, or a few steps), and then Jack is back in relative safety again.
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