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Beta 3 Available
#41
Brell, the ladder jumping checkbox will be in MM2 beta 4. But the original Midnight Mansion remains unchanged -- ladder jumps are available in all mansions.

Leon -- Yeah, that would be possible, but it wouldn't make sense to me... why would wind be able to be triggered by a switch?
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#42
It could be useful for even more puzzle ideas, for example, there's a very strong wind in one room and there's a gap with lava, acid or water in it but the wind makes it impossible to jump across. But hidden in that room is a switch that turns the win off so it would then be possible to cross.
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#43
@ Vern (and everybody else):

Currently I haven't got the time to scan this vast board to find out if the following has been said already by someone else. If so, I want to apologise for bringing it up again.

It's about the new WIND feature.
Since I have discovered this great new feature in Beta 3, I have included it in the opening rooms of TRIGGER ISLAND (where Jack has to take a boat first to reach the island, then walk over some mountain landscape etc....).

As great as it is, one has to invest some time to get to grips with the diverse results depending on which numbers are programmed for the wind. There are a few potential pitfalls involved, too (like creatures behaving differently etc.). This all adds up to the charme and possibilities of this new feature. It's really wonderful!

However, I strongly miss one thing:
No matter how
strong
I program the wind to be, the wind sound is always the same.  This is not very
real-life-like
.

I have gone to great lengths to program the wind realistically, with aspects like - the further out to the sea (or the higher up on the hills) Jack travels the stronger the wind is, just as it would be in real life. And also, the closer he gets to the
flat land
area on the island (where I want the wind to ultimately stop), the lesser I programmed the wind to be.... getting less and less from one room to the next.
But it's very akward when the wind sound always stays equally strong....and especially so in the moment when Jack comes from the
last wind room
(=where I programmed the wind back down to almost zero) and then steps into the next room, where the wind is OFF - it sounds as if he walks from a hurricane scenario into absolute silence, abruptly!!

Vern, I know it probably contains a lot of extra effort programming-wise, but I really wish you could have maybe at least 3 different wind sounds (say: hurricane / pretty windy / soft breeze) that are programmed to coincide with the digits for the
wind-strongness
!?

Wouldn't that be possible?

If it's a question of getting those (weaker wind) sounds, I can offer you my help and create them here in my recording studio. Just let me know.
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#44
That would be great, if it's not too much trouble. I love that idea of different wind sounds.
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#45
I was starting to think the wind was a bit un-lifelike too.
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#46
Wind was intended only for use in Jasperlone Mountain, to replace a section where Anthony had used moving platforms to simulate wind, in a rather non-standard way. I'm not really intending for wind to be used in other mansions.
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#47
Ah, but that's the genius. You add an innocent feature and everybody starts using it Smile
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#48
Hey,

I was just playing around with the Multiple Jack Glitch on my way home and just found out that a lot of things can screw up when using it, lol, see for yourself in the attachment.

Leon


Attached Files
.zip   Playing_with_the_multiple_jack_glitch_mov.zip (Size: 19.53 KB / Downloads: 1)
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#49
I really don't think the game was intended for more then one Jack... Sad
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#50
Yes, I am not supporting more than one Jack. This is a glitch, and there *will* be problems with it.
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