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Post here when you try beta 6
#11
[Edit:] Disregard about the lever problem - my bad. Turns out that was with a custom mansion under MM2 (AYS), and I recall that that was previously addressed by Vern.

The comments about Beta 6 playing well still stand - it definitely looks like a 'keeper', walks like a 'keeper'.... Wink

Jim R.
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#12
Everything looks good to me, the only difference is the fact that the title music starts while loading when you open up the game but I assume that's intentional

Good luck with getting it on the App Store
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#13
Found a new little thing to report. It has to do with dark rooms and falling 'girder' platforms.

Basically, if Jack steps on such a platform while in a dark room (assuming he has yet to get the lantern), the platform will not be visible when or before it falls, but will be visible once it reappears after falling.
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#14
6854724F795E5C5255483B0 wrote: Found a new little thing to report. It has to do with dark rooms and falling 'girder' platforms.

Basically, if Jack steps on such a platform while in a dark room (assuming he has yet to get the lantern), the platform will not be visible when or before it falls, but will be visible once it reappears after falling.

Not a bug - that's established behavior. The game has been like that for as long as I've played it.
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#15
Just because it has always behaved like that doesn't mean it isn't a bug! This is indeed a bug that I never knew about. I hope no custom mansions have
taken advantage
of this like so many other things. Because it really isn't good behavior, and should be fixed.
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#16
There are mansions taking advantage of this. I think it should stay. It makes difficult mansions more interesting.
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#17
5F425E482D0 wrote: There are mansions taking advantage of this. I think it should stay. It makes difficult mansions more interesting.

Agree.
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#18
3F2F3831315D0 wrote: [quote author=5F425E482D0 link=1313250389/15#15 date=1314083754]There are mansions taking advantage of this. I think it should stay. It makes difficult mansions more interesting.

Agree.
Also agree.
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#19
7A495E426649425F49422C0 wrote: Just because it has always behaved like that doesn't mean it isn't a bug! This is indeed a bug that I never knew about. I hope no custom mansions have
taken advantage
of this like so many other things. Because it really isn't good behavior, and should be fixed.
The funny thing (to me anyway) is that I always had thought this was slightly unusual, but had been intentional to add a little more balance to dark rooms. So often difficult pathways can vanish..... well, into the dark once coin bread crumbs have been picked up. I've seen this behavior help mark the path once Jack has gotten there.

Some rooms would be extremely hard if not impossible without this. Could it be worked around? I'm sure... but it would definitely be a loss. If taken away, I'd love to see something added that would help replace it, such as a small torch that could be turned on by a switch that only illuminated a small circle around it, when used in dark rooms.

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#20
Minor issue: I've been doing lots of custom mansion testing, using zip files. When saving a game using the zip files you will get the mansion name plus the
.zip
as the default:

Questing for the Rainbow Key.zip 1

Now... I realize that I could easily override this and replace it with whatever I want, but it should be easy enough to remove the .zip part of the file name as a default, or simply extract the mansion name from the resources. It's a small thing, but an unnecessary distraction to players IMO. They shouldn't have to worry about mansion storage details.
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