jet set willy multi player

13»

Comments

  • edited January 2007
    There's a couple ;)

    Just to confuse things :D

    Koworld (who runs Rodent) is hecka busy so kinda slow to get things updated at the moment, but you can find the portal at http://jsw.ovine.net which also lists the games currently running or the alternative download location at www.bagfullofwrong.co.uk. Both will carry the latest version hot off the press.

    If you keep an eye on this thread on RR its usually where you'll find any news as it breaks. Literally in some cases ;)

    Hope that helps.
  • edited January 2007
    Hmm...there are 2 small things I reckon that could use fixing:

    * Your character moves slower that the nasties. IIRC (in JSW1) you moved at the same speed as the baddies did, but here they can easily catch up on you.

    * If you jump to a screen from a previous screen and you get killed, the jump-sequence doesn't repeat again (which means that you won't re-appear doing the jump but you just appear on the screen and start falling (this has happened to me on the Bow screen and I kept falling into the water and lost all lives)
  • edited January 2007
    oddbob0 wrote: »
    If you keep an eye on this thread on RR its usually where you'll find any news as it breaks. Literally in some cases ;)

    I'll try to follow retroremakes forum :)

    Thanks for the game, nice idea and nice work.

    And I agree with FRGT/10, nasties moving too fast.
  • edited January 2007
    I quite like it that you are slower than them, makes things extra tense. However, perhaps some of the nasties could be the same speed so you're not quite sure.
  • edited January 2007
    Some of the nasties are a tad faster in our version yuss, there's 8 speed settings we have in total for assigning to them - from the standard JSW speed to slower and faster depending.

    It was a deliberate decision not to clone JSW exact and to concentrate on the multiplayer experience more, hence a lot of the tweeks and changes to rooms. (Although I do lament the loss of The Nightmare Room a tad myself, but from a MP point of view it was a tad redundant roomwise with the main "feature" missing). Some are far easier, some are more difficult.

    The rooms *are* all passable now with a little bit of practice, but aye - I'll agree it does take some getting used to if you're used to standard JSW, but I think in the current build there's perhaps 2 rooms at a push where the speeds are a problem. I can whip round the map in its entirety with barely losing a life now (except for The Belfry, which I haven't quite sussed)

    I've got hopefully the final map edit to fire over to Stu tonight, providing no-one else drops any bombshells on me about rooms I've not noticed the odd glitch in.

    With regards to the jumping, I'm not sure whats happening there as it continues the jump arc for me when you re-enter the room. I'll give it a gander though and see if I can replicate it this end.

    Anyway, I'll take it all on board and see how things play out over watching a couple of games in play. The problem with being me is I know how everything works and how to get round the rooms, so its only by watching people I can get a decent handle on how everyone else takes to the rooms.

    Cheers for the feedback, though. Much appreciated and it all helps us kick this into shape.
  • edited January 2007
    I liked the way you made The Forgotten Abbey a lot easier. That's the most difficult screen to get through in the original game. The Belfry is a headwrecker though. I still can't get through it and I've been trying for ages.

    Don't the nasties in the original game move at different speeds anyway or is ti just my imagination? I know they do in JSW2. You only have to look at the killer toilet roll in the sewers. :)

    Necros.
  • edited February 2007
    new version is up - 2.10

    has a new game mode ,
    can now press return to type.
    a few room fixes

    http://jsw.ovine.net/
  • edited February 2007
    Good work guys :)
  • edited February 2007
    Escape still quits the current game when you're in talk mode and all you wanted to do was quickly stop talking. Come on, that has to be changed! Imagine in Counterstrike if escape booted you from the server - they'd all be half empty! (Which isn't necessarily a bad thing at times).
  • edited February 2007
    I regret to say that a crash-bug occured while playing a game, the game crashed right after I entered a screen ;)
  • edited February 2007
    FRGT/10 wrote: »
    I regret to say that a crash-bug occured while playing a game, the game crashed right after I entered a screen ;)

    That happened to me too, using v2.10
    Website: Tardis Remakes / Mostly remakes of Arcade and ZX Spectrum games.
    My games for the Spectrum: Dingo, The Speccies, The Speccies 2, Vallation, SQIJ.
    Twitter: Sokurah
  • edited February 2007
    2.12 will be out shortly
    weve fixed the bugs ( 2.11) was riddled.
    also we added 3 more games.

    1 of them is manic miner which is a reet laff multiplayer.

    will let yas know when its ready to dload
  • edited February 2007
    Woohoo! Can't wait!
    Hope the standalone server got fixed the *crash-after-first-game* bug, the *there-is-no-winner-after-tag* bug or the *everyone-is-the-same-color* bug :)


    BTW it's just a small modification, but:

    When you want to turn the SFX on/off, pressing F5 works OK, but when you want to change it using the mouse, the ON/OFF changes rapidly at at least 10 on-offs per second :o
  • edited February 2007
    make that 4 new games not 3 .

    and those bugs are fixed ;)
  • edited March 2007
    just got version 2.13 , its got some great new games in it.

    even a multi player manic miner :lol:
  • edited March 2007
    The new games were in since version 2.12 ;)
  • edited March 2007
    Some of the new modes are quite good with their unique maps, but I get the feeling most of the games suit people who sit around playing it all day rather than those just up for a bit of fun. The Pitfall and Assault course would be fun if lives weren't an issue (unless you have a continuous falling death syndrome moment) and when you died you just restarted on the same screen again. Then it would be a quick and fun race. Tag would be better on a smaller specialist map where people have numerous obstacles in their path that prevents easy escapes. The map could possibly loop on itself too. If a fun game of tag was traditionally between a small group of school kids in a playground not much bigger than 2 netball courts, the current JSW would see the same kids playing in a giant shopping mall and amusement park. Big and exciting initially, until you realise you'll never find anyone. Plus there would always be the fat kid stuffing his face with candy floss when he should be joining in the hunt.

    JSW is a great achievement and fun to boot but I think somewhere along the way it's potential is being stifled or something. Most modes now never get played and the few new players that crop up are immediately at a massive disadvantage to those who laugh at the suggestion that the original Banyan Tree was difficult. Some 'Easy' options for those just wanting a lark around might be worth considering.

    Oh and escape is still insta-quit. How about a confirm mode first ?
  • edited March 2007
    Collie wrote: »
    Some of the new modes are quite good with their unique maps, but I get the feeling most of the games suit people who sit around playing it all day rather than those just up for a bit of fun. The Pitfall and Assault course would be fun if lives weren't an issue (unless you have a continuous falling death syndrome moment) and when you died you just restarted on the same screen again. Then it would be a quick and fun race. Tag would be better on a smaller specialist map where people have numerous obstacles in their path that prevents easy escapes. The map could possibly loop on itself too. If a fun game of tag was traditionally between a small group of school kids in a playground not much bigger than 2 netball courts, the current JSW would see the same kids playing in a giant shopping mall and amusement park. Big and exciting initially, until you realise you'll never find anyone. Plus there would always be the fat kid stuffing his face with candy floss when he should be joining in the hunt.

    JSW is a great achievement and fun to boot but I think somewhere along the way it's potential is being stifled or something. Most modes now never get played and the few new players that crop up are immediately at a massive disadvantage to those who laugh at the suggestion that the original Banyan Tree was difficult. Some 'Easy' options for those just wanting a lark around might be worth considering.

    Oh and escape is still insta-quit. How about a confirm mode first ?

    Yeah, I agree entirely on a dedicated tag map and some easier modes - they were on the list, but having been at it for the best part of 3/4 months I desperately need a break from seeing the editor for a while so that I can finish a game I promised for Retrovision this year. And time to get that finished is running in severely short supply unfortunately. So, thats meant at least temporarily stopping working on it and calling it a day for a while.

    In all likelihood, once that and my G-Force remake are out the way, providing Stu's okay with adding new modes - I'll go back and revisit it and get some more maps together.

    In the meantime, I recommend the spying feature for tracking down those rogues on the tag map. A bit of clever use and you'll nail them in no time.
  • edited March 2007
    I guess there's not ever going to be any chance of this running under linux?

    Surely if some of us (I'll try!) programmers get together, we can port it?
  • edited March 2007
    It doesn't run very fast on my laptop. Does anybody know why that might be? It's really sluggish.
  • edited March 2007
    I think it might be because the frame rates are all synchronised across computers which means transmitting and receiving updates between each frame.
    I get a slow rate also.
  • edited March 2007
    I was only using a 1 player game. I managed to connect to an online game, which turned out ok speed wise. If I tried to host, unregistered, it was crawling along slower than the 1 player game. I didn't really expect the machine to handle that very well though :)
  • edited March 2007
    Nope, tried a local host game (Start a Game) and worked smoothly - have u checked your firewall isn't blocking?
  • edited March 2007
    Everything seems fine Firewall wise. I can play a game hosted by somebody else fine. I discovered that if I press Y and get the chat cursor flashing then everything powers along in a game I'm hosting for myself. I expect the same would happen if others were playing that game too. I just can't get the offline version running smooth. I noticed on playing 'pitfally willy', if I didn't have the chat cursor flashing, and there was not much in the room, then it was very slow, but with a rope in the room it was top speed. Weird stuff!
Sign In or Register to comment.