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DS Lost levels
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flash
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Blue Gene Super Computer
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DS Lost levels
on:
December 19, 2016, 11:25:10 am
Just for fun and a reason to post, All the initial 20 Lost Levels are now in MM. These are now a single file and when selected from the title screen you can play from the last level played (or the start) and play consecutively
So, here they all are at last.
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Last Edit: December 19, 2016, 11:31:14 am by Flash
»
Coding for the love of it!
flash
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Blue Gene Super Computer
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Re: DS Lost levels
Reply #1 on:
December 19, 2016, 11:31:55 am
And, from the title screen, selection 'currently' looks like this
Coding for the love of it!
flash
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Blue Gene Super Computer
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13180
Re: DS Lost levels
Reply #2 on:
December 19, 2016, 07:58:58 pm
just made a small change, the level slider now shows the level name above the slider. better?
Coding for the love of it!
Lobo
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Blue Gene Super Computer
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Re: DS Lost levels
Reply #3 on:
December 19, 2016, 09:59:52 pm
Wow, that looks crazy, gonna download and try soon.
EDIT: OK, haha, not gonna download cause there's no download yet
But from pictures, it looks nice so far, would be cool to have the 'selection frame' to be as everything else tho, more pixelated so to speak
to fit with the rest visually.
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Last Edit: December 19, 2016, 10:06:18 pm by Lobo
»
flash
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Blue Gene Super Computer
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Re: DS Lost levels
Reply #4 on:
December 20, 2016, 11:55:24 am
Hoping to get a demo released before Christmas. Well, in the next day or two.
The ui is styled to be a compromise between 'retro' and new, mainly because the levels in MM do not have to be pixelly, they can be 4x the resolution they are now. Each engine has a setting to enable HD (though not implemented as yet) and also you can add your own graphics to the levels and they can be much higher resolution than those currently shown.
Coding for the love of it!
spacefractal
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Blue Gene Super Computer
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4138
Re: DS Lost levels
Reply #5 on:
December 21, 2016, 07:56:55 am
Did we not include 50 levels in the end for Manic Miner? Etc 20 bonus levels and 10 movie levels.
Also movie levels could been in a own level set, called "Willy in Hollywood" rather than include the main game :-D.
im hope the xm files works in unity, which means we can save a lots of harddrive space :-).
The piano rag time music could also been reused for the blagger me thinks.
For the Sam Coupe version, im have not checked how the title tune sound, but there is a very Sam Coupe version in one of the sid/ogg file im gave you. But property we can just rip the tune from youtube mightbeen? Im liked the Sam Coupe music version very much.
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Last Edit: December 21, 2016, 08:01:33 am by spacefractal
»
The Musician for the RetroBytes Portal Projects.
flash
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Blue Gene Super Computer
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Re: DS Lost levels
Reply #6 on:
December 21, 2016, 08:09:22 am
I got the in game music for the Sam coupe version of the game. So all is good there.
Yes. There are 50 levels in the lost levels, but currently I have just done the main 20. I do intend to do willywood though, and currently have done a couple of the levels. But the idea of there being a full blown editor is the ease of adding them. Though the lift in I have a hunch may be tricky to add as an editor option.
One thing I did think of though, for the title screen I am currently using the Jungool music. I could do with something more appropriate. It doesn't have to be a Manic miner type tune, or an xm, but just something merry.
Coding for the love of it!
spacefractal
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Blue Gene Super Computer
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Re: DS Lost levels
Reply #7 on:
December 21, 2016, 08:45:41 am
Pretty all Manic Miner games used
The Blue Danube
as the titel screen music. Im will well wrong if The Blue Danube is not used as the main theme me thinks?
But rather to use a computer generated version, its could been used the more real classic tune of that song, example this one?
https://www.youtube.com/watch?v=Up-4CotSG1s
The Musician for the RetroBytes Portal Projects.
flash
Administrator
Blue Gene Super Computer
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Re: DS Lost levels
Reply #8 on:
December 21, 2016, 09:02:10 am
Yes. That could work, though perhaps a little more pepped up?
Coding for the love of it!
spacefractal
RBP Team Member
Blue Gene Super Computer
Posts:
4138
Re: DS Lost levels
Reply #9 on:
December 21, 2016, 09:18:43 am
Yes its quite silent in the start of the tune, but its could been cutted to use the endning, which is more drama in it.
Currectly im have no plans to do that, since its quite long time ago since im did fl studio music. But im pretty sure its could works. Its a classic game, which should use a pure classic version.
Same could also go with using a classic version as a ingame as well for fun.
Also its could been fun, when you select a game, then the titel tune could change to using that version of the game (if its have a title song). Etc the original spectrum version could uses when selected a Spectrum version and so on. Could been a fun twist.
The Musician for the RetroBytes Portal Projects.
flash
Administrator
Blue Gene Super Computer
Posts:
13180
Re: DS Lost levels
Reply #10 on:
December 21, 2016, 09:31:18 am
That could be fun.
I will do a search and see if I can find a better version of the tune though, and free of course.
Coding for the love of it!
spacefractal
RBP Team Member
Blue Gene Super Computer
Posts:
4138
Re: DS Lost levels
Reply #11 on:
December 21, 2016, 11:13:46 am
now the song is public domain, so.... Howover im have not seen the titel screen, but that one could works since its sounds just like the original was intended. Alternative there is more drama in the end, and the whole tune might not need to been used.
But its was just a idea to use the game titel tune (IF its have one, otherwise, just use the original). This is something that what Pinball Arcade worked.
The Musician for the RetroBytes Portal Projects.
flash
Administrator
Blue Gene Super Computer
Posts:
13180
Re: DS Lost levels
Reply #12 on:
December 21, 2016, 08:02:04 pm
I did find a slightly faster version of the tune and have used that for now.
I am still hoping to release a demo before Christmas, I know you will all be busy, but if you can find the time to give it a little go, then that would be really appreciated. All I am really after is feedback about how well it all works and if the emulation (simulation) is spot on. I know that both SF and Sokky understand how important it is to get these things as close a possible to the original (with a little bit of modern glitz of course).
Anyway, fingers crossed it will be a Christmas present worth sharing with my wonderful friends.
P.S. Sorry Lobo (and Sokky) but the Horace engine is not currently enabled for the demo (though is certainly present and expanded).
Coding for the love of it!
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