24 May 2009, 07:19 | #61 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,166
|
Good news for the remake anyway: I could figure out most of the stuff in the PC data files: will be much easier to populate the levels and much more faithful to the original.
Stay tuned |
24 May 2009, 17:23 | #62 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,909
|
great!
Now get back to work on Cadaver! |
24 May 2009, 21:26 | #63 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,166
|
Cadaver is now in stand-by, but with all the work I put in it, I'll resume it. But I need time since I worked too much on it those last months.
|
16 June 2009, 22:57 | #64 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,166
|
update: made good progress in decoding Magic Pockets levels. I think I can even create a level editor for the PC version using original PC exe. I could change monster coordinates & behaviour in the original game. Funny.
|
17 June 2009, 01:24 | #65 |
Phone Homer
Join Date: Jun 2006
Location: 5150
Posts: 5,773
|
Nice work there jotd - Is there no way access the Amiga files? its just one big block NDOS disk with no filesystem.
Will you be adding ingame music I always thought this game needed music. |
17 June 2009, 08:42 | #66 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,909
|
another example of brilliant reverse engineering I'll bet. Congratulations!
|
17 June 2009, 09:31 | #67 |
Joy Division
Join Date: Nov 2006
Location: East Yorkshire
Age: 60
Posts: 239
|
Good news, jotd. An editor would be cool.
|
17 June 2009, 22:31 | #68 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,166
|
ATM I think I'll concentrate on the editor, making it very user-friendly. Designing levels for the original game would be cool. Not sure which freedom I'll have in the end, but I can definitely move all the monsters & bonuses & alter monster stamina and behaviour (I could make the frog jump and head to the exit, thing which is nowhere to be seen in the original).
On the other hand, the remake would have better graphics. The biggest work is to make the AI (that I have ported from Gods remake) work. |
25 July 2009, 09:00 | #69 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,166
|
A little update: I could go a lot further in the remake development after having decoded most of the level data.
Here are some snapshots. The AI won't be so hard to do finally. I think the greatest work lies in the animation of the various enemies and the tweaks needed for final stages and underwater level. I'll keep you informed. bye |
25 July 2009, 15:45 | #70 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,909
|
waking up on Saturday before 9AM. It should be forbidden.
Anyways, good to see you are still in the game, so to speak |
29 July 2009, 14:48 | #71 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,909
|
question out of pure interest: have you thought of some ways to make this game more fun than the original? IMO the original was far too repetitive to hold the attention.
Moar secrets would be one of my wishes if you are taking requests. The game could be a lot of fun if it was completely loaded with secret areas, like Donkey Kong Country for example. Scouting for the hidden secrets is half the fun in that game. |
29 July 2009, 15:37 | #72 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,166
|
I think that too: the game is repetitive, but it still has a lot of secrets (here's a guide of the game I just updated here: Hints.zip). The main problem is that there's no scripting (or very few) or code-driven puzzles (as opposed to Gods, Cadaver or Chaos Engine) which limits the way secrets could be inserted. The secrets rely on some specific items (magic ball, chalices) and teleport rooms.
By studying the game, I found more secrets, like for instance the way to warp from world 4 back to world 1 and keep your score, allowing you to reach a huge score without completing the game. I also found useless items such as chalices in teleport rooms, which have no effect. IMHO the most sedate level is the jungle level with growing plants. And the gamemaps are huge, in fact maybe too huge. Apart from that, the programming is awesome, and the game engine is a little jewel. I still think this game is very good, and underrated. |
29 July 2009, 16:19 | #73 |
cheeky scoundrel
Join Date: Nov 2004
Location: Spijkenisse/Netherlands
Age: 42
Posts: 6,909
|
... but with your experience from Gods you could implement those things, couldn't you? Would be neat to have triggered events and traps. That would really decrease the boredom factor.
|
29 July 2009, 17:23 | #74 |
Join Date: Jul 2008
Location: Sweden
Posts: 2,269
|
|
29 July 2009, 18:14 | #75 |
Registered User
Join Date: Aug 2006
Location: England
Posts: 218
|
The game was slow, but was kinda fun, after all it was only ever meant to be a fun bouncy game or somin lol. I think the 3-1 chalice did something with the continues. But there are probably hidden secrets left in the game, e.g. the magic stripey marble ball thing...
Pick up the ball, pick up a cocktail, max your fire, throw 5 balls, jump on each ball to make loads of gold coins. The running jelly baby is always a blast. Would be good to explore the teleport rooms more, while stopping the warp timer, some of those rooms seemed to go on and on and on.. Q; |
29 July 2009, 22:18 | #76 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,166
|
@qube: I have explored all the teleport rooms, only bonuses here.
The 3-1 chalice (iron chalice, only to be found here) effect is: if you pick up the chalice + teleport => warp. Don't pick up the chalice & teleport => normal teleport room bonus. You're perfectly right about the steel chalices strewn across the 4 worlds (AFAIR 1.2, 4.21, 4.26 x 2): they award 1 continue credit. I was not aware about this until today! You can reach a mega-huge-big score by teleporting on the last level but one (twenty-six). Super-hard level, super-hard to teleport there but awards a lot of points and 2 continues + warp to level 1. Do it several times you can reach millions of points (it takes ages too!) The magic ball does exactly that coin/cocktail thing, and only that. The first magic ball can be found on world 1 part 2 after 3 teleports (alongside with a steel chalice: contiunue). Some levels have 3 different teleports and the 4th one leads to the exit. The 3th teleport is often very interesting, with continue chalices and special stuff. 1-2 level has got selectable routes, and teleports differ from one route to another. In some warp room (with stairs) I could pick both coin piles once because I had enough time, but could not do it again. Probably some powerup I had but I cannot reproduce it. I've focused on differences between US/NTSC version and UK (first release) version. The main difference is level layout, controls, passwords, and ... the lack of the Golden Chalice in the version with passwords. IHMO this re-release was botched hence small incoherences. About the speed: play it on winuae you'll find the game very smooth and fast. @Gimbal: this would be Gods with Magic Pockets graphics. I'm not an imaginative kind of guy. I cannot make a whole new game from those bits, sorry. Last edited by jotd; 29 July 2009 at 22:32. |
23 November 2009, 05:55 | #77 |
Posts: n/a
|
JOTD I love what you have so far. My wife LOVES Magic Pockets and other than actually setting up the Amiga for the purposes of her playing, to see a PC version is a fantastic alternative.
I hope you'll find the time to continue developing. Wammy |
23 November 2009, 07:47 | #78 |
Registered User
Join Date: Mar 2007
Location: BP/Poland
Age: 45
Posts: 745
|
|
29 November 2009, 21:05 | #79 |
This cat is no more
Join Date: Dec 2004
Location: FRANCE
Age: 52
Posts: 8,166
|
@Wammy: there's already a PC version, identical to the Amiga NTSC version.
@humble worm: you mean in this remake? or in the original game. I'm trying to assemble a Nintendo DS version too. Not an easy job. |
29 November 2009, 21:28 | #80 |
Into the Wonderful
Join Date: Mar 2002
Location: England
Age: 49
Posts: 2,335
|
|
Currently Active Users Viewing This Thread: 1 (0 members and 1 guests) | |
Thread Tools | |
Similar Threads | ||||
Thread | Thread Starter | Forum | Replies | Last Post |
Magic Pockets (US) | Mr Softy | support.WinUAE | 18 | 03 February 2015 04:27 |
[Ripped] Magic Pockets | Ultron | project.Sprites | 14 | 26 October 2006 01:25 |
Magic Pockets | sareks | support.Games | 6 | 18 July 2006 22:04 |
Ripping-Magic Pockets | gifgit | project.Sprites | 6 | 24 May 2005 13:53 |
|
|