Money Mouse - Episode 2 bugfixes


After a few tweaks, some inspiration in the shower, a couple of bagels and plenty of coffee...

REPEAT
IF Developer THINK game READY

  DISCOVER bugs not found IN previous playtests
  IF BUG = fixed
   DISCOVER NEW BUGS
   ENDIF
ENDIF
ENDREPEAT

... I think I have fixed a few bugs I'd spotted over the past few days with the Episode 2 code. I think I've worked a solution I'm happy with for the mouse sprites appearing on the 'arcade' games, and I've tweaked a couple of other things "because I can't stop messing with it."

Changes and fixes in this version.
( V.20240202.E2B9 )

Arcade mouse sprite glitches isolated to screen border and a little less annoying to me. (What is meant to happen is the mouse sprite is supposed to turn invisible. What I was finding was the mouse would turn invisible on return to the main game. What is now happening is the item return success is being checked earlier in the events and catches you as soon as you enter the screen; no more mice hanging out behind the ducks and frogs.

Quackman - there was a bug where the seeder would appear to randomly kill Bill. What it was doing was dropping a poison block behind and this was killing Bill. (I wonder if Bill should have a friend called Eve?) This was not the intended behaviour and has been corrected.

FroggyToad - skull icons weren't appearing in the right position on collision, so removed (except for when you miss the home pad). There were a couple of graphical glitches on the car graphics which has been fixed (I must have mis-clicked at one point)

Main game - a couple of the graphics were tweaked, some of the item text has been expanded / changed / improved. There might have been a minor edit to a couple of the screens (although that could have been the precious bug-fix).

And I think I'm going to leave Episode 2 alone now; it is fairly close to the limit of available memory and unless something game-breaking or disasterous is discovered I'm going to stop tinkering. (Episode I was much happier with and had spent a lot more time play-testing / playing; especially BreakUP! which had some screens in the early versions that could trap the ball in a never-ending cycle; which is no fun for anyone; so that was focused on a lot to ensure everything was completable).

The only change I can see myself doing is maybe persisting the difficulty rather than it automatically default to easy. But that might be a little involved as I ran out of MPAGD variables (including OPT, RND and OBJ) due to the way the arcade games work... Or maybe I'll just keep that for an eventual sequel... 

(I'm planning for Money Mouse to return in a future game involving Pirates ... But that is a game for future me to worry about).

Files

MMFBH_EPISODE02c.tap 62 kB
Feb 02, 2024
MM-EP02c.Z80 41 kB
Feb 02, 2024
MM-EP02c.SNA 48 kB
Feb 02, 2024

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