Prince 1 and 1/2 - a new mod

Post Reply
User avatar
dmitrys
Developer
Developer
Posts: 195
Joined: October 1st, 2020, 6:05 am

Re: Prince 1 and 1/2 - a new mod

Post by dmitrys »

You are making an assumption here that there is no way to get the potion without using a trick. In fact, the trick does provide you with a shortcut. But the button that opens the gate to the upper room also opens the upper gate leading to the potion.

If you are watching atrueprincefanfrom18's videos, he have used every trick available but none of them are necessary to pass the game or get enough hit points.

Let me give you some hints:

There are two rooms where you need tricks to get life potions - level 10 and 11 and the level 10 trick is really easy. Level 11 potion was simply made as a challenge for more advanced players. You can get up to extra 9 potions and I assume not too many people would get level 1 and level 11 potions. Levels 10 and 12B require a little bit of thinking how to get the potions but nothing that requires understanding specific key combinations or getting frames correctly.

There is a bug in level 9 that can be used to change the story line a little bit in a few levels. It is absolutely not necessary to do that and I would recommend not doing it especially when playing the game the first time. It was intended to be more like a movie alternate ending on a dvd kind of feature. Any potion life that the shadow drinks will be given back to you when you unite with it.
Sance
Sheikh
Sheikh
Posts: 33
Joined: December 30th, 2013, 4:59 pm

Re: Prince 1 and 1/2 - a new mod

Post by Sance »

Okay, I get what you're saying and I understand that it's a lot less intrusive than what I initially thought... it's just that in principle this stuff is there and it always confused people or downright discourages them to even care about the PoP 1989 modding scene. I'm not saying to remove these bugs or to change them, it's your levelset, I intend this as something to keep in mind for your next project if there is one. Honestly this is one of most impressive things made for this game that I've seen in a long time so if you continue I'd say focus more on adding new features instead of the bug hunt.
User avatar
dmitrys
Developer
Developer
Posts: 195
Joined: October 1st, 2020, 6:05 am

Re: Prince 1 and 1/2 - a new mod

Post by dmitrys »

As I mentioned in the first post, I am pretty new to this forum and Prince modding in general (about 4 months in). I just did a lot of research before I started the mod, which started as test project on how SDLPoP works. In fact the last time I had played POP/POP2 before finding this forum and popot.org was in the 90s. Repetition of Time and POP2 gave me some ideas that I wanted in a POP1 mod.

I understand there are a lot of mods that abuse the tricks and I do not like that either. But at the same I wanted to introduce less than a handful of them in a way that is not very intrusive. But some users fall into the category where they recognize but dislike the tricks like gate bugs and movements that require precise frame alignments, and they have probably played many more mods than I have. But for me it was a part of the learning experience and made everything to make them not essential for the game play. The same things goes about borrowed graphics (ROT large poison and additional characters). I would not use those in a new mod but they served as props for some functional ideas.

Thanks for the complements about the features - that was the intended highlight of the mod.
User avatar
atrueprincefanfrom18
Site Shah
Site Shah
Posts: 1786
Joined: January 21st, 2020, 2:53 pm
Contact:

Re: Prince 1 and 1/2 - a new mod

Post by atrueprincefanfrom18 »

dmitrys wrote: October 11th, 2020, 2:39 am If you are watching atrueprincefanfrom18's videos, he have used every trick available but none of them are necessary to pass the game or get enough hit points.
Yes, that's because I have played PoP too many times and I get too bored if there's no bugging involved. Trying to confuse the engine and getting unexpected results is what I really like about PoP.
Sance wrote: October 11th, 2020, 4:50 am I'd say focus more on adding new features instead of the bug hunt.
Of course, that should be what we should be focussing as modders. We have had lot of mods which either involve bugging of tricks, but no puzzles or features.

By the way, if you want to play mods which don't have lot of tricks involved, you can try my levelset mods. I have just created two of the levelsets:
Amogh's Levelset 1
Amogh's Levelset 2

I don't remember forcing the player to use bugs and tricks, those are fun mods, you can try them out :)
dmitrys wrote: October 11th, 2020, 5:55 am I am pretty new to this forum and Prince modding in general (about 4 months in). I just did a lot of research before I started the mod, which started as test project on how SDLPoP works.
You have really done a great job as a first mod. My first mod is very very bad. No good design, I had no idea on how exactly to proceed.
Love to create new MODS :)

My complete list of mods until now!

My channel. Do consider subscribing it! :)
User avatar
atrueprincefanfrom18
Site Shah
Site Shah
Posts: 1786
Joined: January 21st, 2020, 2:53 pm
Contact:

Re: Prince 1 and 1/2 - a new mod

Post by atrueprincefanfrom18 »

dmitrys wrote: October 11th, 2020, 2:39 am There is a bug in level 9 that can be used to change the story line a little bit in a few levels. It is absolutely not necessary to do that and I would recommend not doing it especially when playing the game the first time. It was intended to be more like a movie alternate ending on a dvd kind of feature. Any potion life that the shadow drinks will be given back to you when you unite with it.
I would actually recommend you to keep a single way of passing the level. Having multiple options, does seem interesting but players (like me) do miss interesting sections.
Love to create new MODS :)

My complete list of mods until now!

My channel. Do consider subscribing it! :)
User avatar
atrueprincefanfrom18
Site Shah
Site Shah
Posts: 1786
Joined: January 21st, 2020, 2:53 pm
Contact:

Re: Prince 1 and 1/2 - a new mod

Post by atrueprincefanfrom18 »

Norbert, this mod is not yet on PoPOT. Also, I can see you have added other mods, but the PoPOT index page is not updated... Maybe you forgot it?
Love to create new MODS :)

My complete list of mods until now!

My channel. Do consider subscribing it! :)
User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 5786
Joined: April 9th, 2009, 10:58 pm

Re: Prince 1 and 1/2 - a new mod

Post by Norbert »

atrueprincefanfrom18 wrote: October 11th, 2020, 3:28 pm Norbert, this mod is not yet on PoPOT. Also, I can see you have added other mods, but the PoPOT index page is not updated... Maybe you forgot it?
No, I was still working on it all. :) Done now.
Dmitry, on PoPOT each mod has 1 ZIP file, so I've merged your Windows and Linux packages.
User avatar
atrueprincefanfrom18
Site Shah
Site Shah
Posts: 1786
Joined: January 21st, 2020, 2:53 pm
Contact:

Re: Prince 1 and 1/2 - a new mod

Post by atrueprincefanfrom18 »

Norbert wrote: October 11th, 2020, 4:25 pm
atrueprincefanfrom18 wrote: October 11th, 2020, 3:28 pm Norbert, this mod is not yet on PoPOT. Also, I can see you have added other mods, but the PoPOT index page is not updated... Maybe you forgot it?
No, I was still working on it all. :) Done now.
Haha! Ok!
And thanks for your efforts.
Love to create new MODS :)

My complete list of mods until now!

My channel. Do consider subscribing it! :)
User avatar
dmitrys
Developer
Developer
Posts: 195
Joined: October 1st, 2020, 6:05 am

Re: Prince 1 and 1/2 - a new mod

Post by dmitrys »

Norbert wrote: October 11th, 2020, 4:25 pm
atrueprincefanfrom18 wrote: October 11th, 2020, 3:28 pm Norbert, this mod is not yet on PoPOT. Also, I can see you have added other mods, but the PoPOT index page is not updated... Maybe you forgot it?
No, I was still working on it all. :) Done now.
Dmitry, on PoPOT each mod has 1 ZIP file, so I've merged your Windows and Linux packages.
Thanks. I hope you used attachments from page 5.

The attachments in the very first post have have a few small issues. Is it possible to remove them and mention the page 5 attachments or copy new ones into that post? I cannot edit that post anymore.
User avatar
Norbert
The Prince of Persia
The Prince of Persia
Posts: 5786
Joined: April 9th, 2009, 10:58 pm

Re: Prince 1 and 1/2 - a new mod

Post by Norbert »

dmitrys wrote: October 11th, 2020, 5:00 pmI hope you used attachments from page 5.
I have, yes.
As for modification of your first post, you could PM one of the current moderators (David, Falcury) a request.
Falcury
Calif
Calif
Posts: 568
Joined: June 25th, 2009, 10:01 pm

Re: Prince 1 and 1/2 - a new mod

Post by Falcury »

Norbert wrote: October 11th, 2020, 5:16 pm
dmitrys wrote: October 11th, 2020, 5:00 pmI hope you used attachments from page 5.
I have, yes.
As for modification of your first post, you could PM one of the current moderators (David, Falcury) a request.
Done.

I notice you added the directional sound feature. :)
(I guess I should try to finish that feature at some point, I left it at a point where it was still a bit finicky and I wasn't sure how to proceed...)
User avatar
dmitrys
Developer
Developer
Posts: 195
Joined: October 1st, 2020, 6:05 am

Re: Prince 1 and 1/2 - a new mod

Post by dmitrys »

Falcury wrote: October 12th, 2020, 5:02 pm
Norbert wrote: October 11th, 2020, 5:16 pm
dmitrys wrote: October 11th, 2020, 5:00 pmI hope you used attachments from page 5.
I have, yes.
As for modification of your first post, you could PM one of the current moderators (David, Falcury) a request.
Done.

I notice you added the directional sound feature. :)
(I guess I should try to finish that feature at some point, I left it at a point where it was still a bit finicky and I wasn't sure how to proceed...)
Thanks.

Yes, I have found your branch and mostly have used your code. All the credits for the work of others are in the docs/readme.txt file.

I had to adjust a parameter to make nearby sounds less surround-like when testing them in headphones. You can also hear more gates. The positioning part in your code seems to work well.
User avatar
atrueprincefanfrom18
Site Shah
Site Shah
Posts: 1786
Joined: January 21st, 2020, 2:53 pm
Contact:

Re: Prince 1 and 1/2 - a new mod

Post by atrueprincefanfrom18 »

Ah, okay that gate sound feature? Yes, that was different than normal and nice implementation! I liked that one.
Love to create new MODS :)

My complete list of mods until now!

My channel. Do consider subscribing it! :)
User avatar
dmitrys
Developer
Developer
Posts: 195
Joined: October 1st, 2020, 6:05 am

Re: Prince 1 and 1/2 - a new mod

Post by dmitrys »

I decided to create the release 2 of my mod based on players feedback and some bug fixes.

Changes:
- Rooms where gate bugs were a part of the gameplay (in levels 5, 9 and 13) have been changed. There is a more straight forward way now of getting the same results. Options that fix those bugs in SDLPoP have been enabled in case there are unintended bugs that could have been exploited.
- Life potions on levels 10 and 11 have been left the same way because I believe those tricks (not bugs) can be figured out.
- The kid still has an option of uniting with the shadow on level 9 which changes the ending of level 12. But level 11 now works the same way in both scenarios - the one who saves the princess must die.
- Level 13 has been extended. There is now an exit door (inspired by the "no sword mod") that takes advantage of the copyright level. The princess now is not as easy to find - there is a Repetion of Time style maze between Jaffar and the princess room.
- A few graphical glitches have been fixed (blue striping over pillars, kid falling through tiles after a jump when aligned certain way, garbled top of the gate with the dark dungeon palette). Guards are now a bit smarter around chompers.
- A couple of edge case bugs around shadow have been fixed.
- I also made it easy to replay levels to try alternate scenarios. At the beginning of levels 2-13 the game autosaves into a special folder. There is now a "Load previous level" selection in the pause menu where you can pick a level that you have already completed (Shift-L does not count).
- The same archive now contains Windows and Linux binaries.

Hopefully Norbert can update the attachment on Popot.org.

prince_one_and_half_r2.zip
(2.41 MiB) Downloaded 179 times
Last edited by dmitrys on October 26th, 2020, 6:31 am, edited 2 times in total.
User avatar
atrueprincefanfrom18
Site Shah
Site Shah
Posts: 1786
Joined: January 21st, 2020, 2:53 pm
Contact:

Re: Prince 1 and 1/2 - a new mod

Post by atrueprincefanfrom18 »

dmitrys wrote: October 26th, 2020, 5:28 am I decided to create the release 2 of my mod based on players feedback and some bug fixes.
Thank you for your support for extending more functionalities in an amazing mod! I don't understand this:
dmitrys wrote: October 26th, 2020, 5:28 am - Level 13 has been extended. There is now an exit door (inspired by the "no sword mod")
Do you mean this mod?
dmitrys wrote: October 26th, 2020, 5:28 am Hopefully Norbert can update the attachment on Popot.org.
He's busy so I think he would update it later, but maybe updating is easier than adding (I don't know how backend is created, so maybe he would update it soon).
Love to create new MODS :)

My complete list of mods until now!

My channel. Do consider subscribing it! :)
Post Reply