Just discovered this game from some indie game competition hosted by https://www.twitch.tv/seijouf and had to try it myself. Really enjoyed it and have managed to clear all 4 characters now. Very satisfying drawing out my map of the mansion.
Even found a certain room in the caverns, though utterly stumped at if there's more to do there.
A hand drawn map! That's made my day, thanks for sharing it. Good to hear you've been enjoying the game so much. There is nothing more to do in that "certain room", although there is another entrance to it that you may not have found.
I've clicked the Twitch link but I don't see any video about the competition. Is it still there?
https://www.twitch.tv/videos/1749154061 here's the vod where they played it. About 20 minutes in is when they start the game. The competitors don't know what they're playing before hand so they're going in completely blind.
Today I've stumbled upon this wonderful looking game. Unfortunately I wasn't able to run in on Ubuntu 22.10 (x86 64bit, Wayland and XOrg). When I start it, it terminates with the following error:
Process terminated. Couldn't find a valid ICU package installed on the system. Set the configuration flag System.Globalization.Invariant to true if you want to run with no globalization support.
at System.Environment.FailFast(System.String)
at System.Globalization.GlobalizationMode.GetGlobalizationInvariantMode()
at System.Globalization.GlobalizationMode..cctor()
at System.Globalization.CultureData.CreateCultureWithInvariantData()
at System.Globalization.CultureData.get_Invariant()
at System.Globalization.CultureInfo..cctor()
at System.StringComparer..cctor()
at Microsoft.Xna.Framework.Content.ContentManager..ctor(System.IServiceProvider)
at Microsoft.Xna.Framework.Game..ctor()
at Melkhior.Main..ctor()
at Melkhior.Program.Main()
Any ideas what library or setting could be missing? Thank you a lot! Marc
Sorry to hear you're having trouble getting Melkhior's running. I haven't tried it on Linux since it was released a year ago, I think that was on Ubuntu 20. I've just tried it on version 22 and I can't get it to run at all, which is odd. I'll try and find some time to look into it over the next few days, I might need to rebuild it. Have to say, I'm not a Linux person, so I'm not sure how far I'll get with it.
Is there a possibility for an Android version of this wonderful game? Specially with all these latest generation of Android-based handhelds this would be a winner! It's a fantastic couch game.
At any rate, thanks for the wonderful adaptation of Ultimate's brilliant classic.
An Android version was considered, but performance is an issue, so it wouldn't be a straight port. In all honesty, it's very unlikely to happen. Glad you're enjoying it anyway, thanks for the feedback ;o)
Am I missing something? It seemed to me as if enemy movements were completely random, which in a game with one-hit kills and limited lives is kinda insane. Isn't entire point of any platformer, isometric or not, is ability to predict timing of your enemies and obstacles so you can plan your movement? I haven't much experience with isometric platformers, but both Batman and Head Over Heels remakes had predictable and easily read enemy patterns - it was clear how to avoid them, the difficulty was in the execution (also in traps and puzzles).
The aesthetics are amazing and so is the idea, but I genuinelly cannot grasp enemy patterns.
Thanks for the feedback. It's based on Atic Atac on the ZX Spectrum, which had random movement patterns. Quite a lot of games back then had random movement, especially the Ultimate games. This is a run around exploration game, whereas Batman and HoH are puzzle solving games, so it's important for enemy positions to be predictable. In games like Atic Atac, it isn't, in my humble opinion. Hope it hasn't spoilt it too much for you, but if it's not your thing, that's cool, thanks for trying it out. ;o)
Everything inside of me as a designer yells that that's a terrible idea but I'm trying to be openminded. How do you prevent player from getting stuck in an unwinnable situation if patterns are random? It's a game with one hit kills and limited lives, and it might just downright not be your fault if you die and lose all your progress because all enemies randomly decided to surround you.
It's not what I'd personally call good game design but if your primary goal isn't to make a game that appeals to a modern audience with 'fun' but to simply make a clear homage to these games of old without concern of modern concepts of 'fairness' (which to be fair is a bit nebulous) then sure, more power to you.
I guess there's other revivals of classic isometric platform-adventures I can try, like Abbey of Crime, Naya's Quest, King Boo or Lumo.
It's probably not for me, but a lot of people in this comment section seem to love it, so good on you.
Thanks for the feedback. If you want to discuss it further then please feel free to contact me directly. I'm not one for public debate, it never ends well. :o)
I came here for Klass of 99, but found you made this fantastic game! I’m really bad at it, but the quality of the game is amazing, really polished (I specially love all the different rooms, I find the design really fitting!). And like the previous commenter, I appreciate it being available on Mac, so thanks for that too!
Really looking forward for your next thing, I’m sure it will be amazing.
I've only played for about 15 mins so far, but I'm genuinely impressed by the quality of this game and the way you've managed to capture the character of Atic Atac whilst bringing it into the 21st Century. Delighted that it's available on the mac too (quite a rare treat). Must have been quite the ultimate labour of love; free too.
Well done to everyone involved; I'm quite envious that I'm last to the party, just turning up to play the game.
Thank you. Your talents and generosity are both appreciated.
Thanks, that's really sincere feedback. Mac and Linux versions were a bit of a learning curve, but got there in the end. Sadly the downloads on both are quite low, compared to Windows PC, so for solo devs like me, it's hard to justify the time and hassle. Tricky one. Anyway, enjoy the game! ;o)
This is a beautiful superbly rendered game, everything here shines. It is super tough at first but you get the drill after a while and realize you can´t really take your time admiring the backgrounds and animations for time if of an essence (Do that when a friend is playing ;) ). This is highly recommended, deep root oldschool and will sure remind you what a challenge in-game is suppose to be. Sound effects and music are also awesome and so is the presentation. Can´t wait to see what the team is going to come up next. Beware, if you are the kind of person who plays to always win and prefer a fake-game to massage your brain prior to sleep, it might not be the game for you.
Wow! I was a Speccy user back in the day and got my first start in programming on that machine. I downloaded the demo of this game when it came out and was pleasantly surprised when I revisited it again recently and saw that it had been released. The final version is very impressive and captures the essence of Atic Atac in a modern way with a fantastic art style and retro sound.
I have noticed one thing however that might be an easy fix - the game does not appear to be aware of so-called "ultrawide" desktops e.g. 2560x1080. If I select "full window" or "full screen" the aspect ratio goes out of whack as the horizontal dimension is greater than the game assumes, 2560 as opposed to 1920. I assume there is no 4x scaling option as it was assumed that this would be the same as full-screen (1920x1080) on most machines.
Adding a menu option for 4x scaling, i.e. 1920x1080 would be great, or perhaps a software check to test the available desktop size, and reformat accordingly.
Thanks for the feedback, glad you're enjoying the game. It does try to figure out the highest resolution you're going to want to see as an option. It doesn't include your highest resolution, because that's full screen. The logic assumes standard HD aspect ratio. Have to be honest, I didn't even consider ultra wide. It's a lot of work to "resize" the display for any aspect ratio in a way that avoids changing the ratio so if you select full screen, it simply stretches to fit, which is why you're seeing a stretched display.
Sure, I understand that reformatting the game to a detected desktop resolution is a big job, but that's not what I'm suggesting. It's simply that today's desktops that exceed the 1920x1080 standard and/or are not 16:9 would benefit from a 4x, 5x, resolution scaling option. In fact, 8x would get you all the way to 4K as a soft-of future proofing, assuming your CPU/GPU was powerful enough. That's the part I though would be easy to implement as you already have the scaler done.
I'm not complaining though, it's still playable in a 3x window on ultrawide.
Yeh that's cool, I understand what you mean and the game does already support those higher resolutions, but only if it thinks your desktop resolution is high enough. When determining what zoom levels to offer, I look at the logical height of the game window, which is 270 pixels, then see how many times I can zoom that before it equals or goes over the height of the desktop, that's why you get offered up to x3. On a 1080 pixel high desktop, x4 is the same a full screen and x5 would be too big, so those options aren't offered. I think the maximum you'll see, if you desktop resolution is high enough, is x7, so that would be 3360 x 1890. There's always the option to manually resize the window if the option you want isn't available, and it will remember the window size. I do wonder if I tried to make it too clever! It was fun to code, but a pain in the back side at the same time :o)
Support for none XBox compatible gamepads worked in the demo version by using a 3rd party component, it's not natively supported by Monogame. That component had extra dependencies which was proving troublesome for some installations of Windows, so I chose to remove support for gamepads not supported by Monogame.
Amazing that you support all the desktop platforms. Unfortunately, I'm stuck on a iMac 2011 with 10.12.x (no longer upgradable, since the 10.13 requires more GPU HW).
Is there a chance to target 10.12 as minimum, not 10.13?
I will of course in the meantime enjoy this on my Manjaro Linux, as a fall-back.
Thank you for your dedication and passion to produce this pearl of beauty, looking very much forward to see this on the 'Next,
Thanks, it's been a bit of a learning curve, and I'm not quite there yet with some Mac hardware, but I'll keep plugging away.
I'm at the very edge of my Mac knowledge, it's all quite new to me. I can send you a test build that targets 10.12. Can you email me? You'll find my email address at BitGlint Games
Great game - really enjoyed! Well done all! Glad read the comments as was going to mention the crashes and palette lost - but seems the latest update will fix this - so great :)
That is a shame - but i'm sure you'll sort that. Only real grumble though :) I did have a few crashes on the original release - but have updated now. Enjoy the game otherwise, and very nice work. I'm sure all the ADLZ people should enjoy it too!
Hi. Had some issues getting the game to run in Linux, Ubuntu 21.10 but found a workaround. Crashed on startup with this in the log file:
2022-02-02 22:46:52
Input string was not in a correct format.
System.FormatException: Input string was not in a correct format.
at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type)
at System.Number.ParseInt32(ReadOnlySpan`1 value, NumberStyles styles, NumberFormatInfo info)
at Melkhior.Iso.Point3..ctor(String values) in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Iso\IsoEngine.cs:line 535
at Melkhior.Objects.MapEntity..ctor(XmlNode definition, String defaultID) in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Objects\MapEntity.cs:line 197
at Melkhior.Objects.MapTemplate..ctor(XmlNode definition) in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Objects\MapTemplate.cs:line 84
at Melkhior.Objects.Map.InitTemplateCollection() in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Objects\Map.cs:line 70
at Melkhior.Helper.MapManager.Reset(Boolean editMode) in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Helper\MapManager.cs:line 213
at Melkhior.Modules.Load.Update(GameTime gameTime) in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Modules\Load.cs:line 163
at Melkhior.Main.Update(GameTime gameTime) in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Main.cs:line 194
at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop()
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
at Melkhior.Program.Main() in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Program.cs:line 30
The issue seems to be related to locales/languages and using commas or dots as decimal separators. I'm on LANG=sv_SE.UTF-8 which uses , as a decimal separator, i'm guessing the game assumes . as a separator.
I solved the issue by running the game with a different locale that uses . as separator: LANG=C ./Melkhior
After starting the game with the correct locale i got this in the log, i'm guessing the game wrote some commas in the config file while on the "wrong" locale: "Configuration file could not be read correctly. Default settings have been restored. Please click OK then try launching Melkhior's Mansion again."
Maybe you need to set a locale for XNA / FNA / Monogame to use as default to have it always getting the correct decimal?
Hope this was somewhat helpful, seems like a really cool game!
Thanks for the feedback. Sounds like you've hit the nail on the head with the cause of the issue. Appreciate you taking the time to look into it and suggest a workaround. I'll get that fixed up in the code. ;o)
Finally finished all four missions ('Lermontov' in high score table). The difficulty was perfectly pitched, I thought. Now, I can sit back and enjoy the game without the stress of completing it. First task, work out what some of these objects - soap, wand. eye, et al. - do.
Excellent, well done. Interesting to hear your thoughts on the difficulty level, that's really hard to get right. Of course, for some people it'll still be too easy, or too hard. You can't please 'em all! The soap and wand do "similar" things. The eye is most useful for Lester.
On hearing the sounds and seeing the gorgeous "retro" graphics for the first time I could easily have shed a tear or two - tears of the joy, happiness and great memories from the early '80s playing this game brought back to me.
Already being worked on, but my total lack of Mac knowledge if hampering the situation. That said, I have an expert on hand to help. Keep watching this space. :o)
After playing a lot of hours and beating the game with two of the characters (Knight and Moustache man), I can write a recommendation.
This game is gold. Seriously. It combines amazingly the best of the 80s and nowadays.
The graphics are inspired in the ZX Spectrum, but the colours are used without any restrictions and the results are beautiful.
The gameplay is frenetic, short and intense matches that makes you try again immediately after every defeat. And with every run you know a bit better the castle and therefore you are closer to the victory.
The difficulty is kind of old school, but don't let this put you off, if I can finish the game, you can too. You just need to keep trying.
I can't mention anything negative. Well, yes, one thing: the game is for free and they don't take donations. That really annoys me!
Thanks for the feedback. Your experience of the game is exactly what we were hoping to hear. It's a bit hard, a bit old school, a bit 80s, but not so difficult once you get used to it. Yep, that's exactly it! :o)
Hi, I keep playing Melkhior's Mansion and the more I play the more I fall in love with it.... A request, nothing important, just a small detail, would it be possible to make a cross appear where the character dies that stays until the end of the game, just like in the original Atic Atac?
Thanks again for creating this wonderful little gem.
Glad to hear you're enjoying the game. There used to be a cross, but it had to go because, unlike the Atic Atac cross, it had to be a solid object, other wise the isometric viewpoint screws up. Problem with it being solid though is that it can block door if you die in front of one. It turned out to be a pain in the bum, so it went. Here's an old tweet about it...
Love the game. A wonderful effort on all concerned. The 'difficulty' question in an earlier strand could only have come from a contemporary games player. Anyone brought up playing the Spectrum, where the games started at 'hard' and got more difficult from there, wouldn't have a problem with it. Anyway I wanted to jot down some tips regarding the objects in the game. So something of a SPOILER ALERT is needed. I have not worked what all the objects do, so please others contribute:
1. Lightning rod - makes you quicker for a timed period
2. Princess's'ring - allows you to crash through mirrors
3. Skeleton key (wonderful idea) which allows you to open 10 doors without the coloured key for that door. Use wisely
4. Money bag (and a few others) can be dropped to bribe the hunchback and move him away from the blue door behind him
5. Palette icon - unlocks one of the different game palettes which can be accessed from main menu
6. Hourglass - not exactly sure, but I think it stops your energy depleting for a set time
7. Leaf - allows you to get the red key in the room with the spirit. Drop leaf near the creature and he moves away from guarding the leaf so you can nab the red key.
Objects which I think have a function (beyond bribing the hunchback) but I have not worked out: evil eye, Melkhior's spare wand, glowing coin. large diamond.
General tips:
- Find the green key and unlock the green door on the floor you start, which leads the way to a specific trap door which drops onto the ground floor (a large room with six locked golden doors). You can only access this by dropping in (unless you have the skeleton key) and you acquire the gold key here. This opens the game up.
- Don't drop into the caverns unless you have the blue (or skeleton key) to get back out
- For the second mission, you need the gold key to unlock the pentagram room. The symbols are in chests and most are on the lower floors.
- Eat all food in rooms, because it almost always regenerates.
- Memories the floors
There was an urban myth which floated around (and I believed) linked to the original Atic Atac that some of the extra objects can be joined together to create a creature. I wonder if something like this has been sneaked into MM. Also, some of the more elaborate rooms - such as the giant library - may have another function, but I haven't found one. I know in Richard's original Atic Atac remake he added some rooms to the attic (a kind of long set of passages), so I wonder if there might be a secret room or two in this game.
I have managed to solve three of the four missions. The final one is really hard due to having to access rooms which are behind several colours of different doors. I have found Melchior's room (above the attic) but cannot find the labyrinth room where I am supposed to fill the first phial. I presume it is one of the rooms in the labyrinth section on the first floor, but has anyone found it?
Finally, huge thanks again to Richard - who has been a champion of Spectrum games since the early days of the internet - and his team. This is the best remake/reimagining of a Spectrum game yet created. If only he would turn his attention to delivering a decent remake of Sabre Wulf, but that's another story....
Wow thanks for all that info. I'm not posting spoilers myself, just the odd hint, but it's great to see what other folks are finding out. Just a few things to comment on:
Hourglass? Nope, it does something else.
The death eye is really useful if you're playing as Lester, but it works for all characters.
There's no mythical creature to create in this game, sorry!
Sabre Wulf? Nah, not for me, one of my least favourite Ultimate games.
Thanks, Alber. Worked it out. It slows the enemies. Hourglass...time....I should have seen it...duh! Another item I forgot to mention was the cross which stopped Dracula appearing in the original, so I suspect probably stops Death appearing.
Exactly. And not only that, but if you pick up the cross while Grim Reaper is chasing you,... he vanishes! I have just discovered how the eye of death works. It's very cool! And it makes sense too. But no more spoilers for today hahaha.
You seem to have advanced in the game more than I have, Alber - and I'm pretty good at it! You tease me with the eye of death. Richard stated it worked the best for Lester, so it has to have something to do with the 5 main evil creatures (a la Nightshade). I thought it might be a way of destroying them without their specific weapon. However, I tried that and it doesn't seem to work. My main problem at the moment is navigating the labyrinth to get to the main room there with the sludge creatures. I found it once, but then haven't been able to since. Another object which is puzzling but I feel has a purpose is the soap. What a great game.
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very good
Thanks
I need this to play on my next ,is it ready to download for the next ?
No, I think it's stalled again. There's been no update on the project blog for over a year... Melkhior’s Mansion – SpecNext Developer HQ
looks and playes great!
greetings!
Thanks! Hi.
Looks slick my man. Which engine was this game made in ???
Thanks. It's my own isometric engine created using Monogame.
Sheeeshhh my man.
Hi! No ZX Spectrum version?
Hi, no not yet. See https://bobs-stuff.itch.io/melkhiors-mansion for more info on the Specie version.
Just discovered this game from some indie game competition hosted by https://www.twitch.tv/seijouf and had to try it myself. Really enjoyed it and have managed to clear all 4 characters now. Very satisfying drawing out my map of the mansion.
Even found a certain room in the caverns, though utterly stumped at if there's more to do there.
Anyway great game!
A hand drawn map! That's made my day, thanks for sharing it. Good to hear you've been enjoying the game so much. There is nothing more to do in that "certain room", although there is another entrance to it that you may not have found.
I've clicked the Twitch link but I don't see any video about the competition. Is it still there?
https://www.twitch.tv/videos/1749154061 here's the vod where they played it. About 20 minutes in is when they start the game. The competitors don't know what they're playing before hand so they're going in completely blind.
Today I've stumbled upon this wonderful looking game. Unfortunately I wasn't able to run in on Ubuntu 22.10 (x86 64bit, Wayland and XOrg). When I start it, it terminates with the following error:
Process terminated. Couldn't find a valid ICU package installed on the system. Set the configuration flag System.Globalization.Invariant to true if you want to run with no globalization support.
at System.Environment.FailFast(System.String)
at System.Globalization.GlobalizationMode.GetGlobalizationInvariantMode()
at System.Globalization.GlobalizationMode..cctor()
at System.Globalization.CultureData.CreateCultureWithInvariantData()
at System.Globalization.CultureData.get_Invariant()
at System.Globalization.CultureInfo..cctor()
at System.StringComparer..cctor()
at Microsoft.Xna.Framework.Content.ContentManager..ctor(System.IServiceProvider)
at Microsoft.Xna.Framework.Game..ctor()
at Melkhior.Main..ctor()
at Melkhior.Program.Main()
Any ideas what library or setting could be missing? Thank you a lot!
Marc
I've googled a bit and found that I can export the following variable:
export DOTNET_SYSTEM_GLOBALIZATION_INVARIANT=1
When I do this and start the game, I now get the following hint:
No usable version of libssl was found
It then crashes again.
Hi Marc,
Sorry to hear you're having trouble getting Melkhior's running. I haven't tried it on Linux since it was released a year ago, I think that was on Ubuntu 20. I've just tried it on version 22 and I can't get it to run at all, which is odd. I'll try and find some time to look into it over the next few days, I might need to rebuild it. Have to say, I'm not a Linux person, so I'm not sure how far I'll get with it.
Cheers,
Rich.
Thank you very much! I'm not a .Net person but maybe I can help with the Linux build. Let me know 😃
Is there a possibility for an Android version of this wonderful game? Specially with all these latest generation of Android-based handhelds this would be a winner! It's a fantastic couch game.
At any rate, thanks for the wonderful adaptation of Ultimate's brilliant classic.
An Android version was considered, but performance is an issue, so it wouldn't be a straight port. In all honesty, it's very unlikely to happen. Glad you're enjoying it anyway, thanks for the feedback ;o)
love that art
Thanks ;o)
Do you have plans to make the source code available?
No plans at the moment.
Am I missing something? It seemed to me as if enemy movements were completely random, which in a game with one-hit kills and limited lives is kinda insane. Isn't entire point of any platformer, isometric or not, is ability to predict timing of your enemies and obstacles so you can plan your movement? I haven't much experience with isometric platformers, but both Batman and Head Over Heels remakes had predictable and easily read enemy patterns - it was clear how to avoid them, the difficulty was in the execution (also in traps and puzzles).
The aesthetics are amazing and so is the idea, but I genuinelly cannot grasp enemy patterns.
Thanks for the feedback. It's based on Atic Atac on the ZX Spectrum, which had random movement patterns. Quite a lot of games back then had random movement, especially the Ultimate games. This is a run around exploration game, whereas Batman and HoH are puzzle solving games, so it's important for enemy positions to be predictable. In games like Atic Atac, it isn't, in my humble opinion. Hope it hasn't spoilt it too much for you, but if it's not your thing, that's cool, thanks for trying it out. ;o)
Everything inside of me as a designer yells that that's a terrible idea but I'm trying to be openminded. How do you prevent player from getting stuck in an unwinnable situation if patterns are random? It's a game with one hit kills and limited lives, and it might just downright not be your fault if you die and lose all your progress because all enemies randomly decided to surround you.
It's not what I'd personally call good game design but if your primary goal isn't to make a game that appeals to a modern audience with 'fun' but to simply make a clear homage to these games of old without concern of modern concepts of 'fairness' (which to be fair is a bit nebulous) then sure, more power to you.
I guess there's other revivals of classic isometric platform-adventures I can try, like Abbey of Crime, Naya's Quest, King Boo or Lumo.
It's probably not for me, but a lot of people in this comment section seem to love it, so good on you.Thanks for the feedback. If you want to discuss it further then please feel free to contact me directly. I'm not one for public debate, it never ends well. :o)
I really recognized the Atic Atac design and aesthetic. But Atic Atac hasn't one-hit kills.
Not sure what you mean by one-hit kills?
That's great,Took me strainght back to 1984!! Most excellent!
Thanks :o)
what are the controls besides arrow keys for movement.
You can redefine the control keys, or use a gamepad if you prefer.
Awesome little game, quick and frantic. And a thousand bonus points for offering a Mac version. Kudos!
Thanks, glad you like it. Appreciate the bonus points! :o)
I came here for Klass of 99, but found you made this fantastic game! I’m really bad at it, but the quality of the game is amazing, really polished (I specially love all the different rooms, I find the design really fitting!). And like the previous commenter, I appreciate it being available on Mac, so thanks for that too!
Really looking forward for your next thing, I’m sure it will be amazing.
Thanks, good to hear you're enjoying the game. Good luck with it! ;o)
Glad to make your acquaintance!
I've only played for about 15 mins so far, but I'm genuinely impressed by the quality of this game and the way you've managed to capture the character of Atic Atac whilst bringing it into the 21st Century. Delighted that it's available on the mac too (quite a rare treat). Must have been quite the ultimate labour of love; free too.
Well done to everyone involved; I'm quite envious that I'm last to the party, just turning up to play the game.
Thank you. Your talents and generosity are both appreciated.
Thanks, that's really sincere feedback. Mac and Linux versions were a bit of a learning curve, but got there in the end. Sadly the downloads on both are quite low, compared to Windows PC, so for solo devs like me, it's hard to justify the time and hassle. Tricky one. Anyway, enjoy the game! ;o)
Amazing game, lot of fun! 9,5/10!
Thanks, glad you like it. ;o)
This is a beautiful superbly rendered game, everything here shines. It is super tough at first but you get the drill after a while and realize you can´t really take your time admiring the backgrounds and animations for time if of an essence (Do that when a friend is playing ;) ).
This is highly recommended, deep root oldschool and will sure remind you what a challenge in-game is suppose to be. Sound effects and music are also awesome and so is the presentation. Can´t wait to see what the team is going to come up next.
Beware, if you are the kind of person who plays to always win and prefer a fake-game to massage your brain prior to sleep, it might not be the game for you.
Thanks for the feedback, appreciate it. ;o)
gracias por el juego
De nada :o)
Supremo !!!!! May the Ferranti ULA bless You.
Haha, thanks very much, although the Ferranti ULA will play more of a role in this version... Melkhior’s Mansion by Bob's Stuff (itch.io)
Right, and I'm waiting for the Zx Spectrum Next version too...
:o)
This black and white version would look stunning on the Playdate.
Wow! I was a Speccy user back in the day and got my first start in programming on that machine. I downloaded the demo of this game when it came out and was pleasantly surprised when I revisited it again recently and saw that it had been released. The final version is very impressive and captures the essence of Atic Atac in a modern way with a fantastic art style and retro sound.
I have noticed one thing however that might be an easy fix - the game does not appear to be aware of so-called "ultrawide" desktops e.g. 2560x1080. If I select "full window" or "full screen" the aspect ratio goes out of whack as the horizontal dimension is greater than the game assumes, 2560 as opposed to 1920. I assume there is no 4x scaling option as it was assumed that this would be the same as full-screen (1920x1080) on most machines.
Adding a menu option for 4x scaling, i.e. 1920x1080 would be great, or perhaps a software check to test the available desktop size, and reformat accordingly.
Best regards and well done.
Thanks for the feedback, glad you're enjoying the game. It does try to figure out the highest resolution you're going to want to see as an option. It doesn't include your highest resolution, because that's full screen. The logic assumes standard HD aspect ratio. Have to be honest, I didn't even consider ultra wide. It's a lot of work to "resize" the display for any aspect ratio in a way that avoids changing the ratio so if you select full screen, it simply stretches to fit, which is why you're seeing a stretched display.
Sure, I understand that reformatting the game to a detected desktop resolution is a big job, but that's not what I'm suggesting. It's simply that today's desktops that exceed the 1920x1080 standard and/or are not 16:9 would benefit from a 4x, 5x, resolution scaling option. In fact, 8x would get you all the way to 4K as a soft-of future proofing, assuming your CPU/GPU was powerful enough. That's the part I though would be easy to implement as you already have the scaler done.
I'm not complaining though, it's still playable in a 3x window on ultrawide.
Yeh that's cool, I understand what you mean and the game does already support those higher resolutions, but only if it thinks your desktop resolution is high enough. When determining what zoom levels to offer, I look at the logical height of the game window, which is 270 pixels, then see how many times I can zoom that before it equals or goes over the height of the desktop, that's why you get offered up to x3. On a 1080 pixel high desktop, x4 is the same a full screen and x5 would be too big, so those options aren't offered. I think the maximum you'll see, if you desktop resolution is high enough, is x7, so that would be 3360 x 1890. There's always the option to manually resize the window if the option you want isn't available, and it will remember the window size. I do wonder if I tried to make it too clever! It was fun to code, but a pain in the back side at the same time :o)
When the time passes one hour it becomes wrong.
I think this is already fixed in version 1.2
Err ... the latest version doesn't recognize my gamepads.
The demo version still does.
Tested on Windows 7 Ultimate, DirectX 11 installed on two different hardwares.
Any suggestions ?
Support for none XBox compatible gamepads worked in the demo version by using a 3rd party component, it's not natively supported by Monogame. That component had extra dependencies which was proving troublesome for some installations of Windows, so I chose to remove support for gamepads not supported by Monogame.
Sorry about that.
Hi all, just reporting that M.M. is running beautifully on latest Manjaro Linux KDE. See screenshot.
Excellent, thanks for the info. ;o)
Hi BitGlint,
Amazing that you support all the desktop platforms. Unfortunately, I'm stuck on a iMac 2011 with 10.12.x (no longer upgradable, since the 10.13 requires more GPU HW).
Is there a chance to target 10.12 as minimum, not 10.13?
I will of course in the meantime enjoy this on my Manjaro Linux, as a fall-back.
Thank you for your dedication and passion to produce this pearl of beauty, looking very much forward to see this on the 'Next,
Cheers,
Gunther
Hi Gunther,
Thanks, it's been a bit of a learning curve, and I'm not quite there yet with some Mac hardware, but I'll keep plugging away.
I'm at the very edge of my Mac knowledge, it's all quite new to me. I can send you a test build that targets 10.12. Can you email me? You'll find my email address at BitGlint Games
Cheers,
Rich.
Email sent.
Thank you for the new fixes, very much appreciated ;)
Cool, I waited on them for a while, see if anything else got reported.
Absolutely gorgeous! Love this game, love you guys!!!
Thanks, enjoy the game ;o)
Great game - really enjoyed! Well done all!
Glad read the comments as was going to mention the crashes and palette lost - but seems the latest update will fix this - so great :)
Map console very handy!
Great work all!
Thanks. There is still a palette bug in the latest version, it resets when you collect all 10.
Indeed, I lost my entire palette collection yesterday. :( I hope you get it fixed soon.
That is a shame - but i'm sure you'll sort that. Only real grumble though :) I did have a few crashes on the original release - but have updated now. Enjoy the game otherwise, and very nice work. I'm sure all the ADLZ people should enjoy it too!
The game is wonderful, I have no complaints! And of course I'm enjoying it a lot :-)
:o)
Works perfectly in Manjaro with 5.16.
A real treat, many thanks.
Brilliant, thanks for the info. I'm loving that it's working on distros other than Ubuntu. :o)
Hi. Had some issues getting the game to run in Linux, Ubuntu 21.10 but found a workaround.
Crashed on startup with this in the log file:
2022-02-02 22:46:52
Input string was not in a correct format.
System.FormatException: Input string was not in a correct format.
at System.Number.ThrowOverflowOrFormatException(ParsingStatus status, TypeCode type)
at System.Number.ParseInt32(ReadOnlySpan`1 value, NumberStyles styles, NumberFormatInfo info)
at Melkhior.Iso.Point3..ctor(String values) in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Iso\IsoEngine.cs:line 535
at Melkhior.Objects.MapEntity..ctor(XmlNode definition, String defaultID) in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Objects\MapEntity.cs:line 197
at Melkhior.Objects.MapTemplate..ctor(XmlNode definition) in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Objects\MapTemplate.cs:line 84
at Melkhior.Objects.Map.InitTemplateCollection() in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Objects\Map.cs:line 70
at Melkhior.Helper.MapManager.Reset(Boolean editMode) in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Helper\MapManager.cs:line 213
at Melkhior.Modules.Load.Update(GameTime gameTime) in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Modules\Load.cs:line 163
at Melkhior.Main.Update(GameTime gameTime) in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Main.cs:line 194
at Microsoft.Xna.Framework.Game.DoUpdate(GameTime gameTime)
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop()
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior)
at Melkhior.Program.Main() in C:\Dropbox\MyGames\Monogame38\MelkhiorGL\Program.cs:line 30
The issue seems to be related to locales/languages and using commas or dots as decimal separators. I'm on LANG=sv_SE.UTF-8 which uses , as a decimal separator, i'm guessing the game assumes . as a separator.
I solved the issue by running the game with a different locale that uses . as separator:
LANG=C ./Melkhior
After starting the game with the correct locale i got this in the log, i'm guessing the game wrote some commas in the config file while on the "wrong" locale:
"Configuration file could not be read correctly. Default settings have been restored. Please click OK then try launching Melkhior's Mansion again."
Maybe you need to set a locale for XNA / FNA / Monogame to use as default to have it always getting the correct decimal?
Hope this was somewhat helpful, seems like a really cool game!
Thanks for the feedback. Sounds like you've hit the nail on the head with the cause of the issue. Appreciate you taking the time to look into it and suggest a workaround. I'll get that fixed up in the code. ;o)
Finally finished all four missions ('Lermontov' in high score table). The difficulty was perfectly pitched, I thought. Now, I can sit back and enjoy the game without the stress of completing it. First task, work out what some of these objects - soap, wand. eye, et al. - do.
Excellent, well done. Interesting to hear your thoughts on the difficulty level, that's really hard to get right. Of course, for some people it'll still be too easy, or too hard. You can't please 'em all! The soap and wand do "similar" things. The eye is most useful for Lester.
On hearing the sounds and seeing the gorgeous "retro" graphics for the first time I could easily have shed a tear or two - tears of the joy, happiness and great memories from the early '80s playing this game brought back to me.
This game is a true masterpiece.
Thank you, that's really nice feedback. :o)
please don't hurt me but is there any chance of a mac version coming one day or not really?
Already being worked on, but my total lack of Mac knowledge if hampering the situation. That said, I have an expert on hand to help. Keep watching this space. :o)
wizard
After playing a lot of hours and beating the game with two of the characters (Knight and Moustache man), I can write a recommendation.
This game is gold. Seriously. It combines amazingly the best of the 80s and nowadays.
The graphics are inspired in the ZX Spectrum, but the colours are used without any restrictions and the results are beautiful.
The gameplay is frenetic, short and intense matches that makes you try again immediately after every defeat. And with every run you know a bit better the castle and therefore you are closer to the victory.
The difficulty is kind of old school, but don't let this put you off, if I can finish the game, you can too. You just need to keep trying.
I can't mention anything negative. Well, yes, one thing: the game is for free and they don't take donations. That really annoys me!
Thanks for the feedback. Your experience of the game is exactly what we were hoping to hear. It's a bit hard, a bit old school, a bit 80s, but not so difficult once you get used to it. Yep, that's exactly it! :o)
Hi, I keep playing Melkhior's Mansion and the more I play the more I fall in love with it.... A request, nothing important, just a small detail, would it be possible to make a cross appear where the character dies that stays until the end of the game, just like in the original Atic Atac?
Thanks again for creating this wonderful little gem.
Glad to hear you're enjoying the game. There used to be a cross, but it had to go because, unlike the Atic Atac cross, it had to be a solid object, other wise the isometric viewpoint screws up. Problem with it being solid though is that it can block door if you die in front of one. It turned out to be a pain in the bum, so it went. Here's an old tweet about it...
(1) Richard Jordan on Twitter: "Gravestones will be solid, but what happens if you die in front of a door? This temporary gravestone graphic demonstrates Sir Stamperlot's solution... @hot_piping #melkhiorsmansion #aticatac #zxspectrum #gamedev #monogame #screenshotsaturday https://t.co/ULjkaTROri" / Twitter
Thanks for the reply, I miss this tweet...
Too bad, that would have been a really nice touch....
Love the game. A wonderful effort on all concerned. The 'difficulty' question in an earlier strand could only have come from a contemporary games player. Anyone brought up playing the Spectrum, where the games started at 'hard' and got more difficult from there, wouldn't have a problem with it. Anyway I wanted to jot down some tips regarding the objects in the game. So something of a SPOILER ALERT is needed. I have not worked what all the objects do, so please others contribute:
1. Lightning rod - makes you quicker for a timed period
2. Princess's'ring - allows you to crash through mirrors
3. Skeleton key (wonderful idea) which allows you to open 10 doors without the coloured key for that door. Use wisely
4. Money bag (and a few others) can be dropped to bribe the hunchback and move him away from the blue door behind him
5. Palette icon - unlocks one of the different game palettes which can be accessed from main menu
6. Hourglass - not exactly sure, but I think it stops your energy depleting for a set time
7. Leaf - allows you to get the red key in the room with the spirit. Drop leaf near the creature and he moves away from guarding the leaf so you can nab the red key.
Objects which I think have a function (beyond bribing the hunchback) but I have not worked out: evil eye, Melkhior's spare wand, glowing coin. large diamond.
General tips:
- Find the green key and unlock the green door on the floor you start, which leads the way to a specific trap door which drops onto the ground floor (a large room with six locked golden doors). You can only access this by dropping in (unless you have the skeleton key) and you acquire the gold key here. This opens the game up.
- Don't drop into the caverns unless you have the blue (or skeleton key) to get back out
- For the second mission, you need the gold key to unlock the pentagram room. The symbols are in chests and most are on the lower floors.
- Eat all food in rooms, because it almost always regenerates.
- Memories the floors
There was an urban myth which floated around (and I believed) linked to the original Atic Atac that some of the extra objects can be joined together to create a creature. I wonder if something like this has been sneaked into MM. Also, some of the more elaborate rooms - such as the giant library - may have another function, but I haven't found one. I know in Richard's original Atic Atac remake he added some rooms to the attic (a kind of long set of passages), so I wonder if there might be a secret room or two in this game.
I have managed to solve three of the four missions. The final one is really hard due to having to access rooms which are behind several colours of different doors. I have found Melchior's room (above the attic) but cannot find the labyrinth room where I am supposed to fill the first phial. I presume it is one of the rooms in the labyrinth section on the first floor, but has anyone found it?
Finally, huge thanks again to Richard - who has been a champion of Spectrum games since the early days of the internet - and his team. This is the best remake/reimagining of a Spectrum game yet created. If only he would turn his attention to delivering a decent remake of Sabre Wulf, but that's another story....
Wow thanks for all that info. I'm not posting spoilers myself, just the odd hint, but it's great to see what other folks are finding out. Just a few things to comment on:
Hourglass? Nope, it does something else.
The death eye is really useful if you're playing as Lester, but it works for all characters.
There's no mythical creature to create in this game, sorry!
Sabre Wulf? Nah, not for me, one of my least favourite Ultimate games.
:o)
Take the hourglass and look at the behaviour of the enemies... If you don't see anything different, simply change room ;-)
Thanks, Alber. Worked it out. It slows the enemies. Hourglass...time....I should have seen it...duh! Another item I forgot to mention was the cross which stopped Dracula appearing in the original, so I suspect probably stops Death appearing.
Exactly. And not only that, but if you pick up the cross while Grim Reaper is chasing you,... he vanishes! I have just discovered how the eye of death works. It's very cool! And it makes sense too. But no more spoilers for today hahaha.
You seem to have advanced in the game more than I have, Alber - and I'm pretty good at it! You tease me with the eye of death. Richard stated it worked the best for Lester, so it has to have something to do with the 5 main evil creatures (a la Nightshade). I thought it might be a way of destroying them without their specific weapon. However, I tried that and it doesn't seem to work. My main problem at the moment is navigating the labyrinth to get to the main room there with the sludge creatures. I found it once, but then haven't been able to since. Another object which is puzzling but I feel has a purpose is the soap. What a great game.
The route to the sludge room in the labyrinth is quite straightforward when you know it. :o)
I have been waiting 39 years for this game, great work!!!! Congratulations to the team that brought us this marvellous sequel to Atic Atac!!!!
Wow, that's a long time. Hope it was worth the wait! :o)
Version 1.1, nice! The palettes resetting bug was very annoying. And the joystick control is a fantastic addition. Thank you very much ;)
Thanks. I'm fairly sure I've found the palette issue, hope there isn't another way to make it go wrong! :o)
Absolutely beautiful game!!
Thanks! :o)
It's out ! It's out ! Didn't notice till now !!!
If I could have just a little extra time to play it ...
As soon as possible I'll give you my feedback.
Thanks !!!
Thanks, I hope you enjoy it. All feedback is welcome, good and bad! :o)