Jump Around 3

Community Forums/Showcase/Jump Around 3

Rob Farley(Posted 2004) [#1]


** Jump Around **

Well this appears to be going rather well!

The updates are coming thick and fast so Fredborg is now the code-keeper (please note, whenever you say code-keeper you need to add an echo effect to your voice).

If you add stuff let everyone know where and what has been changed, this way it's going to be pretty straight forward copy and pasting your snippet in. Please do not post full source code as this thread will get insanely huge.

Anyway... Please add away, this is turning into a fantastic game!

I'll leave The Code-Keeper eeper eper per er r to post the list of updates so he can maintain it.

I wish I was more involved with this project, but I've not got any time on my hands... I'm sure when the community decide this project is complete a nice History of JumpAround will be written.

Happy coding Guys!


rsbrowndog(Posted 2004) [#2]
For anyone interested, the other threads are here:

Thread #1
Thread #2

Cheers,

Ryan


fredborg(Posted 2004) [#3]
- Latest and greatest -
2004-05-04 13:20 - New metal platform graphics.

- Older Updates -
2004-05-03 08:00 - New additions from Starfox.
2004-04-24 19:30 - Platforms no longer overlap! Moving platforms change direction on collision with another platform.
2004-04-24 13:15 - Updated with Yan's, Todd Riggins's, and Perturbatio's additions. And the treasure chest is now opened when you get it :)
2004-04-23 20:50 - Moving Platforms! (Fredborg)
2004-04-23 19:45 - Adjustable treasure value (Perturbatio), Modified extra life and thrust values (eBusiness)
2004-04-23 17:00 - Level scrolling stops when you get the treasure! + Levels from eBusiness
2004-04-23 16:30 - Better rubble, and coins poping out of the treasure chest when you get it :) Plus a few things from rsbrowndog and Perturbatio!

- Level editor -
To ease level creation: Get Perturbatio's nice little editor here! It's the next big thing!


eBusiness(Posted 2004) [#4]
I have made and tested these levels:

Data 3 ; the level number
Data "The Party" ; the level name
Data 2000 ; the level seed
Data 1500 ; the level height
Data 0.25 ; Initial scrollspeed
Data 1 ; Monster random number (lower = more monsters)
Data 2 ; Monster types ....
Data 1 ; Coin random number (lower = more coins)
Data 24 ; Diamond random number (lower = more diamonds)
Data 600 ; Rock random number (lower = more rocks)
Data 18 ; Number of platforms

Data 4 ; the level number
Data "Just run" ; the level name
Data 2347 ; the level seed
Data 2500 ; the level height
Data 0.7 ; Initial scrollspeed
Data 5 ; Monster random number (lower = more monsters)
Data 1 ; Monster types ....
Data 5 ; Coin random number (lower = more coins)
Data 0 ; Diamond random number (lower = more diamonds)
Data 450 ; Rock random number (lower = more rocks)
Data 6 ; Number of platforms

You like them?


jhocking(Posted 2004) [#5]
Eventually some boss fights would be really interesting. I think some indirect clobbering of bosses would be cool, stuff like jumping up to grab a lever which drops a boulder on the boss.

By the way, thanks for adding the original source to the download. Has anyone mentioned that this project kicks ass?


Perturbatio(Posted 2004) [#6]
Need to add this to the reset function as the player starts with no thrust, but when losing a life, thrust is set to 10.

player\thrust 	= 10



Perturbatio(Posted 2004) [#7]
ok, in function AddCoinToBox, change coin\value =5000 to coin\value = TreasureChestValue

	If leveltreasureset = False
		If (levelheight-levelscrollheight)<50
			; Treasure Chest
			coin.coin = New coin
			coin\value = TreasureChestValue ;<--
			coin\image = 2
			coin\y	   = box\y-32
			coin\x = Rand(box\x,box\x+box\w-32)	
			leveltreasureset = True
			Return
		End If
	End If


in levels.bb add:
Global TreasureChestValue


in function SetLevel add
		Read TreasureChestValue

to as the last read statement,
and set the level data to:
.leveldata
Data 1								; the level number
Data "One small jump for Bop..."	; the level name
Data 1014							; the level seed
Data 1000							; the level height
Data 0.1							; Initial scrollspeed
Data 3								; Monster random number (lower = more monsters)
Data 1								; Monster types ....
Data 2								; Coin random number (lower = more coins)
Data 50								; Diamond random number (lower = more diamonds)
Data 400							; Rock random number (lower = more rocks)
Data 20								; Number of platforms
Data 2500							; Treasure Chest Value

Data 2								; the level number
Data "Bounce around"				; the level name
Data 1234							; the level seed
Data 1500							; the level height
Data 0.2							; Initial scrollspeed
Data 0								; Monster random number (lower = more monsters)
Data 2								; Monster types ....
Data 0								; Coin random number (lower = more coins)
Data 20								; Diamond random number (lower = more diamonds)
Data 50								; Rock random number (lower = more rocks)
Data 10								; Number of platforms
Data 5000							; Treasure Chest Value

Data 3 ; the level number 
Data "The Party" ; the level name 
Data 2000 ; the level seed 
Data 1500 ; the level height 
Data 0.25 ; Initial scrollspeed 
Data 1 ; Monster random number (lower = more monsters) 
Data 2 ; Monster types .... 
Data 1 ; Coin random number (lower = more coins) 
Data 24 ; Diamond random number (lower = more diamonds) 
Data 600 ; Rock random number (lower = more rocks) 
Data 18 ; Number of platforms 
Data 7500							; Treasure Chest Value

Data 4 ; the level number 
Data "Just run" ; the level name 
Data 2347 ; the level seed 
Data 2500 ; the level height 
Data 0.7 ; Initial scrollspeed 
Data 5 ; Monster random number (lower = more monsters) 
Data 1 ; Monster types .... 
Data 5 ; Coin random number (lower = more coins) 
Data 0 ; Diamond random number (lower = more diamonds) 
Data 450 ; Rock random number (lower = more rocks) 
Data 6 ; Number of platforms 
Data 10000							; Treasure Chest Value


Data 0								; indicates end of data



eBusiness(Posted 2004) [#8]
Hmmm, as it is now I think both too much thrust and too many lifes are added. What about life every 25000 points and thrust every 2000 points, or maybe as a special pickup.


scribbla(Posted 2004) [#9]
i cant add to the code (im not that good) but me and my kids can play it to hell...possible bug....when you point the direction arrow left/right and move off a platform you float in thin air until you hit the down arrow...




slave_of_time(Posted 2004) [#10]
i think it's to easy


fredborg(Posted 2004) [#11]
Updated with Perturbatio's code and eBusiness suggestion.

tiler: it should be fixed in the newest version. You can add some levels that doesn't require anything but imagination :) Look at the 'Levels.bb' include.

slave_of_time: you can add your own harder levels :)


jhocking(Posted 2004) [#12]
Hm, I don't have access to a computer to test what Tiler pointed out, but if that is true then that's a pretty major bug.


eBusiness(Posted 2004) [#13]
Tiler, download the latest release, that bug is corrected.
slave_of_time, I'm currently making levels with increasing difficulty, it will get harder (and I'm afraid that the highscores will have to be deleted at some point). I think I'll add an extra level encoding system, with a bit more options.


Ross C(Posted 2004) [#14]
This game rocks :D

Well done everyone :)


eBusiness(Posted 2004) [#15]
Talking about rocks, someone doubled the number of them in level 2, I think it's too hard ... for a level 2.


scribbla(Posted 2004) [#16]
cool....this is damn good fun....bug fixed


Pepsi(Posted 2004) [#17]
Hi, very impressive! I like the addition of the levels. Two things I noticed that could be fix'd is, first, somehow if I die right before I jump... when I re-appear, I automagically jump straight up. Second, once Bop hits the treasure chest to win that level, I think at least hes X movement should be zero'd out. I slid right of the ledge after touching the treasure chest with my last bop and fell to me death... so I got end of game instead going to the next level.

I think I have an idea for a new regular monster(ie: not a boss monster) and it's ai. I'll present it if I can implement it nicely.


fredborg(Posted 2004) [#18]
Added moving platforms :) Don't know if they are any good, but I'm sure we'll find out!


slave_of_time(Posted 2004) [#19]
@ eBusiness, yeah, would be great. I thought that the high score would get deleted.

Anyway really funny game.


eBusiness(Posted 2004) [#20]
Data 5								; the level number
Data "Lots"				; the level name
Data 102							; the level seed
Data 2000							; the level height
Data 0.3							; Initial scrollspeed
Data 1								; Monster random number (lower = more monsters)
Data 2								; Monster types ....
Data 1								; Coin random number (lower = more coins)
Data 15								; Diamond random number (lower = more diamonds)
Data 70							; Rock random number (lower = more rocks)
Data 35								; Number of platforms
Data 2000
Data 0.1
Data 12500

Data 6								; the level number
Data "Pscino"				; the level name
Data 102							; the level seed
Data 10000							; the level height
Data 0.4							; Initial scrollspeed
Data 1								; Monster random number (lower = more monsters)
Data 2								; Monster types ....
Data 2								; Coin random number (lower = more coins)
Data 32								; Diamond random number (lower = more diamonds)
Data 350							; Rock random number (lower = more rocks)
Data 17								; Number of platforms
Data 3
Data 0.9
Data 15000

Here is a couple of levels, other people should feel free to add some too.


Pepsi(Posted 2004) [#21]
Predators!
----------
I'm not good at art so I just did a quick color change[Monster03.png]:
[NoLongerInService]
Feel free to make a new cool image if desired to have this monster type. I think it's fun having something sort of chasing you! :D

I just added the code bits needed for the predator to let whoever keeping the code to update the latest source if you all want this in. If not, no biggy.

-----------
Must increase monster size to 3 from 2 like so:
Dim monsters(3)
For n=0 To 3
	monsters(n)	 = LoadAnimImage("images/Monster0"+Str(n)+".png",16,16,0,4)
Next


remmember to set 3 in monster types in the level data...

Here's the AI:
Function UpdateMonsters()

	For monster.monster=Each monster
		DrawImage monsters(monster\t),monster\x,monster\y,monster\frame
		
		If monster\dead
			monster\x = monster\x + monster\xd
			monster\y = monster\y + monster\yd
			monster\yd = monster\yd * 0.99 + 0.1
			monster\xd = monster\xd * 0.99
		Else
			monster\y=monster\y+ScrollSpeed
			monster\frame = (monster\frame + 0.1) Mod 3
	
			If monster\t < 2
				
				If monster\box<> Null
					monster\x=monster\x+monster\xd
					If monster\x+16>monster\box\x+monster\box\w
						monster\xd=-Rnd(0.1,0.5)
					ElseIf monster\x<monster\box\x
						monster\xd=Rnd(0.1,0.5)
					EndIf
				EndIf
				
			Else
				If monster\t = 2

					; Don't move until it's a bit into the screen
					If monster\y>32
						monster\x=monster\x+monster\xd
					EndIf

					If monster\box = Null
						monster\y = monster\y + monster\yd
					
						For box.box = Each box
							If RectsOverlap(monster\x+8,monster\y,1,16,box\x,box\y,box\w,box\h) = False
								If RectsOverlap(monster\x+8,monster\y+monster\yd+1,1,16,box\x,box\y,box\w,box\h)
									monster\box = box
									monster\y = box\y-16
									Exit
								EndIf							
							EndIf
						Next
						monster\yd = monster\yd * 0.99 + 0.1
					Else
						If monster\x+6>monster\box\x+monster\box\w
							monster\box = Null
							monster\yd = 0
						ElseIf monster\x+10<monster\box\x
							monster\box = Null
							monster\yd = 0
						EndIf	
					EndIf
				Else
					If monster\t = 3 ; predator AI
					
						; Don't move until it's a bit into the screen
						If monster\y>32
							monster\x=monster\x+monster\xd
							If monster\x>Player\x
								If monster\xd>-1.0 Then monster\xd=monster\xd-0.1
							Else
								If monster\xd<1.0 Then monster\xd=monster\xd+0.1
							EndIf
							If monster\box <> Null
								If monster\y>Player\y+8
									For box.box = Each box
										If RectsOverlap(monster\x+8,monster\y-1,1,16,box\x,box\y,box\w,box\h)
											monster\yd = - 3
											monster\box = Null
										EndIf
									Next
								EndIf
							EndIf
						EndIf

						If monster\box = Null 
							monster\y = monster\y + monster\yd
							If monster\yd>=0.0						
								For box.box = Each box
									If RectsOverlap(monster\x+8,monster\y,1,16,box\x,box\y,box\w,box\h) = False
										If RectsOverlap(monster\x+8,monster\y+monster\yd+1,1,16,box\x,box\y,box\w,box\h)
											monster\box = box
											monster\y = box\y-16
											Exit
										EndIf							
									EndIf
								Next
							EndIf
							monster\yd = monster\yd * 0.99 + 0.1								
						Else
							If monster\x+6>monster\box\x+monster\box\w
								monster\box = Null
								monster\yd = 0
							ElseIf monster\x+10<monster\box\x
								monster\box = Null
								monster\yd = 0
							EndIf	
						EndIf					
					EndIf
				EndIf
			EndIf
			
			If player\dying = 0		
				dx#=((monster\x+8)-player\x)
				dy#=(monster\y+8-player\y)
				If (dx*dx+dy*dy)<32*32
					
					If Sin(MilliSecs())>0
						Outline_text player\x,player\y-30,"Watch out!",1,1
					EndIf
						
				EndIf
				
				If RectsOverlap(Player\x-2,Player\y-2,5,5,monster\x,monster\y,16,16)
					If player\shieldtime = 0
						;LoseLife(player)
						player\dying = 1
						player\yd = -3
						player\xd = 0
						m.message = New message
						m\x = player\x
						m\y = player\y - 16
						m\life = 100
						m\txt = "EEK!"
						channel = PlaySound(die)
					End If
				ElseIf monster\y > GraphicsHeight()
					Delete monster
				End If
			EndIf
		End If
	Next
	
End Function


Here's a mean predator level for an example:
Data 7								; the level number
Data "Warning: Predators!"			; the level name
Data 1777							; the level seed
Data 3500							; the level height
Data 0.2							; Initial scrollspeed
Data 2								; Monster random number (lower = more monsters)
Data 3								; Monster types ....
Data 1								; Coin random number (lower = more coins)
Data 7								; Diamond random number (lower = more diamonds)
Data 250							; Rock random number (lower = more rocks)
Data 30								; Number of platforms
Data 5000							; Treasure Chest Value



Perturbatio(Posted 2004) [#22]
I think the predators are a little too good at hunting you, they need to be a little dumber, also perhaps too many.

Also, if we're having moving platforms, then the code for the monsters needs to be updated, so that they fall when not on the moving platforms.


Perturbatio(Posted 2004) [#23]
Added playlist option
(and the predators)

http://www.perturbatio.com/files/JumpAround.zip


Perturbatio(Posted 2004) [#24]
Should we get space at sourceforge.net for this?


po(Posted 2004) [#25]
Did you guys take out the shooting thing?
And I think that when you press ESC while playing it should exit to the menu, maby just pause the game instead of just quiting.


Perturbatio(Posted 2004) [#26]
shooting has been disabled for now, it's possibly going to be an option for multiplayer (if anyone ever gets round to implementing it).


Yan(Posted 2004) [#27]
Changes :-

Tweaked the story display (all that text was too slow for me old PC to render each frame ;o))
Added a little jumping dance thing at the end of the level
killed all movement when chest is collected (it's a bit 'brute force' at the moment)
Tweaked drop down timer
Thruster isn't diplayed when you die now (if you die whilst thrusting)
Fixed the jump on respawn bug...I think ;o)


JumpAround.zip


YAN


starfox(Posted 2004) [#28]
Wow!

This game is so very cool!

I would like to see it finished!


Perturbatio(Posted 2004) [#29]
Added: Levels now stored in XML format (levels.xml)

http://www.perturbatio.com/files/JumpAround.zip

*edit*

Now I can go to sleep...


Pepsi(Posted 2004) [#30]
Feel free to dumb down the predators. Ofcoarse, it personally gave me a good challenge to keep moving around the way I had them. Also, still feel free to make a new monster design for it! I rather see one of you professional 2d artists make a new monster design for it than the copied monster that I blue'd up. :)

Speaking of about there are to many predators... I was just thinking about mabie we should have somehow more control over what type of monsters we want in a specific level. For example, If I wanted to make a "Predator Level", I would like to only use the predator monsters and mabie have a related predator Boss at the end when the game gets that far. Anyways, we should be able to choose what type of monster(s) we want for a paticular level and choose the percantage of how many of each monster should appear in that paticular level.

That's just a suggestion to include as I won't have time to implement something like that. But, I might have time to add another monster type here in a bit. The more monsters, the merrier I say! :)


Pepsi(Posted 2004) [#31]
I like the little animation thing going on there when you snag the treasure chest! :)

Perturbatio, you might want to take your name out of the input box when we enter our names, save us from having to backspace all them letters! :)

Also, when completing the level... you replay the level again without advancing to the next one. Doh! :)


Pepsi(Posted 2004) [#32]
I have to manually enter a level number in the level.bb file to play a different level now. :/

I have never used XML before, what's a good editor to use with that. Loading the .xml file into the blitz ide makes it look daunting to try to edit with all those tags in the way. Ofcoarse, just IMHO. If we need an external data file how about doing something like this in that file for an example:
[Level] 7
[LevelName] Warning: Predators!
[LevelSeed] 1777
[LevelHeight] 3500
[ScrollSpeed] 0.2
[MonsterRandomNumber] 2
[MonsterTypes] 3
[CoinRandomNumber] 1
[DiamondRandomNumber] 7
[RockRandomNumber] 250
[NumberOfPlatforms] 30
[NumberOfMovingPlatforms] 3
[MovingPlatformsMaxSpeed] 0.9
[TreasureChestWealth] 5000


This external file thing is just a suggestion! If you guys want to keep the XML thing, no biggie with me. :)

Oh, about the moving platforms... I think each moving platform should get it's own row to move back and forth with (ie: not moving through static platforms). Ofcoarse, if you can figure out how to make moving platforms to just move back and forth without going through other platforms, then that would be cool. It just doesn't look/feel right to me... ofcoarse, just IMHO again... :)


Perturbatio(Posted 2004) [#33]
I'll take a look at it, it was 4:30 or thereabouts when I uploaded it. :)

XML can be edited in notepad. *EDIT* or something better, like JEdit.

*edit*

delete player.name from the misc folder to get rid of my name


Perturbatio(Posted 2004) [#34]
Ok, I've uploaded a newer version (I simply forgot to set the level number in the SetLevel function).

http://www.perturbatio.com/files/JumpAround.zip


eBusiness(Posted 2004) [#35]
What do we need XML for? The data statements seems to work fine, and the large amounts of extra code doesn't exactly make the game easier to edit.


fredborg(Posted 2004) [#36]
Updated with Yan, Todd Riggins, and Perturbatio's additions. And the treasure chest is now opened when you get it :)

Them predators are nasty :)


Perturbatio(Posted 2004) [#37]

What do we need XML for?



We need an external level file so that people can add their own levels once the game is compiled.
I chose XML because it's easy to add to.
And it wouldn't be too hard to implement a level editor for it.

*EDIT*

XML really isn't that difficult. Just copy the <Level></Level> block, paste it in at the bottom, and change the values.


eBusiness(Posted 2004) [#38]
I just think all those flags are slightly overkill, and about 20kB extra sourcecode for interpreting it is also quite nasty. If we shall use external files, then please, go for a simple sytax, I think a tag before the start of each level, and then one piece of info on every row, in a prefixed order. And if we go for external levels, let's make it external only.


Perturbatio(Posted 2004) [#39]
The order of the items doesn't matter, if you add a new tag, then it doesn't matter about the order they are in.

*edit*
Also if you add a new tag and forget to update one of the levels, it doesn't kill the program, the value just defaults to 0

Besides, there's more file space taken up on one sound than the XML code takes up.

*edit*
Does anyone else have an opinion regarding XML?


RetroBooster(Posted 2004) [#40]
I'd just use ini files, they have the same storage characteristics you want (no crashing with missing keys or groups), but xml should be fine too.


eBusiness(Posted 2004) [#41]
Well, if we must be able to write the parameters in any order then I think Todd's example was fine.


Perturbatio(Posted 2004) [#42]
I just knocked up a quick and simple XML Level Editor
See if you can use this to create the levels.


fredborg(Posted 2004) [#43]
Update: Platforms no longer overlap! Moving platforms change direction on collision with another platform.

That's a nice little editor Perturbatio! Could you make it so that it's possible to see the value without clicking on an item?


po(Posted 2004) [#44]
I don't know about you guys, but I like to play games alot better if they are full screen, I don't know why. I just changed the Graphics to 800,600 and I liked it, except for acouple of misplaced things.


Perturbatio(Posted 2004) [#45]

Could you make it so that it's possible to see the value without clicking on an item?



I'll see what I can do.

*edit*
Done

http://www.perturbatio.com/files/LevelEditor.zip


Pepsi(Posted 2004) [#46]
Updated Level 7:
Should be more sane to play. ;)

Data 7								; the level number
Data "Warning: Predators!"			; the level name
Data 2010							; the level seed
Data 3500							; the level height
Data 0.2							; Initial scrollspeed
Data 3								; Monster random number (lower = more monsters)
Data 3								; Monster types ....
Data 1								; Coin random number (lower = more coins)
Data 10								; Diamond random number (lower = more diamonds)
Data 250							; Rock random number (lower = more rocks)
Data 32								; Number of platforms
Data 15
Data 0.5
Data 17500							; Treasure Chest Value



Perturbatio(Posted 2004) [#47]
Editor updated again, nodes now update properly when typing.


CopperCircle(Posted 2004) [#48]
This is great fun, keep it up :)


Foppy(Posted 2004) [#49]
After a few levels there was one level where everything suddenly went a lot faster, and I lost all my remaining lives in 10 seconds! It's a great game though. I read something about shooting in this thread but to me it seems you don't need to add it, it might overcomplicate things.


Perturbatio(Posted 2004) [#50]
Yeah, the levels need sorted into order of difficulty and perhaps tweaked a little in some cases.
The shooting was disabled a few days ago, it might make a re-appearance if MP ever gets implemented.


Yan(Posted 2004) [#51]
A couple of bug fixes (my bugs :o/)
Added Todd's level changes.

JumpAround.bb

levels.xml


YAN


Rob Farley(Posted 2004) [#52]
Well looks like Jump Around has finally died... 2 Days and no posts.

I think it went rather well though, congratulation to everyone who has contributed to this and everyone who has learnt from this.

As an experiment everyone who has contributed can you try and work out how much time you think you've spend on JumpAround and post it up, I think it will be interesting to see how many man hours it took to create this.

Anyway, to the future... Who's going to come up with the next code snippet to grow into a little game?


Perturbatio(Posted 2004) [#53]
Maybe it's just sleeping :)

I'd guess that I spent approximately 5-6 hours total working on it.


jhocking(Posted 2004) [#54]
All I did was write up a quicky story for the game and wrote the first pass code for displaying that story. I spent maybe an hour total.

If you count the time I've spent playing the game as "playtesting," add another 4 or 5 hours.


fredborg(Posted 2004) [#55]
I probably spent 10-12 hours on it, mostly just keeping up with what was added :)

It was fun, so thanks to everyone for playing along and contributing!


starfox(Posted 2004) [#56]
I still believe that this game has massive potential;)

Just add some new platforms, and more levels!

I was saddened when I beat all the levels;)

Well, good work guys!


BlitzSupport(Posted 2004) [#57]
Very nice, and very addictive... good idea, Rob -- nice to see Blitzers banding together on a project like that!


Pepsi(Posted 2004) [#58]
Hey, don't let the predators scare ya away! :P

If I had more time, no doubt, I would try to contribute more to it. The predator code took me a bit less than an hour for coding and tweeking. :)

Very nice work guys. Hope to see more added to it!


starfox(Posted 2004) [#59]
Hey guys!

I've decided to contribute some stuff,

In the game, I've added a new platform type (solid), which is a platform you cannot jump through, I've also made level 8 which introduces these blocks.
Along with that, I've changed a characteristic of the kamikaze monster so that they move in your direction.

Also, I've allowed the level to stop scrolling when the chest is in view.

The download can be found here


starfox(Posted 2004) [#60]
cough*


fredborg(Posted 2004) [#61]
Neato bandito!

Updated with Starfox's additions!


Pepsi(Posted 2004) [#62]
Nice additions starfox! The solid blocks rulez... :]


starfox(Posted 2004) [#63]
thanks:)


fredborg(Posted 2004) [#64]
Added some different tiles for the metal/solid platforms :)


Perturbatio(Posted 2004) [#65]
Need to remove the two DebugLog statements from the end of the GetXMLLevel function as it causes a crash when you reach the last level.


starfox(Posted 2004) [#66]
I've just uploaded a new levels.xml, it includes some new levels.

Download level.xml

Fredborg?;)


Mark Tiffany(Posted 2004) [#67]
Neat game! I'd love to add to this, although I'm not sure I'll have time, so I'll throw a few thoughts in. Feel free to ignore me though...

1) First up a typo! to, not To in the line below

TextArray(12,4) = "ability To jump! With this new ability, Bop was able to finally end"


2) I like the mouse control (but not the target icon, sorry Yavin!). However, I do think it's a very different game using the mouse, much faster, and also much easier I think. It's probably why Yavin's got the high score...so I'm not sure that the two can co-exist. Having said that, if I were releasing this as shareware, I'd *definitely* go for the mouse, as it is much more accessible. Discuss...

3) If you want to make a 'complete' game of this, it needs some (game) structure. You can't really have many more levels using the same graphics set. I've been thinking about this at work today (productive as ever!) and I'd like to suggest the following idea - feel free to rip it apart - or even tell me you just want to keep it simple.


The Blips live underground. They've been forced to live there by the evil whatevers. We start the game bouncing up from underground to get to the surface. This allows for some very basic levels (5?) introducing each game concept one at a time - for example:

1) Just jump to a height on a fixed screen
2) Some coins
3) Some coins and scrolling
4) some coins, scrolling, monsters
5) some coins, scrolling, monsters and rocks

Get to the surface and you have a boss to defeat, and you gain access to the next stage. Once you've completed all levels in a stage and beaten a boss in one go, you get to restart the game from the new stage instead of having to do it from scratch.

Possible stages after underground: Trees, Sky, Space

This allows for new and varied graphics sets, monsters, and possibly new gameplay elements. It also allows for a bit more story (as if it's needed!), and boss levels.

(I also have thoughts on bonus levels, etc, but let's get the basics first!)



4) As ever, some comments wouldn't go amiss! For one, anyone new to the project (like me) is lost. And I know what I'm doing! Comments will help us as a community build a better game by understanding what each other are up to, and enabling more people to contribute. Also, I'd suggest that ultimately this is an excellent example Blitz game that should be used to publicise Blitz, and as such, the code should be accessible.

Right! Now I'm off to fathom out some small part of the code in order to actually contribute something!

Mark Tiffs


jhocking(Posted 2004) [#68]
Heh, I thought I corrected all the capitalization when I wrote the intro story, but I guess I missed one. Normally the way the IDE automatically capitalizes keywords is helpful, but it was pretty annoying that every For, And, To, etc. in the story got capitalized while I was putting it into the code.

I think the mouse controls should stay in because they are pretty good, but I cannot play that way. I can't even beat the first level using the mouse, whereas the keyboard controls work for me.


Jeremy Alessi(Posted 2004) [#69]
Wow, awesome game! It's kinda like Orbz but in 2D with enemies and a place to go.


(tu) ENAY(Posted 2004) [#70]
Can I contribute some cheese?


Rob Farley(Posted 2004) [#71]
I think there's always a cheese requirement.


Mark Tiffany(Posted 2004) [#72]
Surely it depends on the type of cheese?


Perturbatio(Posted 2004) [#73]
Cheese with holes in it.


starfox(Posted 2004) [#74]
I played this game recently, and it was fun!!

Someone should continue with this, I think it has a major potential.


Perturbatio(Posted 2004) [#75]
feel free to add to it.


koekebakker(Posted 2004) [#76]
Good work man. i'm addicted :)


Manromen(Posted 2005) [#77]
So, first very very nice and fun game =)

I got bugs with showing the green player images and in my opinion the crosshair is too big. So i painted new crosshairs and i painted a new Characterbw.png.

ok - i only coded a little thing and deleted three functions:

...
Row 203: Global character = LoadAnimImage("images/Characterbw.png",16,16,0,11*5)
...


so now you can delete three functions:

function createcharacter
function getr
function writegb

these function aren't needed anymore.

Well it's alot fun to play =)


Rob Farley(Posted 2005) [#78]
The reason for those functions and the bw graphic was that you can create a player in any colour for future multiplayer support.


Manromen(Posted 2005) [#79]
Ok i get it, any idea why i get bugs with showing the player ?
You get bugs showing the player too ?


Braincell(Posted 2005) [#80]
I get no bugs at all. BTW I translated Jump Around to serbian language and gave it to a bunch of friends to play. Some loved it some didnt get it :)

And of course i kept the credits and intro screen, and didnt add my name. Also just translated the JUMP AROUND graphic. What the heck were those asian letters doing there anyway? :)


Subirenihil(Posted 2007) [#81]
I modified "GetHiscore" in case there is a connection but no reply (a.k.a. a 5 second connection timeout):
	If Not stream 
		NetConnect = 0 
	Else 
		NetConnect = 1
		WriteLine stream,"GET "+"/jumparound/getscore.php HTTP/1.0" 
		WriteLine stream,"HOST: "+"www.malice.at" 
		WriteLine stream,""

		netstarttime=MilliSecs()
		Repeat
			tmpscore$ = ReadLine$(stream)
			DebugLog "> " + tmpscore$	
			If MilliSecs() - netstarttime > 5000 Then NetConnect = 0
		Until Instr(tmpscore$, "<>") > 0

		CloseTCPStream stream
	EndIf