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Author Topic: Jumpman Resurrected  (Read 3263 times)

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Offline p2

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Re: Jumpman Resurrected
« Reply #15 on: March 11, 2017, 09:01:26 pm »
looks weird and amazing at the same time xD
are their paths randomly chosen or predefined and looping? :)
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Anyway war sucks. Just bring us your food instead of missiles  :P ~ DJ Omnimaga (11.10.2016 20:21:48)
if you cant get a jframe set up, draw stuff to it, and receive input, i can only imagine how horrible your game code is _._   ~ c4ooo (14.11.2016 22:44:07)
If they pull a Harambe on me tell my family I love them ~ u/Pwntear37d (AssangeWatch /r/)
make Walrii great again ~ DJ Omnimaga (28.11.2016 23:01:31)
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Offline Ranman

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Re: Jumpman Resurrected
« Reply #16 on: March 11, 2017, 09:20:04 pm »
How can barrels move up ladders? O.O

Also this definitively reminds me of Donkey Kong :P

Thanks DJ.  :D  Yeah I agree... It is a little weird to see a barrel move up a ladder. Did you notice them move up chains too?

Donkey Kong has nothing on Jumpman.  8)

looks weird and amazing at the same time xD
are their paths randomly chosen or predefined and looping? :)

Thanks p2.  :D

The barrels' paths are predefined using waypoints. When the end of the waypoint list is reached, it starts over -- loops indefinitely.
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Bringing Randy Glover's Jumpman to the TI-89 calculator.

Offline p2

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Re: Jumpman Resurrected
« Reply #17 on: March 12, 2017, 07:03:35 am »
you should think about letting new barrels enter the map on a high level on the left or right side of the screen, so they then roll around, eventually fall down the ladders, and finally leave the screen on the bottom of the map through the sides again :) (so they go downwards only)
that would look more natural ^^
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Anyway war sucks. Just bring us your food instead of missiles  :P ~ DJ Omnimaga (11.10.2016 20:21:48)
if you cant get a jframe set up, draw stuff to it, and receive input, i can only imagine how horrible your game code is _._   ~ c4ooo (14.11.2016 22:44:07)
If they pull a Harambe on me tell my family I love them ~ u/Pwntear37d (AssangeWatch /r/)
make Walrii great again ~ DJ Omnimaga (28.11.2016 23:01:31)
God invented the pc, satan the smartphone I guess ~ p4nix (16.02.2017 22:51:49)

Offline Ranman

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Re: Jumpman Resurrected
« Reply #18 on: March 13, 2017, 12:40:01 am »
you should think about letting new barrels enter the map on a high level on the left or right side of the screen, so they then roll around, eventually fall down the ladders, and finally leave the screen on the bottom of the map through the sides again :) (so they go downwards only)
that would look more natural ^^

Thanks for your comments p2!! :D

Currently I'm attempting a faithful recreation of Jumpman from the C64 version. I agree that barrels should not climb up ladders and ropes... it is kind of weird, but that is what the original did.

Once I finish, I can always make additional levels and include your good idea.  :thumbsup:

I'm also considering making a level editor or at the very least write some instructions with some BAT scripts for users to create their own level sets.   8)
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Re: Jumpman Resurrected
« Reply #19 on: March 13, 2017, 06:36:55 am »
Here is another level... it is called Freeze.

The enemies chase you down. They cannot kill you. But if they touch you, you are frozen for a short period of time. You only have to worry about bullets being fired at you.  :banghead:



Only 4 levels remaining.... of which there is 2 more enemies and one special feature to implement. Almost there... 8)
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Offline p2

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Re: Jumpman Resurrected
« Reply #20 on: March 13, 2017, 08:37:22 am »
That makes me wonder... (sorry to sound stupid) but what's the target? What do you have to do to clear a level... ??? reaching a special point on the mp or something? ^^
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Anyway war sucks. Just bring us your food instead of missiles  :P ~ DJ Omnimaga (11.10.2016 20:21:48)
if you cant get a jframe set up, draw stuff to it, and receive input, i can only imagine how horrible your game code is _._   ~ c4ooo (14.11.2016 22:44:07)
If they pull a Harambe on me tell my family I love them ~ u/Pwntear37d (AssangeWatch /r/)
make Walrii great again ~ DJ Omnimaga (28.11.2016 23:01:31)
God invented the pc, satan the smartphone I guess ~ p4nix (16.02.2017 22:51:49)

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Re: Jumpman Resurrected
« Reply #21 on: March 13, 2017, 01:42:11 pm »
That makes me wonder... (sorry to sound stupid) but what's the target? What do you have to do to clear a level... ??? reaching a special point on the mp or something? ^^

That is a good question. Once you collect all of the required number of bombs (the little white circles) for a particular level, then the level is complete and you move to the next. Grand Puzzle 2 has collectable jewels... they count toward the number of bombs collected.

Levels can have anywhere between 1 and 16 bombs. Some levels have more bombs than are necessary to complete the level.

Some levels like Runaway have bombs that move around. Some levels have bombs that have bonus points tied to them.

Here is a screenshot of Robots III:



It shows Jumpman completing a level as well as completing the game (note: this is not actually the final level of the game). You'll notice there are 2 high score lists... One for highest score and one for highest bonus. So... completing a level fast is rewarded with bonus points.

Edit... At the bottom of the screen you'll see:

JUMPEN:06 - this is the number of your players remaining
L:01 = this is the level number you are playing
S:5 = this is the current speed of the game. This will be from 1 to 5, 1 being the fastest.
B:1500 = this is the current bonus points. This number decrements periodically. Finish the level and you get these points added to your score.
SCORE: this is your current score.
« Last Edit: March 16, 2017, 03:29:18 pm by Ranman »
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Re: Jumpman Resurrected
« Reply #22 on: March 13, 2017, 03:33:21 pm »
Looks good, as always. :) Also the level editor would be a nice addition to extend this game life. :)
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Re: Jumpman Resurrected
« Reply #23 on: March 16, 2017, 01:48:39 pm »
Another level completed. This one is called Figurit, and is a puzzle level with lots of disappearing pieces. Don't get trapped by an inadvertent bomb collection.  :banghead: :blah:

Figurit was in included in the original Jumpman; and Figurit's Revenge was included in Jumpman Jr.



3 levels remaining. :w00t:
« Last Edit: March 16, 2017, 02:01:05 pm by Ranman »
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Offline p2

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Re: Jumpman Resurrected
« Reply #24 on: March 16, 2017, 02:15:23 pm »
dow long does it take // how much work is it for you to complete each level? :)
I'm curious especially as u have to add new units and mechanics for almost every level, but yet push them on a daily basis xD
  • Calculators owned: ti-83+, ti-84+, ti-84+, ti-84+se, ti-84+se(te), ti-nsphire, ti-nsphire CX-CAS, ti-voyage, ti-voyage, Who reads this list anyways...?
Anyway war sucks. Just bring us your food instead of missiles  :P ~ DJ Omnimaga (11.10.2016 20:21:48)
if you cant get a jframe set up, draw stuff to it, and receive input, i can only imagine how horrible your game code is _._   ~ c4ooo (14.11.2016 22:44:07)
If they pull a Harambe on me tell my family I love them ~ u/Pwntear37d (AssangeWatch /r/)
make Walrii great again ~ DJ Omnimaga (28.11.2016 23:01:31)
God invented the pc, satan the smartphone I guess ~ p4nix (16.02.2017 22:51:49)

Offline Ranman

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Re: Jumpman Resurrected
« Reply #25 on: March 16, 2017, 02:52:15 pm »
dow long does it take // how much work is it for you to complete each level? :)
I'm curious especially as u have to add new units and mechanics for almost every level, but yet push them on a daily basis xD

Good questions p2 and thanks for your interest in my project. :)

Figurit took me about 4 hours to write. I already had bullets, scriptable bombs, and disappearing/appearing platforms working. So I only had to put all the pieces together. For me... the easy thing to do is watch youtube videos of someone playing Jumpman... and lots of pausing and rewinding the video.  :ninja:

For a level like Freeze... it required about 4 hours to put the platform pieces together. But then I had to implement a new enemy and a new special feature for that enemy which required a few days of thought and a few days to write/modify the code.

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Re: Jumpman Resurrected
« Reply #26 on: March 17, 2017, 03:02:19 am »
And another level... This one is called Jump--n-Run.

No enemies on this level; just simply finish as fast as you can. Watch out for those disappearing platforms. Plan your routes accordingly.   ;)



2 Levels remaining!   :w00t:

Btw... for those interested in what a Jumpman level looks like in C code:

Code: [Select]
{
"JUMP-N-RUN",
{
{  1, GAME_PIECE_Jumpman,     FLAG_VA,    19, 28,  SPECIAL_ABILITY_None},

{ 10, GAME_PIECE_Girder_Hor,  FLAG_VA,     0,  8,  6},
{ 11, GAME_PIECE_Girder_Down, FLAG_VA,     6,  9,  4},
{ 12, GAME_PIECE_Girder_Hor,  FLAG_VA,    10, 13,  2},
{ 13, GAME_PIECE_Girder_Up,   FLAG_VA,    12, 12,  4},
{ 14, GAME_PIECE_Girder_Hor,  FLAG_VA,    16,  8,  8},
{ 15, GAME_PIECE_Girder_Down, FLAG_VA,    24,  9,  4},
{ 16, GAME_PIECE_Girder_Hor,  FLAG_VA,    28, 13,  2},
{ 17, GAME_PIECE_Girder_Up,   FLAG_VA,    30, 12,  4},
{ 18, GAME_PIECE_Girder_Hor,  FLAG_VA,    34,  8,  6},

{ 20, GAME_PIECE_Girder_Hor,  FLAG_VA,     0, 28,  6},
{ 21, GAME_PIECE_Girder_Down, FLAG_VA,     6, 29,  4},
{ 22, GAME_PIECE_Girder_Hor,  FLAG_VA,    10, 33,  4},
{ 23, GAME_PIECE_Girder_Hor,  FLAG_VA,    17, 36,  6},
{ 24, GAME_PIECE_Girder_Hor,  FLAG_VA,    26, 33,  4},
{ 25, GAME_PIECE_Girder_Up,   FLAG_VA,    30, 32,  4},
{ 26, GAME_PIECE_Girder_Hor,  FLAG_VA,    34, 28,  6},

{ 30, GAME_PIECE_Girder_Hor,  FLAG_VA,     0, 52,  8},
{ 31, GAME_PIECE_Girder_Hor,  FLAG_VA,    32, 52,  8},

{ 40, GAME_PIECE_Girder_Hor,  FLAG_VA,     0, 70,  5},
{ 41, GAME_PIECE_Girder_Hor,  FLAG_VA,    10, 70, 20},
{ 42, GAME_PIECE_Girder_Hor,  FLAG_VA,    35, 70,  5},

{ 50, GAME_PIECE_Girder_Hor,  FLAG_VA,     0, 88, 40},

{ 60, GAME_PIECE_Rope_Down,   FLAG_VA,    10, 28, 12},
{ 61, GAME_PIECE_Rope_Down,   FLAG_VA,    28, 28, 12},

{ 70, GAME_PIECE_Rope_Up,     FLAG_VA,     0, 30,  5},
{ 71, GAME_PIECE_Rope_Up,     FLAG_VA,    12, 36,  8},
{ 72, GAME_PIECE_Rope_Up,     FLAG_VA,    26, 36,  8},
{ 73, GAME_PIECE_Rope_Up,     FLAG_VA,    38, 30,  5},

{ 80, GAME_PIECE_Ladder,      FLAG_VA,     0,  4,  6},
{ 81, GAME_PIECE_Ladder,      FLAG_VA,    38,  4,  6},

{ 82, GAME_PIECE_Ladder,      FLAG_VA,     0, 68,  5},
{ 83, GAME_PIECE_Ladder,      FLAG_VA,    38, 68,  5},

{ 84, GAME_PIECE_Ladder,      FLAG_VA,    19,  6,  4},
{ 85, GAME_PIECE_Ladder,      FLAG_VA,    19, 22,  1},
{ 86, GAME_PIECE_Ladder,      FLAG_VA,    19, 26,  1},
{ 87, GAME_PIECE_Ladder,      FLAG_VA,    19, 30,  5},
{ 88, GAME_PIECE_Ladder,      FLAG_VA,    19, 50,  2},
{ 89, GAME_PIECE_Ladder,      FLAG_VA,    19, 58,  3},

{ 90, GAME_PIECE_Ladder,      FLAG_VA,    16, 68,  5},
{ 91, GAME_PIECE_Ladder,      FLAG_VA,    22, 68,  5},

{100, GAME_PIECE_Bomb,        FLAG_VAS,   10,  9,120}, // execute script 120
{101, GAME_PIECE_Bomb,        FLAG_VAS,   28,  9,121}, // execute script 121

{102, GAME_PIECE_Bomb,        FLAG_VA,     3, 24,  0}, //
{103, GAME_PIECE_Bomb,        FLAG_VAS,   10, 20,122}, // execute script 122
{104, GAME_PIECE_Bomb,        FLAG_VAS,   28, 20,123}, // execute script 123
{105, GAME_PIECE_Bomb,        FLAG_VA,    35, 24,  0}, //

{106, GAME_PIECE_Bomb,        FLAG_VAS,    2, 42,124}, // execute script 124
{107, GAME_PIECE_Bomb,        FLAG_VAS,   36, 42,125}, // execute script 125

{108, GAME_PIECE_Bomb,        FLAG_VA,     3, 74,  0}, //
{109, GAME_PIECE_Bomb,        FLAG_VAS,   10, 84,126}, // execute script 126
{110, GAME_PIECE_Bomb,        FLAG_VAS,   19, 84,127}, // execute script 127
{111, GAME_PIECE_Bomb,        FLAG_VAS,   28, 84,128}, // execute script 128
{112, GAME_PIECE_Bomb,        FLAG_VA,    35, 74,  0}, //

{120, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  13,  0}, // make object 13 invisible
{121, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  15,  0}, // make object 15 invisible
{122, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  85,  0}, // make object 85 invisible
{123, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  86,  0}, // make object 86 invisible
{124, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  21,  0}, // make object 21 invisible
{125, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  25,  0}, // make object 25 invisible
{126, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  90,  0}, // make object 90 invisible
{127, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  88,  0}, // make object 88 invisible
{128, GAME_PIECE_Script, FLAG_NONE, FLAG_NONE,  91,  0}, // make object 91 invisible

{140, GAME_PIECE_Bullet, FLAG_VA, 0, 0, BULLET_ACTION_HorzAndVert},
{141, GAME_PIECE_Bullet, FLAG_VA, 0, 0, BULLET_ACTION_HorzAndVert},
{142, GAME_PIECE_Bullet, FLAG_VA, 0, 0, BULLET_ACTION_HorzAndVert},
{143, GAME_PIECE_Bullet, FLAG_VA, 0, 0, BULLET_ACTION_HorzAndVert},

{ 0, 0, 0, 0, 0, 0}, // end of level marker
},
1500,13,0, // bonus start value = 1500, bombs required = 13
0,0,0,0,
false,
false,
},
  • Calculators owned: TI-89 HW1, TI-92+, Casio 9860G Slim, Casio fx6300, Tandy PC7
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator.

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Re: Jumpman Resurrected
« Reply #27 on: March 17, 2017, 03:35:51 am »
Nice. Is there some sort of hidden timer that forces you to finish the level fast or is it due to enemy pattern or do platforms disappear automatically without stepping on them?
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Offline Ranman

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Re: Jumpman Resurrected
« Reply #28 on: March 17, 2017, 03:54:59 am »
Nice. Is there some sort of hidden timer that forces you to finish the level fast or is it due to enemy pattern or do platforms disappear automatically without stepping on them?
Every level has a (hidden) timer for the bonus point decrementer. You are not required to finish a level quickly unless you want bonus points.

You can add a GAME_PIECE_Timer to a level, and when it decrements to zero it can execute a script.

You can also (see the code in my previous post) make GAME_PIECE_Bomb scriptable by setting the 'S' flag and providing the GAME_PIECE_Script object number. When Jumpman picks up a bomb it will execute the script. Right now only collectable objects and timers can have scripts attached to them. So... currently stepping on a platform all by itself will not execute a script... this could change in the future if this feature is desired.

Most of the platform pieces you'll see above have the FLAG_VA... this the 'V' and 'A' flags ORed together. V = visible. A = active. If those flags are both set to '0' (or FLAG_NONE) then the platform piece is no longer visible nor active. Each one of the scripts in the code above clear both V & A flags of the objects they point to -- thereby making them disappear.
« Last Edit: March 17, 2017, 04:08:10 am by Ranman »
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Re: Jumpman Resurrected
« Reply #29 on: March 17, 2017, 04:21:27 pm »
You should have a level where after 10 seconds, one block disappears every second like the Super Mario World rhinoceros mini bosses
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