Author Topic: Jumpman - Resurrected  (Read 66428 times)

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Offline Eeems

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Re: Jumpman - Resurrected
« Reply #15 on: March 10, 2017, 12:05:03 pm »
I'm excited to see the final result of this. Good work so far @Ranman!
/e

Offline Ranman

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Re: Jumpman - Resurrected
« Reply #16 on: March 11, 2017, 08:32:13 am »
I'm excited to see the final result of this. Good work so far @Ranman!
Thanks Eeems... It's getting closer everyday.

Here is another level... this one is called Roll Me Over.

Nothing too fancy... just two barrels rolling around.



5 levels to go. :thumbsup:
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

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Re: Jumpman - Resurrected
« Reply #17 on: March 13, 2017, 02:38:22 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 are 2 more enemies and 1special feature to implement. Almost there... 8)
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Ranman

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Re: Jumpman - Resurrected
« Reply #18 on: March 16, 2017, 10:10:54 am »
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.

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



3 levels remaining.  :D
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Ranman

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Re: Jumpman - Resurrected
« Reply #19 on: March 16, 2017, 11:07:12 pm »
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,
},
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Ranman

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Re: Jumpman - Resurrected
« Reply #20 on: March 17, 2017, 06:05:24 pm »
The Roost...



1 level remaining. :crazy:
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Eeems

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Re: Jumpman - Resurrected
« Reply #21 on: March 17, 2017, 06:37:51 pm »
Wooo! so close to done!
/e

Offline Ranman

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Re: Jumpman - Resurrected
« Reply #22 on: March 21, 2017, 12:26:10 am »
The final level called Grand Puzzle III is complete.

Sorry... no screenies of this one.  *.*   :ninja: :blah:
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Re: Jumpman - Resurrected
« Reply #23 on: September 07, 2017, 10:34:41 pm »
Oh boy... lotsa real life things going on in my life...  lots of work related travel, work on the Lincoln Town Car, work on the apartment, and a new position at work.

But i have not forgotten about Jumpman.

I'll try to post a status update soon.
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Jonson26

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Re: Jumpman - Resurrected
« Reply #24 on: September 08, 2017, 05:58:54 pm »
Very cool looking game. Does it work on the original 92, or do i need a voyage or titanium to play it?

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Re: Jumpman - Resurrected
« Reply #25 on: September 27, 2017, 11:57:05 am »
Wow that's really impressive how much you've done with the game so far. Excited to see the end result!

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Re: Jumpman - Resurrected
« Reply #26 on: October 31, 2017, 12:34:33 am »
Very cool looking game. Does it work on the original 92, or do i need a voyage or titanium to play it?
Thank you sir. It may work on a TI-92, it will fit within the 60KB limit... However, the game was designed around the TI-89 screen layout. You should try it out and let me know.  ;)

Quote from: Nimani4c
Wow that's really impressive how much you've done with the game so far. Excited to see the end result!
Thanks a bunch!! And with that, I have some good news...

Jumpman 89 v1.00 has been uploaded to Ticalc.org
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline TIfanx1999

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Re: Jumpman - Resurrected
« Reply #27 on: October 31, 2017, 10:54:45 pm »
Congrats Ranman! :D

Offline Ranman

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Re: Jumpman - Resurrected
« Reply #28 on: November 01, 2017, 11:47:17 pm »
Congrats Ranman! :D
Thank you sir! Good to see you hangin' around.
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Jonson26

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Re: Jumpman - Resurrected
« Reply #29 on: November 04, 2017, 06:03:13 pm »
I tried to compile it... I've got more than 2k of errors...  :( Info: I downloaded extgraph, so it is'nt the problem.

Thank you sir. It may work on a TI-92, it will fit within the 60KB limit... However, the game was designed around the TI-89 screen layout. You should try it out and let me know.  ;)
Well, it won't work on my TI92, as i have no darn idea how to get fargo on it, but i recently bought a v200 to run assembly. Could you please make a 92/92+/v200 version? (You don't need to ajust the graphics. In my opinion centering the image and throwing some outline stuff in will do the trick.)

Also... Why do you make your games only for the 89?