Author Topic: Jumpman  (Read 148958 times)

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Offline TIfanx1999

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Re: Jumpman
« Reply #75 on: November 10, 2010, 12:30:54 am »
Ah right I see why it looked so hard. You should maybe include this version of the level as bonus level, though, for challenge purposes. :P

That is actually a GREAT idea! And to add to that...after completing all 30 (or so) levels, I could give the option of replaying all levels again with more bullets, zig-zag bullets, hailstones, and jumping blocks to every level. Basically, increasing the overall difficulty of the every level.
I second both ideas. ;D A level editor could be fun too.

Offline Ranman

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Re: Jumpman
« Reply #76 on: November 10, 2010, 01:16:47 am »
I second both ideas. ;D A level editor could be fun too.

Definitely a level editor. It sucks putting these levels together manually.
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline DJ Omnimaga

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Re: Jumpman
« Reply #77 on: November 10, 2010, 02:48:38 am »
Read: Ranman is too lazy to do it manually and is leaving the entire work to others.

Just kidding, it will be cool to create our own levels I think. Just make sure if you implement a level editor to keep it separate so people who don't want to create levels don't need to install it and also make sure it remains user-friendly.

Offline Deep Toaster

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Re: Jumpman
« Reply #78 on: November 10, 2010, 11:38:41 am »
Wow, those screenies look awesome...

And yeah, level editor!

* Deep Thought wishes he had a TI-89
« Last Edit: November 10, 2010, 11:39:33 am by Deep Thought »




Offline Ranman

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Re: Jumpman
« Reply #79 on: November 10, 2010, 06:22:52 pm »
As always, I appreciate everyone's comments and support.

I have a doctor's appointment tomorrow. I expect my doctor will release me to go back to work. So, Jumpman progress will slow down a bit when that happens.

I still have enemies, enemy waypoints, moving bombs, moving platforms, falling girders, moving ladders, triggers (that cause an action to occur), doors, gunfiring & arrow shooting by Jumpman to implement before the engine is complete.

I am considering releasing a beta with a subset of levels before I get all of the above items completed.
« Last Edit: November 10, 2010, 06:23:55 pm by Ranman »
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Deep Toaster

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Re: Jumpman
« Reply #80 on: November 10, 2010, 08:07:35 pm »
As always, I appreciate everyone's comments and support.

I have a doctor's appointment tomorrow. I expect my doctor will release me to go back to work. So, Jumpman progress will slow down a bit when that happens.

Hope you're well, though.

And a beta sounds awesome, especially with all those things you mentioned. Good luck!




Offline DJ Omnimaga

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Re: Jumpman
« Reply #81 on: November 11, 2010, 01:41:43 am »
Ah ok, I hope things goes well. Hopefully you might find a bit of time to work on it from time to time afterward. Good luck Ranman!

Offline Ranman

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Re: Jumpman
« Reply #82 on: November 11, 2010, 12:14:24 pm »
Just when you thought it is was tough enough... How about some runaway bombs:

« Last Edit: November 11, 2010, 12:40:31 pm by Ranman »
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Deep Toaster

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Re: Jumpman
« Reply #83 on: November 11, 2010, 12:21:00 pm »
And just when I thought...

Nice! And I think someone already said this before, but you work really fast :o




Offline DJ Omnimaga

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Re: Jumpman
« Reply #84 on: November 11, 2010, 06:50:44 pm »
Wow we will have to watch out in those levels about stuff coming from everywhere. Nice job!

Offline Lionel Debroux

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Re: Jumpman
« Reply #85 on: November 13, 2010, 08:45:19 am »
Great :)
I hope that all those kinds of bombs and enemies don't end up all together in the same level, because such a level would be really hard :D

(I miss the first version of Grav, whose learning curve was gentler than the final version - to my tastes, the final version was too hard and thus, frustrating)
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Offline Munchor

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Re: Jumpman
« Reply #86 on: November 13, 2010, 09:11:50 am »
Great :)
I hope that all those kinds of bombs and enemies don't end up all together in the same level, because such a level would be really hard :D

(I miss the first version of Grav, whose learning curve was gentler than the final version - to my tastes, the final version was too hard and thus, frustrating)

If you are able to save games at a certain state, it would be cool to have a tremendously hard level

Offline Ranman

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Re: Jumpman
« Reply #87 on: November 13, 2010, 07:47:55 pm »
Great :)
I hope that all those kinds of bombs and enemies don't end up all together in the same level, because such a level would be really hard :D

(I miss the first version of Grav, whose learning curve was gentler than the final version - to my tastes, the final version was too hard and thus, frustrating)

Jumpman offers a perfect level of difficulty for all players. In general, the higher the level, the more difficult it is. That is one thing that makes it so much fun!

If you are able to save games at a certain state, it would be cool to have a tremendously hard level

I'm sure I will implement some sort of save feature. However, since each Jumpman level can be completed in less than one minute, I'm not sure it would be worth the programming effort to save in the midst of a level.
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Ranman

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Re: Jumpman
« Reply #88 on: November 15, 2010, 04:28:40 pm »
How about some falling bombs with explosions and disappearing girders.  8)

8)
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline JustCause

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Re: Jumpman
« Reply #89 on: November 15, 2010, 04:46:50 pm »
WOW.

The amount of things you could do with *this engine alone* is incredible...but I get the feeling you're not done yet ;D
« Last Edit: November 15, 2010, 04:47:06 pm by JustCause »
See you, space cowboy...