Author Topic: Jumpman - Resurrected  (Read 1101 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.

Offline Ranman

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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.

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.

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.

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.

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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Offline Ranman

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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.

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?