Author Topic: (Another) DoodleJump for TI  (Read 12327 times)

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Offline GreenFreak

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(Another) DoodleJump for TI
« on: July 13, 2011, 03:59:41 pm »
Hi!

I want to present my very first game: DoodleJump!  :D
I hope that it isn't uninteresting for you because of the many other clones..  :-\

It's written in Axe, like everything else I write since I know Axe.  :P

Controls:

[left ] / [right ] turn left/right
[clear] exit
[2nd] start game (main menu)
[up] / [down] change speed: 6Mhz/15Mhz (main menu)

There are a few things that I try to add or change:


- physics! :-X
- pause (?)
- additional sprites when using jetpack or propeller cap
- credits-window

There are two versions:
- a version for Axe 0.5.3 (slower)
- another version for 1.0.3 (faster, but ~75 larger)
(ASODJ = Actual State Of DoodleJump)


Please try it out and give a feedback!  :)


Thank you ;)

Maybe, someone can create a screenshot of it ;)
Thanks for the screenshot, ben_g! :D


New Screenshot ;)
« Last Edit: August 26, 2011, 09:08:19 am by GreenFreak »

Offline Munchor

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Re: (Another) DoodleJump for TI
« Reply #1 on: July 13, 2011, 04:13:02 pm »
I just tried it on wxWabbitemu (couldn't make a screenshot now though, you should ;)) and it looks very nice. The Game Over screen could be improved (delete background and it will look cooler).

Offline GreenFreak

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Re: (Another) DoodleJump for TI
« Reply #2 on: July 13, 2011, 04:16:51 pm »
Yeah, you're right... I'll change that, too. That was the easiest way to do it because I first want to get the game work!

Offline ben_g

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Re: (Another) DoodleJump for TI
« Reply #3 on: July 13, 2011, 04:29:10 pm »
It's great. Especially for being a first game.

You can make animated screenshots with wabbitemu. Just press backspece.
Just in case that won't work on your computer, I made a screenshot for you.

EDIT: THE GAME over screen would probably look a lot better when you copy what's on the display to the back buffer, and the text to the front buffer. then you can make the background grey and the text black.

And: the jumping would look a lot more realistic with accelleration and decelleration.
« Last Edit: July 13, 2011, 04:42:08 pm by ben_g »
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
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Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
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Offline ztrumpet

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Re: (Another) DoodleJump for TI
« Reply #4 on: July 13, 2011, 04:33:33 pm »
That looks pretty nice, Grean Freak.  Great job, especially for a first program. :)

Offline GreenFreak

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Re: (Another) DoodleJump for TI
« Reply #5 on: July 13, 2011, 06:43:08 pm »
Thank you!

I added some things to the first post..
Like:
Controls:

[left ] / [right ] turn left/right
[clear] exit
[2nd] start game (main menu)
[up] / [down] change speed: 6Mhz/15Mhz (main menu)

I should add to the main menu that you can change the speed by pressing to up/down key because many testers don't notice that...
« Last Edit: July 13, 2011, 06:43:47 pm by GreenFreak »

Offline p2

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Re: (Another) DoodleJump for TI
« Reply #6 on: July 14, 2011, 08:33:56 am »
what's about three lives?
I mean that you fall out of the screen, and appear again on top of screen, and tha you can make that three times.

Maybe vthat you can earn lives with getting points.
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Offline GreenFreak

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Re: (Another) DoodleJump for TI
« Reply #7 on: July 14, 2011, 09:41:11 am »
I don't really like the idea... :-/

Does anyone else like the idea to have multiple lives?

Offline p2

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Re: (Another) DoodleJump for TI
« Reply #8 on: July 14, 2011, 09:56:49 am »
What's anbout if the multi-live-mode can be turned on and off?
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Offline GreenFreak

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Re: (Another) DoodleJump for TI
« Reply #9 on: July 14, 2011, 10:45:56 am »
ATM I'm trying to add greyscale and a new "Game Over" screen...

EDIT: Should I use 3-lvl or 4-lvl greyscale?
« Last Edit: July 14, 2011, 10:54:55 am by GreenFreak »

Offline ztrumpet

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Re: (Another) DoodleJump for TI
« Reply #10 on: July 14, 2011, 10:56:00 am »
EDIT: Should I use 3-lvl or 4-lvl greyscale?
I'd say start off with 3, and once you see how difficult that is then move to 4. ;)  But it's your choice. :)

Offline GreenFreak

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Re: (Another) DoodleJump for TI
« Reply #11 on: July 14, 2011, 11:01:30 am »
O.o The size of the compiled game is now ~200 bytes larger

Offline p2

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Re: (Another) DoodleJump for TI
« Reply #12 on: July 14, 2011, 11:02:48 am »
oh.
Thhat'a not very good.
200bytes just in cause of a better picture.

but f it looks nice, it's ok  ;)
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Offline GreenFreak

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Re: (Another) DoodleJump for TI
« Reply #13 on: July 14, 2011, 11:11:00 am »
I hope it'll look fine... Since everything works fine (exept the main menu and the "Game Over!" screen) I need to create greyscale sprites for the items.

Offline p2

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Re: (Another) DoodleJump for TI
« Reply #14 on: July 14, 2011, 11:14:20 am »
A little idea:


make the Platforms likle this:

      XXXXXXXX
  SSSSSSSSSSSSS

The X is the platform, where you can strand on.
the S is grey and just a shadow, where you can't jump on.

This will make it easyer to see, where the platforms are.
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