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Truly classic games never die. The original Jumpman game still has fans, and now, we're updating it while sticking to it's core!
Truly classic games never die. The original Jumpman game still has fans, and now, we're updating it while sticking to it's core!
236 backers pledged $20,472 to help bring this project to life.

Screenshots of the Work In Progress version of Jumpman Forever

Posted by Davis Ray Sickmon, Jr (Creator)
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Beyond a quick glimpse of Jumpman and Red, there's not a whole lot of content of Jumpman Forever that's been shown yet.  Partially, that's planned - I wanted to dribble out screenshots and information over time, though I've been REALLY behind on that plan.

The second reason is Jumpman Forever is a work in progress - just because I've got a Kickstarter campaign going on doesn't mean I'm not working on it (and two other projects, too - though, those are non-game related).  I'm a bit of a perfectionist.  I'd like to show it when it's PERFECT.  Of course, nothing is ever really perfect :-)  So, how about a couple of screenshots?

First, let's preface it with a little bit of history:  this is the first level of Jumpman, "Easy Does It":

Jumpman, 1981, running on Commodore 64
Jumpman, 1981, running on Commodore 64

 If you're a Jumpman fan, you know that level all too well.  So, let's show something a little new.  This is one of the "workbench" levels.  Workbench levels aren't something that will be shipping with the final game, and I don't bother with the HUD - this is strictly an area to play around and make sure Jumpman Forever perfectly replicates the actions of Jumpman: jumping, running, climbing ladders and ropes, interacting with girders, etc.  

Jumpman Forever, "workbench" level 1
Jumpman Forever, "workbench" level 1

 So, a couple things you can see right off the bat:

For the original Jumpman & Jumpman, Jr, the standard screen ratio was 4:3 - TV's weren't as wide as they are today.  The new Jumpman Forever is 16:9, standard HDTV ratio, along with being the standard for most mobile and desktop devices (though, not quite perfectly standard: for other ratios, we auto adjust the screen.)  This means we've got a little extra space to work with :-)

Jumpman's world isn't quite as flat as the original - there's just a bit of shading and texture to it.  

Jumpman is slightly taller, proportionally, than he was in the original, being about three girder units tall as opposed to two girder units tall.  It was both an artistic and a technical choice.

"Easy Does It", slapped together as a Jumpman Forever level
"Easy Does It", slapped together as a Jumpman Forever level

 This is a remake of Easy Does It, quickly slapped together a while back to use as a workbench level - you'll notice it's not aligned very well in some areas, and at the time I didn't care: I needed a level to test against that allowed me to play sort of side by side to compare the physics of the game.  

No, there aren't really two Jumpmen - the bottom one is a marker used for testing the spawnpoints.  In the real game, it's invisible, of course.

Neither of the workbench levels have backgrounds - and I'm still on the fence about the backgrounds.  It's possible for them to take away from the simple visibility of the black background (or the slightly gradated backgrounds of the current workbenches).  

Now, let me show you why I'm not a fan of the backgrounds: Easy Does It with the background enabled:

Jumpman Forever: Easy Does It workbench, with ugly background enabled
Jumpman Forever: Easy Does It workbench, with ugly background enabled

 First, you can see some errors in the background, but I'm going to ignore that for the moment - those are easily fixed.  The problem I have is that the gameplay becomes less visible.  I can improve that considerably by further darkening the backgrounds, allowing the player to get a better view of what's going on while still keeping the "industrial artwork" sort of design here.

Things I DO like about it though:  they're really big and chunky, more so than I had originally planned on when I developed them.  They end up feeling a bit like the old Duke Nuke'em (pre-3D) and Commander Keen sort of games.  

For the moment, the background design isn't the priority, but it's something to keep hacking on over time.  And, there's a couple of sketched out levels where the background comes into play:  "Hull breach", for instance, is planned to have an interactive background that keeps Red moving non-stop - there's no time to think about it, you just have to keep her in motion as the background begins collapsing, sucking her into space.

Anyway, that's just a quick preview: expect more when I post the gameplay videos :-)

James Maxwell likes this update.

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