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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!
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.

Two More Levels To Show Off

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So, I've shown off two levels already, let's show off a little more - I think every other day I'll be posting a couple screenshots, just for the heck of it.

I've quit giving levels numbers, for a couple reasons.  First, I'm going to have to re-order them all anyways.  "Rocket, Rocket!", for instance, is incredibly, hard, fast action sort of thing - it definitely isn't level #2!  And, some of the levels won't make the cut - in my dev folder I've got a couple of them that are currently labeled with "EXP" after the name.  They're experimental levels that may or may not end up making the cut, after I tweak them some more.

Now, about these two levels.

First, "The Grinder I" keeps with one of the traditions from the original Jumpman games:  having themed levels, like Robots I - III, where each followed a similar theme, but, the specifics for the level was different.  The Grinder levels are all about "crowd control" for the Alienator bullets - if you're not careful, you'll end up with A LOT of them on screen!

Jumpman Forever: "The Grinder I"
Jumpman Forever: "The Grinder I"

 The second is "The Long Fall".  Something the original Jumpman engine couldn't effectively do was levels bigger than the screen.  It's not going to be a common thing in Jumpman Forever, but, from time to time I'll make use of that fact to shake things up a bit :-)   I've got a couple level ideas that should make really effective use of that fact - "The Long Fall" ends up leaving the player in a vulnerable spot with the Alienator Bullets because of the long amount of time on the ropes, so jumping skills with are a must on this one.

Jumpman Forever:  "The Long Fall"
Jumpman Forever: "The Long Fall"
Jumpman Forever: "The Long Fall"
Jumpman Forever: "The Long Fall"

The New Trailer Is Up! AND, a new Work In Progress Gameplay Video! And...

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I've reworked quite a bit of the Kickstarter text, and laid it out more logically.  I mentioned that in the last update, I believe.  Well, this time, you're in for a treat:  you can watch Jumpman Forever in action!

Some things to know:  this is just Work in Progress stuff.  WIP videos are a mixed bag, because they show something cool, but often show the uncool stuff.  For instance, the uncool stuff:

  • The Animation Sequencer looses it sometimes.  Watch the left run -vs- the right run, for in stance.
  • The music and sound is mostly the original Jumpman game music.  Trust me, that's not staying - as much charm as there is to it, it needs some tweaks and updates for Jumpman Forever.  (Though, it's sort of exciting to listen to it fire up when testing a new level :-)  The new sound effects have a bit more "punch" to them.
  • The trip and fall distance isn't consistent.
  • Sometimes you can hear the jump sound effect double-trigger.
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The video is now on the main page of the Kickstarter (and I'll be updating it from time to time).  Also on the front page is a new trailer:  it's NOTHING like the old one :-)  Short, sweet, to the point, and shows the new game.  Tell me what you think :-)

And, one more thing:  to increase the chances of success, I've added another person to my team, who's helping out with marketing and contacting people.  Every little bit helps - I need to finish two more projects I've got on my desk at the moment, so that after the Kickstarter is funded, I can devote all my energy to getting Jumpman Forever completed!

More Work In Progress Screenshots

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I enjoy developing levels, because I get to play the heck outta' them while tweaking and testing each one.  I also have to determine where they should end up at in the overall order of things - only certain levels need to be in a specific order for the "plotline"

This is currently Level 2: "Rocket, Rocket!"  Problem is... I don't think it's going to STAY as level 2.  It's quite a bit harder then Level 1 is - enough so, that there's not enough time for the player's abilities to ramp up to the challenge.  No biggie for someone who played Jumpman growing up, but a serious issue for someone who's not dealt with Jumpman's unique take on interacting with the environment (it's simulated as close as possible, right down to trip and fall deaths :-)

With this level ready for show off, it's time for me to finish up doing a new Kickstarter campaign trailer - but, that's for tomorrow (er, latter today, I guess :-)

Yes, while developing the game I die LOTS. :-)
Yes, while developing the game I die LOTS. :-)
Jumpman Forever, Level 2 (at the moment): "Rocket, Rocket!"  I wonder why it's called that... :-)
Jumpman Forever, Level 2 (at the moment): "Rocket, Rocket!" I wonder why it's called that... :-)

Jumpman Forever Level 1 Screenshots

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I posted these on Facebook and Google+, so I thought I'd toss them up here:  These are Work In Progress screenshots of Level 1: "Out Of Retirement" for Jumpman Forever.  These are fully working level shots, not one of the "workbench" test levels - after I figured out how to improve the backgrounds (making the game elements "pop" a little better), it's all pretty much coming together.  There's still some bugs here and there - for instance, for a split second when Jumpman appears, he thinks he's on a rope.  Not game breaking, but, annoying, since it overrides the fairly cool spawn animation for Jumpman.

Now, one of the things about tossing up screenshots - the minute you do, you notice "things" that are wrong.  Internally, the game is tracking the score and the number of lives left.  On screen?  Not so much - gonna have to add that :-)

Later today, I should be posting the new Jumpman Forever trailer, which will show a little bit of gameplay footage from the "Out of Retirement" and "Rocket, Rocket!"  Levels.  "Rocket, Rocket!" is sort of fun, for a trivial reason: at the beginning of Jumpman, it has a level it auto-runs through, showing all sort of stuff that never happens in the game.  For instance, a rocket chases Jumpman across the screen.  Great... except, there's no level where it actually happens.  Well, I've corrected that ;-)  Enjoy the screenshots, and look for a video, hopefully before the day is over :-)

Jumpman Forever, Level 1:  "Out Of Retirement"
Jumpman Forever, Level 1: "Out Of Retirement"
Jumpman Forever, Level 1: "Out Of Retirement"
Jumpman Forever, Level 1: "Out Of Retirement"

Another Jumpman Forever WIP Screenshot

OK, after the last screenshot, I couldn't leave the whole backgrounds issue alone.  So, after some tweaking:

Jumpman Forever "workbench" level based on "Easy Does It" from the original Jumpman: this is a test level only, not a real Jumpman Forever level.
Jumpman Forever "workbench" level based on "Easy Does It" from the original Jumpman: this is a test level only, not a real Jumpman Forever level.

 OK, much better.  Some of the elements are a little too subtle now (the signs and the lights), but over all I think it's a win - the game elements still "pop", while providing a bit more diversity in the background.  Plus, it still keeps that "chunky" feel I wanted. :-)

Now, to test it on a set of real levels.  Right now there are only three sets of background elements: black panels, dark grey panels, a set of space window tiles for the "Hull Breach" level that Red plays in, and one more set of light grey tiles.  I'll need to create more of 'em for the levels - I can place the elements in any order (or mix them), they aren't a large graphic file that covers the background, you can paint with 'em.  I need more diversity, though, plus I need to finish a new set of background tiles for one of Jumpman's levels, "Whiteout", which is going to be a really evil level :-)

Davis