MiniJump by JayPC000
Windows:
Extract the folder to a Location and Run the MiniJump.Jar
Note: Apologies, I've been told, people are finding level 3 is too hard... It is beatable but I never got a chance to edit that level before the competition ended.
if you press f6 you can open the level editor, and create some platforms to bypass it. the scholl wheel changes what you place, also you can place the blocks but you cant remove them and they reset on resetting the game:
0 - 32x32 platform
1 - 64x64 platform
2 - 128x128 platform
3 - Spikes
4 - Change the start point
5 - change the end point
Extract the folder to a Location and Run the MiniJump.Jar
Note: Apologies, I've been told, people are finding level 3 is too hard... It is beatable but I never got a chance to edit that level before the competition ended.
if you press f6 you can open the level editor, and create some platforms to bypass it. the scholl wheel changes what you place, also you can place the blocks but you cant remove them and they reset on resetting the game:
0 - 32x32 platform
1 - 64x64 platform
2 - 128x128 platform
3 - Spikes
4 - Change the start point
5 - change the end point
Ratings
| Coolness | 46% | 1364 |
| Overall | 2.72 | 1013 |
| Audio | 1.96 | 955 |
| Fun | 2.73 | 786 |
| Graphics | 3.23 | 423 |
| Humor | 2.19 | 580 |
| Innovation | 2.00 | 1248 |
| Mood | 2.27 | 1090 |
| Theme | 3.35 | 737 |
https://dl.dropboxusercontent.com/u/126566/tmp/LD26/MiniJump_linux.zip
... which actually runs in Windows and Linux for me :)
I love the overall visual design of the levels and the colour scheme - great setup for a minimal platformer. My cat enjoyed watching me play too - she seems to love anything with little moving squares.
The nitpicks: Left/right movement felt a little sluggish. Maybe it's because my expectations always compare to one of the SMBs (Super Meatio Broboys), but I'd like it to feel like there is a little less resistance to walking. Spike collision detection should be a polygon (or design the levels so you can never walk into the side of a spike block) - but yeh, harder to implement than a box collider, depending on the engine. And finally ... the character should have a tiny little eye and mouth (dot and line) to make me care more about him/her :) Great entry, thanks for making it.
Kacpersk1 If you want to add to the game, there is a level editor, and the levels can be exported with the F6 key. They will be exported to res/modLevels/foo.txt
change that name to anything you want and put the file in res/levels/ and then open res/masterLevelList in notepad and add the file name too that, it should show up in the game(the game reads the master list, and then finds the file of the same name in res/levels.)
Thats how I made all the levels in the game.
The last change I was going to make was changing the Collision of spikes, in fact in the Project its changed to a polygon instead of a rect, but I didn't finish in time for the submission for the compo.
The spikes are also slightly shorter in the current build so you don't get the spike touching you when you stand on the corner of the block and over hang on to a spike.
I do like the idea of putting a face on it, I'll probably add a left right facing as well when I get a chance to add to it
I use rudimentary lists for all the platforms and each block is a platform even if its not reachable. Originally the Idea was to make Groupings of blocks into one big polygon, and then Generate the texture inside of it with images procedurally. But I ran into issues early on, and scraped the idea making it more simple, but slightly more Processor intensive(every update it has to check collision with EVERY platform in the list) I've been working on learning how to take this and implement a Quadtree Collision system so I reduce the number of collision checks per frame
as for the background, I was going for the game to look like a piece of Minimalistic art which made it turn out looking a lot like:
http://www.ifullscreen.com/thumbs/artistic_minimalism_wallpaper_7-t2.jpg
I like it flat white, Maybe a all white with a texture, but I didn't want to muss up the Clean cut feel by dirtying the background, and I didn't want to add a color because it would detract from the importance of the color in the platforms.
The original Idea was to make the level ENTIRELY white and the level Reveals itself as you touch platforms, in a very Bastion style. The Blocks were going to have light shadows, and you had to Reveal the colors by touching them. only once you have restored all the color or something like that, would the Exit gate open.
Most of the reason the game looks kinda bland, is because of time constraints XD
@SamPotasz - Thanks! I wanted to go for a simple look that wasn't complicated and had an artistic look. The build I did In the following days for my amusement, also have background color changes, and a HSB System for changing the colors of EVERYTHING On the fly. It creates 6 colors for the blocks and a background color randomly when you start a level.
Beerman - I had planned to add Directions as graphics that float next to the player, but trouble with Collision, caused Issues, and I ran out of time. (secret: I planned on turning this into an interactive Resume once I was done ironing out the gameplay for kicks and giggles, using the same tutorial system. but to make Info about myself appear as you progress)
"couldn't find mini_game.Launcher"
I ended up taking the source I building it but my jre is the version 6 so the problem persists.
I'll probably update and try your game, but if anyone is in my situation I hope this troubleshoot comes handy.