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my current project: jump forever!
this is the first of those scheduled posts i mentioned earlier!!! i figured i would start by talking about my current project - that way i can start posting updates about it without confusing you, Michael. The next post is gonna be about the beginning of this whole Godot thing i've been on, and then i'm thinking about maybe doing a Before Godot post as a bonus once i've talked about all my godot stuff (i love saying this as if anybody cares (besides you, Michael)). setting all that aside, though: this one's gonna need some backstory, so you should buckle in.
around this time last year, me and my little cousin (he's still in high school, but we've always been pretty close) got really competitive about a little game called Jump Forever. it's a side minigame from WarioWare Mega Microgames (the GBA one) where you just jump over a little rope until you fuck up. it's really fucking fun as an addictive little mobile game, and with a quick lil emulator it was one. thus, the addiction began.
truth be told, the phase last year didn't even last that long, but i had a long bus ride a couple of weeks ago and found myself opening the GBA emulator on my phone to pass the time. that led to a little bit of playing at home, which led to beating my cousin's score, which led to getting even more into the game than i was before. as our scores get higher, we've turned to better controllers than a phone touch screen for serious record attempts - i use a ds lite i had lying around (that i reshelled! it was very fun) and he emulates on pc with a controller (i think). this got me thinking about a potential "definitive edition" of the game - probably still on mobile, but with controller support, better touch controls (the game only needs <-, ->, and A!), faster resets, selectable skins, and maybe even unlockable skins? of course, when i finished my work on fnaf (ooh foreshadowing), my sights were immediately set on a Jump Forever remake.
with all that said, welcome to the game as it currently stands! at the moment, i've got wario, the rope swingers, and the score all just about set up, with one exception; the characters have collision, the rope swings (at varying speeds, even!), and wario's speed and physics feel very accurate - but i'm still working on the ai (if you can call it that) of the rope guys as they walk back and forth. i want it to work exactly the same way as it does in the original but i always overthink random mechanics like this. hopefully the next update i give will be about how i cracked it! even if the implementation ends up jank, though, it wouldn't be the first: the rope guys check if wario is too close to them to make it over the rope with an Area2D that just checks for wario when the rope hits the ground. it works! i could just like check wario's position in the code (and it'd probably be way more efficient), but this way just... works.
i still have a buncha crap i still gotta implement before the game's even really playable - the walking ai, the title screen, the little "Ready?" animation, etc. - but that's only the beginning of my work. firstly, i'm probably gonna enlist chloe (oooh foreshadowing) to help me out by drawing some new assets (if she's free, it is finals season), and then changing the game's native resolution from 240x160 (the GBA screen) to something not fucking insane. i've got "reworking all the sprites into easy to read spritesheets" on my to-do list, and after that, making the new assets (and then maybe the skins?) will be as easy as drag & drop. once it's got the new assets and all the polish that needs to come with a shiny new resolution, i'm gonna transition into the next phase - researching how to release a game!!!
[hi, not to ruin my own amazing transition but: it's 5am and i'm running back to edit this because i completely forgot to mention that i have currently implemented a 2 frame input delay on all inputs, because that's how the emulator appears to behave when i go frame by frame. every single day i rethink this decision more and more. surely there's no way that's how it's supposed to be, right? but i feel so weird changing it now!!! i definitely fucking have to though. next time i work on it. ok anyways]
now. i've posted games to itch.io before. but even then, i kind of fucked it up (i could never get the resolution of my web games to work right???) - so it's no surprise i've always been completely daunted by the idea of "releasing a game". when you post it on real stores, that's when it becomes... real. i'm excited about the new challenges it'll pose, though! now, a mobile release means a couple of things - bite sized fun, simple progression, and fun customization. i've already got the first part nailed down, and i figured i could nail the other 2 at once with a currency system based on how many points you get (or maybe even an xp system? that goes up 1 for each jump? maybe even both???) and skins (purchasable with said currency) that let you customize the player, rope swingers, background, and maybe even the rope itself.
pictured above is my stupid ass skins mockup (i literally just made this). the rope is rainbow, the background has a snow effect and a bunch of snow on the trees/ground (isn't it great?), wario is a lil version of the rope guys, and the rope guys have santa hats. i'm not sure how many different ropes you could really make with how i'm planning the rope to move, so i'll probably end up prototyping the graphics with chloe to figure out how to lay out the sprite sheets, and if they should actually have a seperate hand-grabbing-the-rope sprite for skin purposes. it'll definitely make things really confusing, but if i go for a mobile release i don't want to run ads, and so a currency you can buy with real money (and maybe one or two goofy supporter skins that cost real money, like a solid gold guy or something, as a form of donation) is a good way to make a lil bit of money from people who like the game.
all of this is fun to think about, but it's important to remember that the next thing i have to do is that walking ai. i've gotta Make The Fucking Game before i can do all this crazy other bullshit. i'm sure the ui design for all this is gonna be soooo fun, but i need a game to attach it to first :p
this went on reeeally long but i figure if this is a dev diary or w/e it's gonna end up running long no matter what, and the more info, the more i have to look back on fondly and say "oh shit, i know exactly when this was!", which is kind of the end goal of the project. of course, these incredibly long posts about shit that only matters to me are also incredible content for you, Michael, so i'm sure you're just eating this shit up. enjoy, you weird little man.
#game dev#jump forever#godot#yeah yeah i got some real tags too. just in case i actually need em.#also michael's still here. i think he's funny#it's only been like an hour for me soooo#remember when i said it was 1am in my first post? it's 4am now lol#i looove tags i love rambling under my post where people don't feel obligated to read it#nobody ask me why i have the stickmen swinging the rope instead of kat/ana like it is after you beat them#(he said as if anybody would've noticed)#i think the stickmen are so much more awesome and the fact that you can't get them back is SO FUCKED UP#and lowkey one of the things that got me thinking about Jump Forever Definitive Edition#kat and ana are awesome the stickmen just resonate with me deep in my soul#i'm not proofreading this i'm just hoping it sounds good. really putting the “diary” in “dev diary”#man. im so glad michael is the hypothetical ideal viewer. because that means he's reading all the tags too#hi michael! ur the best :)#scheduling this for saturday at noon (it is currently friday at 4:30 am)#i hope i get the chance to write the next one (about that 2D platformer tutorial!) before like. monday.#god knows i'm not doing my homework lmaooo#when's my next therapy appointment?#that's crazy deep lore we can't get into that on post 2 (honestly post 1)#but it's okay because nobody reads the tags#and that's not even considering that nobody is ever gonna read this post. ever.#besides michael.#but michael knows all about that ;)#or maybe he doesn't... and it's a sexy mystery?#my my i am such an enigma#okay fuck i can't keep adding tags i need to sleep#i really hope tags are collapsed by default or michael's timeline is gonna be in shambles
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