Jump Boy - C64 Arcade Platformer [WIP]

Show us your works in progress and request feedback

Post » Sat Feb 28, 2015 10:33 pm

Hello,

working on a little platform game, nothing too special, just want to
practice making my own pixel graphics. I am using the C64 color palette.

Game is a work in progress, but some levels can already be played at itch.io:
http://chupup-games.itch.io/jump-boy

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Post » Sat Feb 28, 2015 11:08 pm

Hi! Cool game! I can help you with some simple music if you like, just let me know!
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Post » Sun Mar 01, 2015 3:02 am

bunnie: Hi! Cool game! I can help you with some simple music if you like, just let me know!


thanks. i can code, i can push some pixels, but in making music i totally suck :lol:
If you have some retro tunes, they would be very welcome!
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Post » Wed Mar 04, 2015 3:13 am

UPDATE: I worked more on the graphics, put some new game elements & changed the level design process to Tiled, so now i can make new levels much faster.

I really wish there would be support for animated tilemaps.

Please try the game out (link in first post) & tell me what you think,
what could be improved, if you like the art style or if it's way too retro etc.
Any feedback is welcome.

:D
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Post » Wed Mar 04, 2015 1:24 pm

Chupup Games wrote:
I really wish there would be support for animated tilemaps.

:D


I'm a sucker for anything retro. So I dig it :D

I'm pretty sure there is a plugin for animated tile-able backgrounds which my help out for what I assume would be needed in animated tilemaps (the waterfall) I can't seem to find it at the moment....

but there is this which emulates animation within the tile map... viewtopic.php?f=146&t=91640&p=717837&hilit=tiled+background+animation#p717837

May be of some help.
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Post » Thu Mar 05, 2015 12:10 am

@facecjf: thanks for the link, will look this up.
There is a plugin for unity (tiled2unity) that works perfect with tmx maps and animations, i wish this
for C2 too...
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Post » Thu Mar 05, 2015 6:27 pm

I love that you are doing C64 pallette. :)
I do not know if you are just going for the colors only, but if you are going to make a game look like a C64 game you have to make the graphic actually look like C64, the multicolor graphic on that machine always have 2pixels wide "pixels". (the resolution is half on the width than the height so one pixel compares to 2 pixels wide for us)

Better to see example, see that everything is 2 pixel wide!
https://peukalo.files.wordpress.com/201 ... bruce1.png


Of course with some genius programming people could make "high resolution" sprites for the main player by adding 2 sprites over each other, bottom "low res" with colors, and top "high red" with the black outlines.
(on C64 you can have low res and high res at same time, high res = one color only)
Like this one:
http://grumbel.blogspot.se/2011/04/c64- ... prite.html
But only for one sprite because of the very low sprite limit!

But maybe you were only aiming at using the limited color palette, then ignore my post. :)
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Post » Thu Mar 05, 2015 6:53 pm

@helena: At the moment, i am just going for the colors, but thanks for the info, i didn't know that (started my 'career' already on an Amiga 500 ^^). Very interesting fact, maybe i will use this for another game.
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Post » Thu Mar 05, 2015 7:13 pm

Ah, I see. :) Good luck with your project!

I grew up with C64 so that's why I caught it. ;) I wanted Amiga but my parents thought it was too expensive!
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