supersmo
Aug 30, 2018

Porting levels from original jump n bump

17 comments

Continuing here instead of on itch.

 

For reference:

Archive of old levels: https://web.archive.org/web/20110830033044/http://jumpnbump.spaceteddy.net/

The all levels zip still works there.

Tested porting a level and it works. I could probably script the conversion using Gimp. Never done that before but it would be interesting to explore the possibility. My end goal is to get all levels working in "Jump 'n Bump - remastered"

Domarius
Aug 30, 2018

Ah, good idea, there's a lot of good info in our past discussions, thanks for backing them up here. Also the pixel font is cute but if I apply it everywhere it gets hard to read, so I got rid of it for the main body, heheh.

 

I really want to get loading of the original levels in, so I don't want you to put a bunch of time in converting the levels when it ends up reading old levels anyway. But, I don't know when that would be - I just have to sort out my priorities before I run out of money, heheh.

 

Original level loading will be a paid version feature, but I'll give a free copy of the paid version to anyone who's already donated :)

 

You seem more familiar with custom levels than me, so here's a question; from reading the level descriptions, it sounds like people hacked in their own tweaks to the game, like custom gravity or custom block behaviour, is this the case?

supersmo
Aug 31, 2018Edited: Aug 31, 2018

The level files would swap out the level layout, level and forest menu images, sprites and sounds. They didn’t affect the physics so you would need to manually type the cheat codes when the level was loaded. Typing “pogostick“ made everone constantly jump, “bunniesinspace“ affected gravity and made everyone jump higher and “jetpack” switched the jump to a jet pack so you would hold jump to fly. These cheat codes were stackable so you could combine pogo stick with low gravity.

Domarius
Aug 31, 2018

Ah, good to know.

 

Yeah if people would like the cheats I'll consider adding them in :)

supersmo
Aug 31, 2018

I like them :-)

They lengthen the play session and boost replayability as it adds more variation than just swapping levels.

Domarius
Aug 31, 2018

Actually I had ideas for them - not just as cheats but as options you can enable, and also an option to enable them as "powerups" but if one person gets one, everyone gets affected for the whole duration, like the diseases in Bomberman...

supersmo
Aug 31, 2018

That sounds even better

Domarius
Aug 31, 2018

Ah, glad you think so! That would be the paid version though...

supersmo
Aug 31, 2018

Sounds good :-)

Domarius
Sep 7, 2018

Ok I'm actually working on a version 2 (paid version), and thought I'd give "original level loading" a look... argh it's those old formats and Godot not natively using them... Godot definitely made bringing the game to the modern era a breeze and worthwhile, but supporting the old levels... not so much.

 

Even if I can read the GOB format, Godot won't read PCX files, or play MOD files...

If I ignore custom music, there is some hope for PCX - it's feasible to actually load them myself at the binary level after reading about the file structure... not a small amount of work.

 

But... as a compromise, I plan to release the paid version with a built in tile-based level editor, with a variety of tilesets included. You'll be able to create, edit and save levels without touching the keyboard or leaving the game - and you can "mod" additional tilesets by adding files to the folder.

 

I'll release version 2 with this and other features, and the promise of a possibility of loading original levels if I get enough sales!

supersmo
Sep 7, 2018

Glad to hear that you're still working on it.

Level editor sounds cool. :-)

Yeah that sounds like a lot of work. Porting the levels to png would be easier. Not sure of the distribution rights of the ported levels though.

Domarius
Sep 8, 2018

Thinking of you putting all that work in made me look into a solution sooner than later, but considering there is a fixed amount of "original levels" perhaps it's better to do a one-off conversion.

 

Certainly it might be possible to automate it somehow...

supersmo
Sep 12, 2018

Yeah. It's a one-off thing so I think it's OK. Haven't looked into automating the conversion yet. Too many projects I want to do and very little time in which to do it in. I'll report back here when I manage to make some progress :-)

Domarius
Nov 14, 2018

Ok so I got a major "Super Jump Bump" paid version coming up, and since you were a donator, you can have a free copy - and if you're interested, I'd like to get your feedback on it; use you as testing :)

 

But before that, I thought I'd get your input on my conundrum with the original levels: right now I'm populating it with new levels (it has a level browser), and I thought I'd put in some of the better looking original levels (with full credit of course).

 

I've deliberately chosen a new resolution for this version of the game; 320x240. This scales neatly to modern resolutions and makes sure all the pixels are the same size. Because if I use the original resolution, the pixels are noticibly wonky and uneven when scaled up on modern displays (you can really notice it on the eyes of the characters, my house mate even pointed it out without me saying anything).

 

Trouble is, the fan made levels are designed for the original resolution, which is slightly larger. And so the fan made levels don't really fit in the new screen space without some serious editing, and comprimising their original design.

 

I have plans to implement a zooming & panning camera that zooms in or out to follow the characters and keep them all in view - if I implement this, that will solve the issue because the game will take a level of any size (as long as you don't go too big so that the characters are too small to see if they run really far from each other). But I'm not sure I want to implement that just yet because I keep adding features which keep delaying the initial release, and I was instead planning on implementing it in an update after some money comes in.

 

Just thought I'd run it by you and see if you have any thoughts :) (Maybe I will just implement the zooming feature, argh...)

supersmo
Mar 7

Wow! Found your game on Steam (and added it to the curator listing for "More than 4 local multiplayer") and came by to wish you luck on the release only to see that I missed your last post. So how's the status of the pan & zoom? Pan & zoom sounds cool... like super smash bros. If that's too much work a simpler solution could be padding with black around it. Don't know what that would look like though.

Sorry for the lack of progress on my end with porting the levels. It's still on the list of cool things I'd like to do though.

Domarius
Mar 8Edited: Mar 8

Thanks! Well the fact that you saw it on Steam and remembered me, makes me think I have a chance of being seen in general... that's pretty cool.

 

So that "curator listing" sounds pretty damn good for visibility... do you have curator rights or is that something anyone can do? I really really appreciate that in any case. Yeah it definitely belongs in a "more than 4 local multiplayer" list, I only know of a few games that meet that criteria and I think it's awesome (Knight Squad being one of them) and even then, I don't know if many of them do the "split controller" thing which is super useful to get more than 4 players without having to blow so much money on controllers. Which is also why I allow mouse and 2 on the keyboard as possible controllers! I want as many people to play as possible.

 

Ok so regarding level sizes, it's even more changed than before, because I made room for a "score bar" at the top, which takes away another row of tiles. And so I just made an "executive decision" and decreed that all levels for Super Jump 'n Bump are 320x224 in size. That makes them really really incompatible with the old levels, moreso than my "Jump 'n Bump remastered" as it eats away too much of the original level area to make the old fan made levels recoverable without serious re-designing of their levels. But I felt it was a good trade off because Super Jump 'n Bump comes with a very easy to use tile-based level editor (with full gamepad support), and it comes with some tileset & background themes for you to play with. Plus it still supports "bitmap" levels, if you provide the background bitmap, and use the built in level editor to set the collision, block types, etc. I figured Super Jump 'n Bump can be a new start, and we move forward with the new level editor.

 

And if you or someone wants to port the old levels to "Jump 'n Bump Remastered", I will make sure they are bundled up with the download on itch.io so everyone can play them for free!

 

Oh and btw if you already donated (I will check all the donation emails after release) you automatically get a free copy of Super Jump 'n Bump :)

supersmo
Mar 8

I'm a moderator on that specific curator group and always on the lookout for new games on steam that fit the criteria. The group owner granted me those priviledges to be able to add games myself. Some devs hunt down relevant curators and gift a copy through "curator connect" in hopes of getting listed with a positive comment after they test the game. There's no guarantee of being listed or if the review will be positive or not.

 

OK sounds good about the level decision. If you want to make it easy for users to share custom levels you can look into Steam workshop support. Don't know how much work that would be.

 

Yup already donated way back :-)

Domarius
Mar 9

Great, I'm glad you found my game then! I couldn't think of better luck to be honest... once again, thanks for adding it.

 

Yep I'm looking to add Steam Workshop support! I think it'll be great if someone goes to the store page and then Workshop and sees all the crazy levels people have made for free.

New Posts
  • Xyz
    Oct 2, 2018

    The hitboxes in the remaster seem very different from behavior of the original game (or at least the win32 port of it https://icculus.org/jumpnbump/ ). This greatly affects gameplay compared to the original. E.g. Do a very short jump, and while your bunny is coming down, but still at a height above another player, move towards them. Previous behavior: 1 pixel overlap onto their head will kill. Current behavior: you will be pushed away and there is no kill. There is also changes to behavior of ice momentum, water, spring and the tiles above the map. But I think the hitbox feeling is most important.
  • supersmo
    Aug 30, 2018

    Saw that Godot is open source. If I were to modify a dll to get 8 XInput devices working via DirectInput would you be willing to make build with that? The best would be if I managed to introduce a disable XInput switch in a good place and make a pull request to get the feature into the Godot master branch. I'm not much of a C++ coder though so we'll see how that would goes. First I need to find the time... and before this I would want to migrate all levels.
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