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  Pitfall: Scorpion Island  (Read 2717 times)
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Offline zeroone
« Posted 2006-12-05 15:34:00 »

http://www.meatfighter.com/j4k2007/pitfall/
Offline Markus_Persson

JGO Wizard


Medals: 15
Projects: 19


Mojang Specifications


« Reply #1 - Posted 2006-12-05 18:01:18 »

Oooh! Fun! Cheesy

The jumping is a bit off, though, imo. If you move while starting the jump, you can change direction midair as much as you want, but you can't start going sideways from a stationary jump..  kinda annoying.

Other than that; very impressive. :-)

Play Minecraft!
Offline nva225

Junior Member





« Reply #2 - Posted 2006-12-06 04:43:23 »

Ahah, that's great, I love how there are just croc heads sitting out in nowhere ready to "eat" you.

Cool game, I like it.

Also have you been like, building up 4k games since a year ago and now suddenly you're unloading all of them? You've only contributed what, half the entries so far?
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #3 - Posted 2006-12-06 06:11:45 »

Eh... wow Smiley

How did you do the SNES-like pixeling effect?

弾幕 ☆ @mahonnaiseblog
Offline jojoh

JGO Knight


Medals: 5
Projects: 7


games4j.com


« Reply #4 - Posted 2006-12-06 08:15:56 »

+1 on all previous comments  Smiley

Really nice retro feel! Nice cartridge cover  Cheesy  Bit of a pain to always have to start from the very beginning.

Yeah, the pixeling effect was a really nice touch!

Offline zeroone
« Reply #5 - Posted 2006-12-06 16:18:59 »

Quote
Yeah, the pixeling effect was a really nice touch!

Thanks.

Quote
How did you do the SNES-like pixeling effect?

Toward the bottom of the source code (http://www.meatfighter.com/j4k2007/pitfall/M.java), see this section:

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if (bluring > 0) {
  int bx = (int)(320*blur*blur);
  int by = (int)(240*blur*blur);
  imageGraphics.drawImage(image, 0, 0, bx, by, 0, 0, 320, 240, null);
  panelGraphics.drawImage(image, 0, 0, 640, 480, 0, 0, bx, by, null);
} else {
  panelGraphics.drawImage(image, 0, 0, 640, 480, null);
}


The bluring variable is a counter and when it's greater-than zero, bluring is occurring.  The variable blur is a double that varies between 0.0 and 1.0, where 0 is max blurred and 1 is normal.  The image variable is the BufferedImage used for double buffering.

When blurring is occurring, the image, which is normally just rendered to the screen (the else case), is drawn to itself but scaled by the blur scaling factor (well actually blur-squared to make the effect less linear).  The scaled-down region is scaled back up to screen size.  The smaller the blur scaling factor, the more blocky (low rez) the result.
Offline oNyx

JGO Coder


Medals: 2


pixels! :x


« Reply #6 - Posted 2006-12-06 18:58:13 »

>Toward the bottom of the source code

Eh... lol. I actually noticed it back then, but I forgot about it when I was writing my post... d'oh.

弾幕 ☆ @mahonnaiseblog
Offline nonnus29

Senior Member




Giving Java a second chance after ludumdare fiasco


« Reply #7 - Posted 2006-12-15 08:30:47 »

Very nice!  I love that you used 2600 gfx, that's genious.  The pixelling effect and the box cover are nice touches.  Great job!

Quote
Also have you been like, building up 4k games since a year ago and now suddenly you're unloading all of them? You've only contributed what, half the entries so far?

Looks like it.  His work is our gain!
Offline luisoft

JGO Coder


Projects: 6


Java games rock!


« Reply #8 - Posted 2007-02-23 11:31:09 »

Hey really nice game! Could you explain the source code "DECOMPRESS SPRITES BEGIN" section? I didn't get how it works. Or could someone else explain how can I add sprites images to fit in a 4k game?

Thanks!
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