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  Q*Bert (1982+) remake  (Read 1533 times)
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Offline LeoOno
« Posted 2020-01-25 22:02:07 »

Hello again !!!

This is my latest java 2D game project in progress: Q*Bert Remake

For now, it actually has only 1 level, i.e., all levels are the same ... hope i can implement different levels later Smiley

update 26/jan/2020 19:40: i've just implemented all 1~9 levels (but it still needs to adjust the speed of each level later)


Implemented in java 8 using just standard libraries (java 2D, Swing, AWT), so no external libraries required.


Keyboard Controls:

[Up, Down, Left and Right] keys: move Q*Bert


Thanks Smiley !


Link to download Runnable Jar [java 8]: https://github.com/leonardo-ono/Java2DQBertGame/raw/master/dist/JavaQBert.jar (925KB)

Link to download Runnable Jar [java 8] / Source code (release v0.0.1): https://github.com/leonardo-ono/Java2DQBertGame/releases/tag/v0.0.1

Source code: https://github.com/leonardo-ono/Java2DQBertGame


Video

 <a href="http://www.youtube.com/v/4kLJ5pFwC64?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/4kLJ5pFwC64?version=3&amp;hl=en_US&amp;start=</a>


Screenshots









Offline saocrinn

Junior Devvie


Medals: 8
Projects: 1



« Reply #1 - Posted 2020-01-26 14:42:02 »

Nice )

Old games looks simple (if look from current perspective – at least in graphics)
But they not,
for each "such" game was spend something like 4-6+ months of work at minimum (same as on current games)
and sometimes even budget in $100k+
(even solo developer that may earn 6k/month - when makes game full time: spend 6*6000 = 36k on development)

Making remakes is faster and more funny (at least you exactly know what you need to do)
But they also time consuming

My last remake takes 265 hrs despite small org project code base
– and that really fast I know all technology that I need to use and have direct plan what to do
(except fractal shader / c++ math library porting (without ability to compile org code Wink ) that takes like 5 -7days time)

With bigger project it become even harder…
So once again nice work  Cool
Offline LeoOno
« Reply #2 - Posted 2020-01-26 22:51:02 »

@saocrinn thanks ! indeed, i still have a lot of hard time trying to finish even a 'simple' project like this xD
Wow but back in the time, it's awesome to think that these guys already did these things in the 80s (!)
Btw, your remake is awesome !
Games published by our own members! Check 'em out!
Legends of Yore - The Casual Retro Roguelike
Offline LeoOno
« Reply #3 - Posted 2020-01-28 03:13:52 »

project completed ! (... i guess)
update 28/jan/2020:  In relation to the previous video, the following improvements have been implemented:

- extra life
- extra score for completing round
- level presentation improved
- hiscore
- background flashes when Q*Bert hops on flying disc
- pyramid hop logic for each level
- characters that will appear in each level
- game speed was adjusted according to each level (although i'm not sure if it looks ok)
- some bugs have been fixed

Link to download Runnable Jar [java 8] / Source code (release v0.0.1): https://github.com/leonardo-ono/Java2DQBertGame/releases/tag/v0.0.1

Github: https://github.com/leonardo-ono/Java2DQBertGame


Updated video

 <a href="http://www.youtube.com/v/w8qjXdGxjVM?version=3&amp;hl=en_US&amp;start=" target="_blank">http://www.youtube.com/v/w8qjXdGxjVM?version=3&amp;hl=en_US&amp;start=</a>
Offline SugarBlood
« Reply #4 - Posted 2020-01-28 14:53:11 »

Never had played Q*Bert before, but I guess this is good java implementation Pointing I like it's clear look Cheesy For now I beat 1 Level (4 rounds), my score was 10025. I think, later I gona try to get a better score, ahah Grin
Offline LeoOno
« Reply #5 - Posted 2020-01-29 14:48:06 »

@SugarBlood it's far from an accurate remake, but that's what i managed to do with my current skill ... thanks for playing it  Smiley
Offline JaredBGreat
« Reply #6 - Posted 2020-02-13 16:07:21 »

After several tries I beat level one with 2075 (or 20075?) as a score.  Nice remake. 

I did find it not always intuitive, and having to think each move about which button would move which way, but I guess that's the nature of game with all diagonal movement when played using a keyboard and used vertical-horizontal movements; I'm not sure an intuitive mapping could be found.
Offline LeoOno
« Reply #7 - Posted 2020-02-13 23:04:57 »

hello @JaredBGreat, thanks for trying it !
Indeed, in the nes version, you can 'configure' the keys to define the direction, for instance ['left arrow' + 'down arrow'], which for me is more intuitive, but it's an option that i really didn't have enough patience to implement  Sad
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