kavika13 / jumpmanzero Goto Github PK
View Code? Open in Web Editor NEWA platformer video game with a very old-school theme. Based on the Jumpman series by Randy Glover.
A platformer video game with a very old-school theme. Based on the Jumpman series by Randy Glover.
Content needs to be moved to its own project. It has its own build steps so it doesn't make sense to have it in the same project as the engine, especially for an automated build.
Need to fix all build warnings in JumpmanScripting project.
Need to create an automated build that can:
Automated publishing to GitHub would be nice, but it should go through a test pass on each release before this happens, and this is going to be a manual process.
Add tutorials to wiki for:
.jmg
scripts)... plenty more. This should probably get split out into sub-issues.
Currently duplicated between Debug/Release builds for these projects:
They current output to /bin/, and should output to /bin/Debug/ or /bin/Release/
Need to add a link to jumpmanzero-thirdparty in the readme under the building
section. Finding the DirectX 9.0c October 2004 release is painful and unsafe.
For an automated build we'll need to create a command line executable front-end for the script compiler
We'll also want to avoid duplicating code, so we'll split out the script compiler code into its own shared library, and have both the GUI script editor and the command line compiler front-end use that library.
Create way to open a level for testing
Need to fix all build warnings in JumpmanLevels project.
The content creation application JumpmanGraphics has all its paths hardcoded to C:\Jump* directories.
This should at least use relative paths (current working directory?), and ideally would be user configurable.
Expected:
Looks normal
Actual:
Tiny viewport!
Might be impossible at this point, but there are some sources missing for some of the binary levels/(scripts too?) that are in the zip I have.
Maybe David Campbell has some backups?
Couldn't do this in the B6 version. This makes certain levels much easier than they should be.
Need to build current version on master branch to see this issue.
Will binaries be made available? Actually I'm not sure if the project is runnable overall?
These content creation applications are in source control, but don't open and build cleanly in Visual Studio 2012:
These need to be opened, upgraded, have all warnings taken care of, and have their includes/build targets corrected.
The wavefront obj loader in the new engine dumps all the vertices out for non-triangle faces (quads, etc), but not in any format the rest of the engine can handle. The rest of the engine assumes triangle meshes and doesn't have any face count data. There's no reason to make the rest of the engine support > 3 sided faces because it is going to pass triangles to OpenGL anyway.
None of our models have faces with more than three sides, so this is adding support, not really fixing a bug.
This level order is triggerd when playing the beginner level set in order
Create a way to trigger a script/function manually from in-game. Possibly some sort of developer console?
There should be a Credits option from the main menu. This will require:
Credits
optionRequires the new engine to be capable of loading a level and running level scripts. Scripts need to support manipulating 3D graphics, getting and react to user input, but not any actual gameplay.
Requires porting/augmenting of title screen scripts to use Lua.
Repro in title
For an automated build we'll need to create a command line executable front-end for the graphics renderer.
We'll also want to avoid duplicating code, so we'll split out the renderer code into its own shared library, and have both the GUI graphics editor and the command line renderer front-end use that library.
Need to fix all build warnings in JumpmanGraphic project.
The content creation application JumpmanLevels has all its paths hardcoded to C:\Jump* directories.
This should at least use relative paths (current working directory?), and ideally would be user configurable.
There are some 50+ warnings when compiling under Visual Studio 2012 about not using C "safe" string functions.
These are simple to fix, but require some testing of each area that is touched.
For an automated build we'll need to create a command line executable front-end for the level "renderer"
We'll also want to avoid duplicating code, so we'll split out the level "renderer" code into its own shared library, and have both the GUI level editor and the command line "renderer" front-end use that library.
source/title.jms
) looks like it is supposed to be using data/panel.bmp
source/title.jms
) looks like it is supposed to be using data/panel.bmp
source/title.jms
) looks like its supposed to be using data/titles.png
There also seems to be some duplicate display of remaining lives in source/title.jms
, though I bet one of the renders very small, or off-screen.
They all seem to be using data/titles.png
though, even though the game script specifies otherwise, and the global level loading code loads both textures and appends them to the end of the texture list. I wouldn't be surprised of the script were out of sync with the compiled script binary, if the math for texture selection is off, if the duplication in the remaining lives display is partially to blame, or if the switching of textures multiple times in the same script function somehow is hitting a last-one-wins scenario.
There will be some investigation required, and this will require that source/title.jms
be set up so it can be edited, compiled, and the resulting binary be used in the game.
The content creation application JumpmanScripting has all its paths hard-coded to C:\Jump* directories.
This should at least use relative paths (current working directory?), and ideally would be user configurable.
For an automated build we need to be able to:
This requires all these various projects to be combined into one solution file.
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