Jason Jupiter (20th anniversary)
Jul. 11th, 2009 10:08 pm![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
It turned into something in the end after all.

As I explained none of it last time - this is a Java port of Jason Jupiter by Neil Drage, which was one of the first games that I can remember playing. I put it together as my first real test of Multimedia Fusion 2's applet export feature - it's looking good so far, but to achieve my original plan of grabbing levels from files as I upload them is going to take some work yet (Java applets have slightly strict rules about accessing external files - this applet just has a big list of levels stored as text).
The original eight levels are in the game, though, as faithfully as I could make them - the only major change being that after a large dilemma over the level called "Your Bound to Lose a Life" I decided to correct it in the interests of sanity. You notice all sorts of things when you have to examine a game more closely than you would - in this case I think I just found that the original author was getting a bit fed up near the end, because the colours stop changing after level five, and the later ones are a lot more simple in layout than the first few.
So I now have a level interpreter that I can just add on to - it's very nice to not have to worry about spreading events over an entire application for a change. A version with an editor and level set stitcher-together should be the final product from this.

As I explained none of it last time - this is a Java port of Jason Jupiter by Neil Drage, which was one of the first games that I can remember playing. I put it together as my first real test of Multimedia Fusion 2's applet export feature - it's looking good so far, but to achieve my original plan of grabbing levels from files as I upload them is going to take some work yet (Java applets have slightly strict rules about accessing external files - this applet just has a big list of levels stored as text).
The original eight levels are in the game, though, as faithfully as I could make them - the only major change being that after a large dilemma over the level called "Your Bound to Lose a Life" I decided to correct it in the interests of sanity. You notice all sorts of things when you have to examine a game more closely than you would - in this case I think I just found that the original author was getting a bit fed up near the end, because the colours stop changing after level five, and the later ones are a lot more simple in layout than the first few.
So I now have a level interpreter that I can just add on to - it's very nice to not have to worry about spreading events over an entire application for a change. A version with an editor and level set stitcher-together should be the final product from this.
Re: Jason Jupiter 2 next?
Date: 2009-12-03 02:09 pm (UTC)I can send you Jason 2 if you want. For that one I wanted to do something using graphics rather than text, but I didn't want the hassle of doing collision detection and masks so I did a Boulderdash type game which had the graphics in squares like a chess board. It appeared in a later issue of PC Plus, but I don't think it was as popular as the first version...
Neil
Re: Jason Jupiter 2 next?
Date: 2009-12-03 02:13 pm (UTC)My email address is davidknewton on gmail.com.
Re: Jason Jupiter 2 next?
Date: 2011-01-12 04:53 pm (UTC)Re: Jason Jupiter 2 next?
Date: 2011-01-12 04:55 pm (UTC)