Yeah, them mp3s would be a problem. You could probably compress them down to a lower quality variable bitrate, but a native midi player would be even better.The bitrate is 192kbps currently and that sounds best (obviously), I tried 128kbps, but it seems to add some kind of white noise. A MIDI player would also not be ideal, because I can't find a single sound font that sounds as good as Microsoft Wavetable Synth, so that's why I chose between two sound fonts manually. I don't know of any Android MIDI system extension for GM:Studio anyway.
The full game size would only be a one-time download anyway though. I've been working on a system where I only have to upload scripts written in GML to my server. It even works on GM:Studio, which is both execute_string-less and execute_file-less, so I use my own technique for that. I compile the GML to bytecode. ;D
what exactly is the purpose of that
Yeah it's mainly intented to become an instant (realtime) bug fix feature for Closed Beta testers.The full game size would only be a one-time download anyway though. I've been working on a system where I only have to upload scripts written in GML to my server. It even works on GM:Studio, which is both execute_string-less and execute_file-less, so I use my own technique for that. I compile the GML to bytecode. ;D
Frankly that sounds like a backdoor.
you should use OGG files for a couple reasons:Hey I'll try this then! Thanks! :sonic:
-smaller size
-MP3s generate gaps at the beginning of the file, making them terrible for looping
wow thats pretty cool!! seems like it would be tricky 2 play with touch controls though.....I thought that would be the case too before I began, but then I tried the first stage and my controls were better than I thought! I just added some kind of
idk if i told u all but i have a stupid "retina" screen now and game maker games fonts are enormousHow does it look like? Could you show me some screens? Wait, there isn't Retina for Android, is there? I can't quite compile to iOS without any help from someone else, because I don't have a Mac with Mac OS X 10.6 or higher.
Thanks. Any word if you're working on a Jumper 4?You're not confusing me with Matt himself, are you? xD
idk if i told u all but i have a stupid "retina" screen now and game maker games fonts are enormousHow does it look like? Could you show me some screens? Wait, there isn't Retina for Android, is there? I can't quite compile to iOS without any help from someone else, because I don't have a Mac with Mac OS X 10.6 or higher.
Would it work better with GM:Studio? I can basically compile it to Windows already, it's much easier to quickly test for bugs that way and most of the time it runs much smoother at 60 FPS than the original GM5.3a version from Matt Thorson. I made a script that converts objects to tiles and lots of other optimizations to achieve that.idk if i told u all but i have a stupid "retina" screen now and game maker games fonts are enormousHow does it look like? Could you show me some screens? Wait, there isn't Retina for Android, is there? I can't quite compile to iOS without any help from someone else, because I don't have a Mac with Mac OS X 10.6 or higher.
this is an issue with high dpi displays on windows 7, so your jumper 2 running at 60fps is affected. there is no solution besides me using a different resolution. it affects gm4-gm8 executables apparently. so basically, dont worry about it!!!!!!
matt is probably easier to contact via twitter these days
matt is probably easier to contact via twitter these days
also in case youre not aware, converting one lossy piece of audio (mp3) to another lossy format (ogg) is not particularly wise. it can produce a lot of unwanted artifacts. depending on your care levels you may want to record the midis and export to ogg.The MP3s were 192 kbps and according to some paper I found some time ago, human ears don't even notice if you make it higher than that (192 kbps), but I'm not sure. Either way, I'm going to care more about mobile usability first and perhaps add more to the gameplay and at least get the menus right for mobile. The stage buttons on the map are way too small. :D
anyway i dont think many of us have exported game maker games to any platform besides windows or html5
Yeah, with hubs here. Lossy + lossy = lossier. Might be a good idea to redo the conversion before release.
Also, pretty skeptical of that 192 kbps claim.
Now I'm thinking about porting AUS to android too.
| Music | Sound font |
|--------------|----------------|
| snd_temple | TimGM6mb.sf2 |
| snd_jungle | TimGM6mb.sf2 |
| snd_train | FluidR3_GM.sf2 |
| snd_dream | TimGM6mb.sf2 |
| snd_caves | FluidR3_GM.sf2 |
| snd_factory | FluidR3_GM.sf2 |
| snd_snow | TimGM6mb.sf2 |
| snd_lab | TimGM6mb.sf2 |
| snd_tower | TimGM6mb.sf2 |
| snd_tower2 | TimGM6mb.sf2 |
| snd_sky | TimGM6mb.sf2 |
| snd_suspense | FluidR3_GM.sf2 |
| snd_crisis | FluidR3_GM.sf2 |
| snd_war | FluidR3_GM.sf2 |
| snd_boss | FluidR3_GM.sf2 |
| snd_credits | TimGM6mb.sf2 |
| snd_theboss | FluidR3_GM.sf2 |
Music | Soundfont |
snd_temple | TimGM6mb.sf2 |
snd_jungle | TimGM6mb.sf2 |
snd_train | FluidR3_GM.sf2 |
snd_dream | TimGM6mb.sf2 |
snd_caves | FluidR3_GM.sf2 |
snd_factory | FluidR3_GM.sf2 |
snd_snow | TimGM6mb.sf2 |
snd_lab | TimGM6mb.sf2 |
snd_tower | TimGM6mb.sf2 |
snd_tower2 | TimGM6mb.sf2 |
snd_sky | TimGM6mb.sf2 |
snd_suspense | FluidR3_GM.sf2 |
snd_crisis | FluidR3_GM.sf2 |
snd_war | FluidR3_GM.sf2 |
snd_boss | FluidR3_GM.sf2 |
snd_credits | TimGM6mb.sf2 |
snd_theboss | FluidR3_GM.sf2 |
And I'm also planning to release my pixel perfect scaling engine. I'll let you know how it picks an ideal scale instead if you want, then you can figure out the rest yourself.
naope, just for the curious. (EDIT: Yes, it's about avoiding blurry or weird pixels.)And I'm also planning to release my pixel perfect scaling engine. I'll let you know how it picks an ideal scale instead if you want, then you can figure out the rest yourself.
wahts the point of this are u going to try to sell it for the Big Bux. are you just talking about scaling the view to fit the display in a way that doesnt look terrible
Auto-playing music. Don't see that too often anymore.Yeah, I just made it play only after you downloaded it the first time. It works as a notification for me when the new .apk is ready. :)
Okay okay I'll try the thing.
What Game Maker version was An Untitled Story made with?
QuoteWhat Game Maker version was An Untitled Story made with?
I believe it is Game Maker 7.0. I haven't tried porting any game to android but I can always try.
Bluetooth Controller is recommended for playing though.
Auto-playing music. Don't see that too often anymore.
Okay okay I'll try the thing.
So testing it out on Android here. Controls feel pretty responsive. Bit tricky to get used to the auto wall jumping. Probably just muscle memory betraying me.Just a little hint for some levels where you start out in the bottom-left corner: the whole bottom-left quarter of the screen is occupied by the analog. This is useful in that your left thumb will never cover Ogmo while you're controlling him. You can use a Bluetooth keyboard anyway. The new feature I'm making includes detecting when you're using a keyboard on Android, and then asking if you want to hide the virtual analog and whether you want the classic Jumper physics back.
I'm playing on a 7 inch tablet in landscape mode and still find it pretty tricky to see what I'm doing. The levels might be a bit too large to play comfortably on mobile.
A few bugs.Yes I need to fix this. :)
I notice that the text boxes pause the game, and the only way to unpause is to hit Back to quit, then No.
I died near the platform in 1-2 and Ogmo didn't respawn. This seemed to break things. Going back to the level select screen and selecting a course still didn't load him in, and the level select music continued playing. Quitting further to the main menu actually showed me as having beaten 1-2 (I didn't). Selecting 1-3 just doubled up the music so multiple tracks were playing at once.Yes this was the bug I was talking about in my previous post. I just noticed, after you made your post, that I saved the new release under the filename I normally use for debugging stuff. The version where I fixed it is now on the same page.
I'm sure they're pretty trivial bugs to squash. The bigger question is of playability on a touch screen. I'm wondering if there's any quality of life features that would make it more accessible. Perhaps zooming in 25% on the character would make it easier to do precise jumps, but may obscure too much of your view. I can't see myself completing the more difficult sectors on mobile in any case.For me the answer was YES, it is quite playable on my phone. The furthest I have come (on mobile that is) is the Snow Sector, about the fourth stage of it I think. Maybe it's just a matter of getting used to the controls. (On the computer I played everything, only not the secret stages yet, which was due to a bug.)
But that said, it's pretty cool to see this up and running, and it seems to be pretty smooth. The movement is about as good as it could be. And maybe there's other value in having ported Jumper 2 to the latest version of Gamemaker. Could run on the web as well?I'm not going to try HTML5 (http://imanuelhab.mooo.com/jumper-html5/) again today, I already lost my previous post that I didn't send yet that way. xD
A few bugs.
I notice that the text boxes pause the game, and the only way to unpause is to hit Back to quit, then No.
I died near the platform in 1-2 and Ogmo didn't respawn. This seemed to break things. Going back to the level select screen and selecting a course still didn't load him in, and the level select music continued playing. Quitting further to the main menu actually showed me as having beaten 1-2 (I didn't). Selecting 1-3 just doubled up the music so multiple tracks were playing at once.
...
my ide is sophisticated enough that i can leave //TODO tags everywhere and jump to them. good shiut
Well, I keep a notepad file named Todo.txt. Does that count?
{
VCALENDAR: {
PRODID: "-//davical.org//NONSGML AWL Calendar//EN"
VERSION: "2.0"
CALSCALE: "GREGORIAN"
X-WR-CALNAME: "Jumper Two Mobile (To-do) calendar"
VTODO: {
CREATED: "20161001T214342Z"
LAST-MODIFIED: "20161001T214424Z"
DTSTAMP: "20161001T214424Z"
UID: "f97abc33-3719-4d34-be1e-ad696cb943c2"
SUMMARY: "Tweet to @NoelFB"
}
VTODO: {
DTSTAMP: "20160930T134710Z"
UID: "c1bc3692-b1c2-4255-9876-4d9bc89a3b74"
SEQUENCE: 2
CREATED: "20160923T213254Z"
LAST-MODIFIED: "20160930T134613Z"
SUMMARY: "Floor optimizations (black)"
LOCATION: ""
STATUS: "COMPLETED"
COMPLETED: "20160930T134613Z"
PERCENT-COMPLETE: 100
}
VTODO: {
CREATED: "20160924T220638Z"
LAST-MODIFIED: "20161002T101526Z"
DTSTAMP: "20161002T101526Z"
UID: "1613d73d-cc55-4640-b596-5f5723df1c59"
SUMMARY: "Mine explosion and electrification animations"
STATUS: "NEEDS-ACTION"
SEQUENCE: 2
DESCRIPTION: [
"[ ] Mine explosion effect",
"[ ] Ogmo electrification effect? (Not too sure about this, but Jumper: OF had it)",
"[ ] Slight wobble (Train Sector)",
"[ ] Nicer looking wheels (Train Sector)"
]
PERCENT-COMPLETE: 0
X-MOZ-GENERATION: 2
}
VTODO: {
DTSTAMP: "20161002T102616Z"
UID: "f42ee697-2b02-4b16-9c65-e29b5bc46ca8"
SEQUENCE: 3
CREATED: "20160930T131221Z"
LAST-MODIFIED: "20161002T102515Z"
SUMMARY: "Bug fixes"
DESCRIPTION: [
"[x] Pause screen causes problems with room persistence",
"[x] Save/load system has glitches and other annoying stuff",
"[ ] Final boss' first movement shouldn't be nearly as impossible or boring as it is now",
"[ ] Cave boss is too laggy!",
"[ ] Help boxes need a nicer message box that don't pause the game temporarily",
"[ ]"
]
STATUS: "IN-PROCESS"
PERCENT-COMPLETE: 67
}
}
}
(http://i.imgur.com/BNBuYiF.png)
Now you can see your progress and import and export your game data! Mostly backwards/forwards compatible, but don't know how long.
(http://i.imgur.com/R1OZvaw.png)
My progress "on my mobile". I actually did most of it on my mobile phone, but practically all of the the red gems were done on my computer (when I was "testing" the new save data system). xD
your level of dedication to this project is fascinating. are you also developing or have you developed any games of your own?
very cool, i encourage you to create things of your own design!!!!!!
Too bad my idea of super smash brothers marvel vs mortal kombat edition was shit I had to stop from Thor.
But hey I think porting AUS to mobile can attract some players.
Yes I think so too. :) What was that game you were making though, who is Thor? (I looked it up, so you're making a combat game that doesn't exist yet, though people would want if it did exist? How does it play anyway?)
QuoteYes I think so too. :) What was that game you were making though, who is Thor? (I looked it up, so you're making a combat game that doesn't exist yet, though people would want if it did exist? How does it play anyway?)
This was the link for the abandoned game lol: http://www.mediafire.com/file/bqhp5o8eux1g5ux/MultiHero097%28Thor%29.zip
The game is called Multihero and it was developed on a very old language.
Our forum went dead as soon as I stopped adding contents.
none of these executables work on my machine (win 7 64-bit)
3) my mouse doesnt display in f4 fullscreen meaning i cant use any of the menus
also did the jump button get remapped or something lol............
i got it to work from the zip file, but there are a variety of problems. 1) if you use the windowed/fullscreen button on the title bar then the game window will resize on every room change (this doesnt affect game maker's f4 fullscreen though). 2) i cant unpause help
I thought it was just creme and "pumpkin pie spice".
is Jumper Two still coming to teh mobile!?
im going to guess that youre not joking
1. absolutely, im the inventor of untitled story's and i give you the exclusive license
2. suggestion, make it so u have to buy the powerups for $5.99 each instead of finding them
im going to guess that youre not joking
1. absolutely, im the inventor of untitled story's and i give you the exclusive license
2. suggestion, make it so u have to buy the powerups for $5.99 each instead of finding them
quote this post if you agree! :banana:
im going to guess that youre not joking
1. absolutely, im the inventor of untitled story's and i give you the exclusive license
2. suggestion, make it so u have to buy the powerups for $5.99 each instead of finding them
quote this post if you agree! :banana:
im going to guess that youre not joking
1. absolutely, im the inventor of untitled story's and i give you the exclusive license
2. suggestion, make it so u have to buy the powerups for $5.99 each instead of finding them
quote this post if you disagree! :banana:
umm this isn't a very good meme
im going to guess that youre not joking
1. absolutely, im the inventor of untitled story's and i give you the exclusive license
2. suggestion, make it so u have to buy the powerups for $5.99 each instead of finding them
quote this post if you agree! :banana:
finally... we know who the loss poster was all alongI don't get it. Either way, I think I'll be moving on with my new projects. Y'all don't seem that interested no more. Take this with you: :apple: It's prolly delicious
Well, you kinda missed the boat on Jumper hype by about 8 years. We're all old and curmudgeonly now.Thanks! I did enjoy it, though it's still a sad thought that I had missed the whole 'hype'.
Still seemed like an interesting project. I'm sure you got a lot of experience out of it.
Two Ogmo's
Three Ogmo's
finally... we know who the loss poster was all along
Here is the original 60 FPS Jumper Two I made: https://www.dropbox.com/s/a0kdailt59upsk4/Jumper%20Two%2060%20FPS.exe?dl=0Excellent