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towerjumper's Introduction

TowerJumper

This is a clone of a popular android game in which you move a jumping ball and try to reach the end of a tower avoiding the obstacles. The levels are randomly generated.

Get it on F-Droid Get it on Google Play

Contributing

Adding new palettes

Palettes are stored in this json file in the "environment" array. Explanation is above in the "comment" string.

You can test the how the color will look using this modified version of the game

Credits:

Font: Eunomia Regular (CC-0)

towerjumper's People

Contributors

dariasteam avatar lucascenir avatar poussinou avatar tessus avatar xinxinxinxinxin avatar

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towerjumper's Issues

Remove/change red/black scheme

All color schemes are just visual except one, which changes difficulty. It's red normal fields/black axis/black death fields. In some cases it's hard to see the diff between axis and death field, like on the attached file. On my PC screen it looks rather ok, but on two smartphones both shades of black looks like a single color.

Screenshot_2019-04-16-22-40-44

Bouncy sound is too long

Every time the ball bounces a sample is started.

Unfortunately the sample is not representative of the physical world, and as such it is not beneficial to those of us more in tune with sounds than with visual queues.

The problem is that the sound has essentially two 'tuds'. One when it lands and one directly after. Approximately when the ball reaches the highest point

In real life a ball only ever makes a sound when it lands, there is no second sound.

The natural consequence of this is that a new player will have problems timing the movements. Ideally a user starts movements of the tower immediately after the ball hits the ground, as that means they have the most time before the ball hits the ground again. In real life this means they move as soon as the sound of the bounce finishes.
In the game, however, the sound is both when the ball hits the ground, and again when it is at the highest point.

Please make the bounce sound one simple 'thud' instead of two.

Bug: Go through walls, get stuck on a shadow.

Not sure what happened on L28, one of the randomly generated levels had me getting stuck against nothing and then apparently I could go through a completely solid wall(?). Not sure how to provide more data.

Splatter floats mid-air

When bouncing near the edge of a tile, the splatter decal is also painted over the hole in the ground.

(Observed in the version published as 1.0.5 on f-droid, not sure how that's related to the tagged versions in the repository.)

Bug after death.

Bug: After death and before the appearance of the ball, there is a gap in the screen in the form of a ladder, it can not be caught on the screen recording and screenshot, but it is.

Wall blocks rotation a bit too much

After the latest update I noticed that walls block rotation in one direction a little bit too much.

This is not usually an issue but in this case it prevented a drop down at this place:

[Feature request] Bounce counter

How it works:
A counter somewhere at the top of the screen, keeping count of how many times the ball has bounced on platforms.

Purpose:
Motivate the player to go through the levels as fast as possible, optimizing for long fallthroughs, minimizing the hops per platform, etc.
In combination with a local highscore, this will give the player a metric on how he is performed in a given round.

Incentive:
To raise the incentive for players to optimize for bounces, you could add a multiplier to the score of that round.

Proposed multipliers:

Bounces, Score multiplier
>100, 1.0
<80, 1.25
<70, 1.5
<60, 2.0
<50, 4.0
<40, 8,0
<30, 16.0

These probably have to moved up a bit (1.25 at 100, etc), but that can be figured out in player testing.

Example: at the round end you have 80 bounces and a score of 1000, applying the multiplier (1.25) will lead to the round result of 1250.

Score and Level font, makes number 8 weird

That's a great game. Thank you for making it and supporting it.

One thing that I've found annoying is that the font you use for the Level and Score indicator, renders the number 8 weird.

I'd personally prefer a cleaner font.

Weird number 8

Bug report: My wive is addicted to this game

Well, this isn't an actual bug report, but I didn't know where else to place it. I really like the game, my wife and I can't stop playing it ๐Ÿ™‚ Thanks for making it open source and ad-free!

Feature suggestion: Increase difficulty

It would be nice if the difficulty would somehow increase over time.

The simplest possibility for this would be to start with 16 platforms (instead of 32) and add 2 platforms for every level.

Another one would be to add additional dangerous game elements.

[Feature request] Dark/changeable themes

It'd be nice if the user could change the theme of the level and the ball, maybe to a dark one at night.

This would also probably require an actual settings menu.

[Bug] Mutitouch causing weird behavior

Device info: LG G6 with AEX Oreo

If you touch the screen with two fingers at once (or a friend touches your screen), the ball can sometimes warp 180ยฐ around the centre of rotation of the levels.

Can't rotate both directions on top of wall

If I bust a level and then land on top of a wall based on the next level, it seems like the game considers the ball to be on one side of the wall or the other, so I can only rotate in one direction. Also, the camera often descends to the next level in this situation so I can't see the ball at all.

Thanks for the great game!

The fall speed is ridiculously fast

This game (as fair as i understand it is free-Helix) is all about timing. With current fall speed it is impossible to make any kind of really long combos. And the problem is not only with speed of the ball โ€” it is also the problem of camera left way far behind. In Helix user can predict the movement and this gives him a challange to try and rotate the field while ball is falling. In this "fork" it is all going to be "I hope i'll make a combo" situaltion. It is just not enough time to swipe the field (at least on a tablet โ€” on a smartphone it is probably going to be easier).

My laptop is broken and I need to prepare my finals.

Just what the title says.

  • My computer has decided to randomly shutdown and not to restart until I have removed all the screws (but haven't touched anything else, WEIRD)

  • My finals start in less time than I want to admit, so I can't dedicate too much time to this until about mid February.

Hope this last update have made the game playable again and thank you all for the feedback!

Can't install the app on an 64-bit phone

Both Neo Store and Aurora Store say that the app isn't compatible with my device. I suppose it is because I have a different architecture than the app was meant for. I'm running the latest version of GrapheneOS (Android 13) on a Pixel 7a.

[Bug] Camera moves to next platform, while ball is still on previous one (i.e. not visible)

Bug description:
This happened to me a few times already: the camera will move on to the next platform, even though the ball has not moved down yet. The ball is stuck off screen (previous platform). If you get down to the cameras platform everything is back to normal.

Relevance:
In my 50 levels (latest f-droid) this happened not more than 10 times.

Cause:
Most of the time I could not identify the cause, so this is generally not reproducible.
But I found one (edge) case:
After destroying a platform, you can land on the top of the wall from the platform below. So from a players perspective you are still on the level that was just destroyed, while for the game you moved on to the next level, leading to the earlier described phenomenon.

Adding a title screen

I have taken an interest in your little game, and have added a crude title screen. When I can, I'll make it look a bit better, and submit it to you for evaluation.

Best to play upside down

Dont know if this is really actionable, but i noticed that the game is much better to play holding the phone upside down and moving the finger where the score is written. Of corse the perspective seems a bit weird in the beginning but after a while its quite natural and its possible to make longer combos as you can actually see where the ball is falling (rising) towards. The only downside is (apart from not seeing the text anymore) that i keep toggling the options.

So my question is, can you put the option toggles to the other end of the screen? :P

No for real, i dont know what to do about it, but from a design perspective maybe its worth considering that the natural controls are hiding the most important part of the screen, where the ball is going to fall.

Checkpoints

A Pallate which is a checkpoint, so if you die you are at this pallate (checkpoint). Maybe make a effect or a sound, so that the user know that he reached a checkpoint.

Release key password

Hi,
is your release key password unimportant to you or you accidentally put it in export.cfg and push it to a public repository?

implementation of Voice hailing, countdown timer and pause to Tower jumper

TOWER JUMPER
Tower jumper is an open source casual game with bouncing Ball that can be controlled by rotating the spiral bracket in other to guide the ball through the gap and avoiding the odd colors as it moves down the tower.
I will be giving my insight on the game and how it can be improved by the implementation of some features to distinguish it from other similar apps. The part to be enhanced is not visible since It's somehow abstract. It is the introduction of actions to liven up the game.

PROPOSALS
I've been playing the game for weeks, and I enjoyed every bit of it. The only thing that distinguishes Tower Jumper from other similar games is that it's an open source project. To give this game a difference, I will love to propose some features that other similar games don't have to make it stand out.
My proposals are listed below

1. COUNTDOWN TIMER WITH PAUS:
There will be a countdown timer that will serve as a regulator for the game. The player will have to race against the time by taking the bouncing ball to the bottom of the tower. If the time elapses before the ball gets down, the game and the timer will automatically restart. The pause button will serve as a tool to halt the timer when need be. The implementation of these features will be below the sound and the shadow buttons on both sides (left and right). The mockups will show it for more understanding.

2. VOICE HAILING :
Each time the bouncing ball is controlled to the next step on the tower, there will be a comment depending on how brilliant and fast the move is e.g Nice one, good jump, fantastic move, and so on. However, if a player delays the movement of the ball in jumping to the next step, there should also be a motivating voice comment. e.g, (move on, yes move on, common jump, etc ). At the end of the game where the ball will hit the bottom of the tower, there should be a clapping sound to congratulate the player before the game moves to the next level. No buttons are needed here. Only inputting of voice recording through codes to automatically react where necessary.

MOCKUPS/EXAMPLES
The game design
game 120

Implementing the countdown timer and pause
game 1201png

How the voice comment should work : where text are written, words will be spoken
hhhhhhh

saver

BENEFITS
Having the countdown timer with Paus will change many things about the game. Users can race with time by making sure the bouncing ball gets to the bottom before time out. It will add more fun to the game, and it will differentiate it from other tower jumpers.
The Paus will allow players to manage their time in case of necessity.
The voice hailing will serve as a motivator for players to keep moving and the game will not look boring. However, its an approach to doing things in a new way. When others are using musical sound to liven the game, another method is used to achieve the same purpose which will make it stand out.

I will be glad if these features are considered and implemented.

Thanks.

Lags and increase in respawn delay since 1.0.6

Hi,

I'm running TowerJump 1.0.6 from F-Droid on a Wileyfox Swift (1st gen) and since this version I am experiencing lags continuously and the time it takes to respawn has increased drastically to the point where the game isn't enjoyable anymore. I measured 17 seconds to respawn whereas it used to take maybe 2 seconds.

I tried downgrading from F-Droid but it throws back an "unknown error". I don't really want to reinstall as I'm afraid I'd lose my progress (I'm at level 712, please don't judge me).

My phone's running LineageOS 15.1 but I have the same issue on a Wiko U Feel Prime with stock ROM.

I hope I'll be able to play again soon, I find it to be one of the best games available on F-Droid ๐Ÿ˜ƒ

Duplicate palette

Screenshot_2022-12-23-18-07-36-24
Level obstacle have same color like tower do
(Black) this will causing confusion on the game
Please fix it ASAP
Thanks ๐Ÿ™

please release new version

Without the fix 44873c3 it's really annoying to play this game.

Is there any chance you can provide a new release or tag it so that it gets buildt at f-droid?

Remove shadows or unfix the light source from the world

In current state the game rotates the world including the light source. Sometimes it makes harder to see the gap on a floor or moving platform. I think this game just doesn't need any shadows or light source must move with the camera, staying on the same position to avoid unnessecary shadows.

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