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[WIP] Jump Kid - a retro pixelart platformer

10-19-2015, 07:30 AM
#1
Joined: Apr 2012
Location: Denmark, Europe
Posts: 31
[WIP] Jump Kid - a retro pixelart platformer

Tommy Hass from thasmobi here, i wanted to show a game i have been working on for more than a year.
Jump Kid is a non-scrolling retro platformer, inspired by the old 8/16-bit days.

Storyline, the evil Vampire took the girls kid away.
Help the girl get her kid back, maybe you can win her heart?

It features:

- 6 worlds with 12 levels each
- All worlds ends with a Boss fight.
- Leaderboards for number of stars collected and for world completion time.
- Powerups includes extra life and the wingboots
- New enemy types as the game progresses

Screenshots
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The desert

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Boss fight!!

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A very cold place

I'm a one-man army, doing everything myself exept art and music.

I want to give credit to the guys i hired in to do that.

Art work:
Keith Burgun, lead designer at Dinofarm Games, the makers of 100 Rogues and Auro
Keith quickly captured what i was trying to do, and created some awesome art assets.

Music / sfx:
Petr Yakyamsev, from Headshot Sound Lab.
What is a retro game without some great chiptunes, Petr created amazing music that catches the mood of the worlds.


All art and music is done, i'm working hard to put it all together.
Level design is WIP, will update as i progress.


Here is a short pre-release video, enjoy
Comments, suggestions or anything else, just shoot.






http://thasmobi.com/jumpkid/

Last edited by thas-studios; 10-22-2015 at 06:50 AM. Reason: added screenshots
10-20-2015, 01:02 PM
#2
Joined: Apr 2012
Location: Denmark, Europe
Posts: 31
Been working quite a bit on the jump.
In a game like this, the jump just have to be perfect.

So how do you like the jump ?
in air control? float? height? let me know

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Last edited by thas-studios; 10-20-2015 at 01:08 PM.

10-22-2015, 03:51 AM
#3
Joined: Apr 2012
Location: Denmark, Europe
Posts: 31
Working on the levels, what a blast
What is great level design to you?

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10-22-2015, 09:56 AM
#4
Joined: Sep 2012
Location: New York, NY
Posts: 985
Quote:
Originally Posted by thas-studios View Post
Been working quite a bit on the jump.
In a game like this, the jump just have to be perfect.

So how do you like the jump ?
in air control? float? height? let me know

Attachment 95117
I'm a big fan of platformers and to me, the controls are of most importance. I think in air control is a must and don't like when the jumps are "floaty". Good luck!
10-23-2015, 12:36 PM
#5
Joined: Apr 2012
Location: Denmark, Europe
Posts: 31
I agree, and i think i nailed it, i got it to a point where it is responsive but under control.
The pace of the game is not crazy high, but pretty fast so the controls have to be very good.
I could use a couple of fresh eyes on this, so if you or a few others would be interested, i have a build ready for betatesting via testflight.

Here is another screenshot
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10-26-2015, 07:02 AM
#6
Joined: Apr 2012
Location: Denmark, Europe
Posts: 31
Thanks to those of you that submitted for the beta, it will start very soon. There is an issue with testflight on apples end though, that needs to be sorted out first.
There is room for a few more, so throw me a PM if you want to join the beta.

Meanwhile, let my introduce the knight.
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He might not look very athletic when he walks around
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But if he sees you, boy he can run, you better get out of his way
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He sees you from a distance, and can even sense if you try to sneak up from behind.
Let me know what you think
11-04-2015, 01:50 PM
#7
Joined: Apr 2012
Location: Denmark, Europe
Posts: 31
Im thinking about adding support for MFI controllers.
What do you think, is anybody using it?

A platformer could benefit from a real controller imho, but if nobody use it then....
12-03-2015, 06:03 AM
#8
Joined: Apr 2012
Location: Denmark, Europe
Posts: 31
Okay had it working with controllers and even tried to create support for tvOS.
That was a huge effort, as menu navigation has to be rethinked due to the lack of a touch screen.
Its great fun to play the game on the big screen, but a singleplayer game on the big screen is that even worth it ?

I think i will push through and get it released on iOS and then support tvOS down the road

let me know what you think

Cheers
02-04-2016, 05:39 AM
#9
Joined: Apr 2012
Location: Denmark, Europe
Posts: 31
Super excited, finally submitted the game for review.
Aiming for a Feb. 25th release

Let me introduce The Girl, who wouldn't go all the way to win her love


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and a screenshot from the 3.rd world
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02-17-2016, 08:45 AM
#10
Joined: Apr 2012
Location: Denmark, Europe
Posts: 31
Yes, both the tvOS version and the iOS version is now through apples review.
Both are set to release on February 25th

Exciting times, this little baby has been in the works for more than a year, and now ready to be set free

Cheers,
Tommy