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Plan for J Lesko
Plan for J Lesko
| Name: | J Lesko | ![]() |
|---|---|---|
| Date Posted: | Jun 14, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for J Lesko |
Blog post
Update: Joystick Johnny is now being developed as a full game!
Joystick Johnny Website
Well, I did it. I got a head start this week on the framework, but that took longer than expected and ate into my weekend. I didn't actually begin creating the mini-games until Sunday afternoon.
On average, each game took 25 minutes to create. Each game consisted of:
- hardcoded config: 30 variables for the game and 25 for each sprite class
- background image (400x250)
- player image (8x8) - variable frames, depending on the game type
- up to 4 "actor" images (8x8) that are used for enemies/pickups
- bullet image (5x5) for player
- bomb image (5x5) for enemies
These images are then scaled up in the game. At such a low resolution, it rarely took more than 5 minutes to finish the art. The framework is capable of doing basic animations, like 360 rotation, which is based on the movement type. The hardcoded configuration handled things like spawn boxes, reload rates, and some basic collision effects. Since the only record keeping was score and the win/loss conditions were predetermined for each game, it let me concentrate on what the game mechanics were to be -- the "fun" element, I guess.
The framework didn't allow for much more than games involving dodging, shooting, and picking up things, but surprisingly it was enough to introduce variety throughout all 24 games. Many of them are actually lite versions of popular arcade games (eg, Spy Hunter, Paper Boy). It's funny to think how simple these games are at the core and that it only takes a few minutes to recreate them. I'm beginning to think nearly all arcade games from the 80's are really all just Space Invaders variants.
Anyway, I still plan to continue on this. I'd like to make a more compelling metagame and introduce a couple more basic mechanics to the framework (like jumping) and maybe see what I can come up with if I shoot for 50 total games. Despite the restrictions, I still think I only scratched the surface and I'm looking forward to making more without any time pressure.
The list of mini-games:
Meteoroids
Rally Racer
Super Skeet
Star Defense
Gorilla War
Tank Attack
Moon Buggy
Slime Blaster
Olympic Skiing
Ninja Master
Space Invasion
Shark Hunter
Spy Driver
Dot Muncher
Quarterback
Chopper Rescue
Paper Route
Marble Maze
Boxing
Dark Dungeon
Missile Defense
Bartender
Diamond Caves
Robotroid




Joystick Johnny Website
Well, I did it. I got a head start this week on the framework, but that took longer than expected and ate into my weekend. I didn't actually begin creating the mini-games until Sunday afternoon.
On average, each game took 25 minutes to create. Each game consisted of:
- hardcoded config: 30 variables for the game and 25 for each sprite class
- background image (400x250)
- player image (8x8) - variable frames, depending on the game type
- up to 4 "actor" images (8x8) that are used for enemies/pickups
- bullet image (5x5) for player
- bomb image (5x5) for enemies
These images are then scaled up in the game. At such a low resolution, it rarely took more than 5 minutes to finish the art. The framework is capable of doing basic animations, like 360 rotation, which is based on the movement type. The hardcoded configuration handled things like spawn boxes, reload rates, and some basic collision effects. Since the only record keeping was score and the win/loss conditions were predetermined for each game, it let me concentrate on what the game mechanics were to be -- the "fun" element, I guess.
The framework didn't allow for much more than games involving dodging, shooting, and picking up things, but surprisingly it was enough to introduce variety throughout all 24 games. Many of them are actually lite versions of popular arcade games (eg, Spy Hunter, Paper Boy). It's funny to think how simple these games are at the core and that it only takes a few minutes to recreate them. I'm beginning to think nearly all arcade games from the 80's are really all just Space Invaders variants.
Anyway, I still plan to continue on this. I'd like to make a more compelling metagame and introduce a couple more basic mechanics to the framework (like jumping) and maybe see what I can come up with if I shoot for 50 total games. Despite the restrictions, I still think I only scratched the surface and I'm looking forward to making more without any time pressure.
The list of mini-games:
Meteoroids
Rally Racer
Super Skeet
Star Defense
Gorilla War
Tank Attack
Moon Buggy
Slime Blaster
Olympic Skiing
Ninja Master
Space Invasion
Shark Hunter
Spy Driver
Dot Muncher
Quarterback
Chopper Rescue
Paper Route
Marble Maze
Boxing
Dark Dungeon
Missile Defense
Bartender
Diamond Caves
Robotroid




Recent Blog Posts
| List: | 11/06/07 - Designing the Joystick Johnny Interface 09/19/07 - Heeere's Johnny! 06/15/07 - Joystick Johnny Demo 02/20/07 - GID: Another 24 Games 04/10/06 - GID j - "J" is for "Joe Didn 02/14/06 - GID18 - 24 Hour Game Maker 12/22/05 - 1-2-3 Bumblebee 11/28/05 - Plan for J Lesko |
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Submit your own resources!| Chris Labombard (Jun 14, 2005 at 11:22 GMT) |
| Jay Barnson (Jun 14, 2005 at 14:49 GMT) |
Few things impress me more than someone who sets out to do the impossible and then achieves it.
| Tom Bampton (Jun 14, 2005 at 15:17 GMT) |
Edit: Just played it ... its really impressive that you managed to get so much variety with such a limited framework. Very retro, very cool. Nice work :)
Edited on Jun 14, 2005 15:29 GMT
| Joshua Dallman (Jun 14, 2005 at 16:18 GMT) |
edit: ok, I played it now and it rocks! can't believe it's only a paltry 2mb! very impressive and I had a blast. you should definitely polish this further and distro it. it's not something I'd buy, but it's something I'd send to all my friends (and at 2mb I can easily send it as an attachment instead of a link, which is nice). again, way to go, this is one of the coolest things I've seen on GG lately (though maybe it's just stoking those retro-goodness synapses)
Edited on Jun 15, 2005 06:19 GMT
| Chris Labombard (Jun 14, 2005 at 16:42 GMT) |
| J Lesko (Jun 14, 2005 at 20:08 GMT) |
| Tom Spilman (Jun 14, 2005 at 21:17 GMT) |
Honestly... great job!
| Chris Labombard (Jun 15, 2005 at 00:31 GMT) |
| Zach Gipson (Jun 15, 2005 at 02:22 GMT) |
edit: Well I was able to get through 13 of them. If I spent the night trying I could probably do all of them.
Edited on Jun 15, 2005 02:56 GMT
| Steve L (Jun 15, 2005 at 10:26 GMT) |
| Andy Hawkins (Jul 31, 2006 at 23:45 GMT) |
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