A downloadable game

This is my 3rd game fully written in assembler.  During my pursuit of honing my programming skills, I started with a character jumping and moving around the screen, and later I was inspired by the example screens in CharPad Pro, so I decided to make a fast-paced platformer type game out of it.

The objective of the game is to collect all the crates before the time runs out.  The duration is decreased by time as well as collecting anti-crates (distorted ones) or getting hits by the robots and their bullets. However, collecting time capsules increase the time left (though not fully). If all 5 levels are completed, the time left provides extra points. 

Points for the objects in game are:

 Crates : 10 points

 Anti-crates : -5 points

 Time capsules: 20 points

The player is controlled by the joystick in port 2, and pushing up the joystick up makes the jump move. Bear in mind that the player rotation can be changed in air, which is required for certain locations.

The game was written in Kick Assembler with the following additional tools:

Sublime Text, Charpad Pro,  SpritePad Pro, Goat Tracker 2, SFX Anywhere,  Timanthes, C64Debugger,  VICE.

The game has been tested on VICE ,C64C and C128.

SYSTEM REQUIREMENTS

Commodore 64/128 PAL 

A Joystick plugged in port 2

Supports VICE and other FPGA alternatives.

JOYSTICK CONTROLS

[←] and [→] to move to left and right

[↑]  jump

CREDITS

Platform design, coding, graphics, music and sound by metesev.

Thanks to Ery for optimization, testing and debugging.

Thanks to wizofwor for the intro screen and miscellaneous updates.

(C) 2023 metesev

Update:

V1.39 is out... Below is the change log:

- Added a color flash in the border when the door is open.

- When the game is over, the space key press is no longer needed.

V1.40 is out... Below is the change log:

- Intro screen updated.

StatusReleased
Rating
Rated 5.0 out of 5 stars
(2 total ratings)
Authormetesev
GenrePlatformer
Tags8-Bit, commodore, Commodore 64, Fast-Paced, Retro, Singleplayer

Download

Download
jumpncrate_v1.40.d64 170 kB
Download
jumpncrate_v1.40.crt 56 kB
Download
jumpncrate_v1.40cr.prg 10 kB

Development log

Comments

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tertemiz oyun olmuş ama "anti-crates = -5" puan mı :D oyun tasarımının birinci ilkesinin ihlali :D oyuncuya verdiğini geri alamazsın! Tabii ki herkes eksiksiz topluyor herşeyi yine :D çünkü olmaz öyle şey! :D eline sağlık mis gibi c64 oyunu olmuş, yenilerini bekliyoruz :D

Alışıldık şeylerin dışına çıkıp başı şeyleri değiştirmeli ama değil mi :) değerli yorumların için çok teşekkürler...

Awesome new version !

Thank you very much for the video :) Cheers.

(6 edits)

Nice game with good graphics. I also like the playability. But one thing, i wanted to ask. Why was it made, that the player-sprite constantly jumps, when you hold "direction up" on the controller? In the vast majority (~99%) of jump-and-run games on the C64, the sprite then only jumps once and then stands. The fact, that this behaviour is different in "Jump'n Crate", had cost me a few lives in the gameplay so far, because often my sprite jumped once too often and then it collided with an enemy over it. Was this point implemented this way in "Jump'n Crate" for a specific reason? Because if not, maybe that could be changed, to the normal jumping-behaviour, which means "pressing up once, only jumps once - pressing up several times, jumps several times."

Thanks for your interest and feedback, much appreciated. The thing is, using this "always jump" mode is favorable than push-and-jump mode at certain critical points. Other reason is that -to be honest- I started to write this game by creating the jumping man sprite. I've written some kind of engine to move him around different locations on screen, and it was far more effective compared to ancient platform games. So I said to myself, there is a jumping man and I can build a platform game around it, so jumping is sort of the key of the game. Yes, it is not common but I liked it to be different since there are thousands of games with similar behaviour. Hope this answers your question. Cheers :)

Okay, understand. Then it was planned this way from the beginning on. I think, i can get used to this jumping-behaviour, when i play the game more often. In any case, you published a good game.

Excellent ;-)

Nice game!

Many thanks for making a video :) Very much appreciated. Cheers :)

Hi @metesev, congrats on the release! Would like to see one of your games or a future update of Jump'n Crate on the coverdisk of the ZZAP! 64 magazine? Please drop me a mail: jazzcat64@gmail.com

V1.39 removing space at game over leads to skipping start screen when pressing fire for new game.

BTW. I never got the sense of counting score without having a highscore-list.

Awesome game ! Pretty challenge.

Many thanks :)

(1 edit)

Hi,

Nice, fast game. I have 2 criticisms:

- After the game ends, why it asks me to press space to play again? So far we do things by pressing fire button, so why change to keyboard now?

- The things we collect are quite abstract, and when you collect all there is no indicator directing the player to the door. I think there can be something to indicate the door is now open.

Anyway, good work and thanks for the free game. 

Levent hocam teşekkürler :)

Thanks for your interest in my game... I will definitely take your points into consideration... As for the door, there was a different sound effect when it opens up, but now I realize it is not enough to alert the player. I will look into it in future releases.

Many thanks.

Mete

As per your comments, v1.39 is out... Thanks again for your time :)

Great, thanks!