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Project: SuperJam
Project Started: 24th March, 2012 Last Update: 30th June, 2012
Project Owner: Seripa Vos Project Members:
Project Type: MMO Rhythm Matching Game Project Progress:

Project Overview  
Preview SuperJam is a very serious attempt to recreate and upgrade a popular Korean game called O2jam, the Asian equivilant of Guitar Hero. You must press the keys in time to the music to earn a big score! The main difference from Guitar Hero is that the perspective of O2Jam is 2d and provides an environment to compete online. SuperJam will have new features that O2jam did not like an online highscore system, new Skill Rings and an intelligent ranking system which carefully rates your ability. Can you reach level 100?

Skill Rings, or skill modifiers, change the way you play to make it more interesting or challenging. The random skill ring, for example, jumbles the 7 columns of notes from the song so that each time you play, you play different notes! SuperJam has 20 different skill rings, which can be mixed or combined to create unique challenges and boost your score and experience gained.

Along the way to level 100, you will unlock access to purchace missions. Each mission unlocks an aspect of the game, usually harder songs, or skill rings. As well as being able to purchace missions, you can choose from a handful of upgrades which makes playing easier, or you can buy clothing items to dress up your avatar.

Compete in a variety of different modes like hyper speed or knifes edge. Play to win in game prizes, or compete in tournaments!

I simply can't wait to see this project in action!


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1 1 First impressions
By: Seripa Vos
On: 24th Mar 12, 3/24/2012 12:55:59 AM
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0 0 No Access

Tweaks
Posted 30th Jun 12, by Seripa Vos Post A Comment
Preview

Preview

I've recently been working on the core game engine. The notes display has to keep in time with the music, and it's no easy task to code. However, for the most part, it's working now. Also, it operates under stress. If a moment of lag occures, the notes automatically positing themselves correctly. (thanks to upgrading to timer based note positions, and enabling "machine independant speed" in MMF)

I'd like to be able to train my helper (Tuan) to make songs but at this stage the song data files need to be altered, so there's no point in producing extensive ammounts of level data yet. That should be the priority over the next two weeks.

You can probably see the nice title screen graphic in the project description. That is made by Terah, a talented artist. And she will be helping to develop the graphics.

In the picture you can see the level editing tool with heavy ammounts of notes.They are spawning correctly. I noticed a small glitch the other day (extended long note during cpu intensive period) while testing a song, and by typing this I think I just worked out the source of the problem. I'll get onto that immediately.
Exposure Composure
Posted 24th Mar 12, by Seripa Vos 2 Comments
I figured it wouldn't hurt to let this project be known. It is already well under way as most of the difficult code has been made (That is, the part where you actually play, and all the skill modifiers). I'm currently working on the gameplay interface related aspects such as file select and score saving mechanisims (they are related). I'm just wondering when I'll start to do client/server code. This is why it's at 50%, the music playing part is complete, the server isn't started.

The server will work on lacewing 20, I've already learnt how to use it and set up a file transfer which will be used in game for players to download songs to their machine. I've worked out an approach for allowing a capped number of mutipul downloads simultaneously for however many players are requesting downloads using 2 arrays. In this way, players will be placed in a que for downloading if there are too many downloads happening at once already.
Preview


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