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	<title>JetpackHQ &#187; Input Requested</title>
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	<link>http://www.jetpackhq.com/blog</link>
	<description>A chronicle of the development of a video game</description>
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		<title>Gameplay Milestone</title>
		<link>http://www.jetpackhq.com/blog/2011/02/09/gameplay-milestone/</link>
		<comments>http://www.jetpackhq.com/blog/2011/02/09/gameplay-milestone/#comments</comments>
		<pubDate>Wed, 09 Feb 2011 15:52:52 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Development News]]></category>
		<category><![CDATA[Input Requested]]></category>
		<category><![CDATA[Status Updates]]></category>
		<category><![CDATA[Tech Demos]]></category>

		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=581</guid>
		<description><![CDATA[Jetpack has finally reached an important milestone: gameplay is now &#8220;feature complete!&#8221; This means all features are in place but there&#8217;s still room for tweaking and minor enhancements. The game overall still has quite a bit of work remaining, primarily UI. The graphics definitely need more continuity. I&#8217;d say it&#8217;s 2 months out, but every [...]]]></description>
			<content:encoded><![CDATA[<p>Jetpack has finally reached an important milestone: gameplay is now &#8220;<b>feature complete!</b>&#8221;  This means all features are in place but there&#8217;s still room for tweaking and minor enhancements.  The game overall still has quite a bit of work remaining, primarily UI.  The graphics definitely need more continuity.  I&#8217;d say it&#8217;s 2 months out, but every time I estimate I&#8217;m way off, so I won&#8217;t.  Try out the new release below!</p>
<p>The game is up to <b>755 tiles</b>, compared to 120 in the original.  The source is currently <b>1.8mb</b> (1mb for the project and 800k of library code) of Actionscript, compared to 270k of C for the original Jetpack.  The full package is about 10mb uncompressed, compared to 1.5mb for the original.</p>
<p>So tiles, source, and build size are all roughly 7x larger than the original, but what about the time invested?  The original took me about 4-5 months of 72 hour weeks to complete (est <b>1400 man hours</b>).  If this project has taken 7x that effort, that would be 9800 hours, or 5 years of full time work.  Fortunately for my family and my sanity, this one has taken only 3 years of part time work that I&#8217;d estimate to average 30 hours a week, minus several blank periods (est <b>4000 man hours</b>).  Although this seems like an endless project, judging on code size per hour I&#8217;m coding 2.2x more efficiently than 18 years ago, and creating code that is 45% reusable for future projects.</p>
<p>The big question remains: Is this game 7x better than the original?  Although there are some big improvements (my favorite is the automatic level sharing), I would have to say no, at this point.  However, the project is positioned well and I believe that much more can be added in sequels, and without too much extra effort.  In the future, it may meet that potential.  And I now have an excellent Actionscript game engine for future projects, as long as Flash remains a viable platform.</p>
<h3>Attention Level Contributors</h3>
<p>You can now design levels with a pretty good feel for how they will work in the release.  If you have levels going in the final game please update them now!  There is now a tag called &#8220;finished&#8221;, set that when a level is ready for release.  This will probably be the final editor-focused blog post.</p>
<p>Don&#8217;t forget these level design rules:</p>
<ul>
<li>Need exactly 1 idol per level
<li>Need some treasure, all gettable (this will be an achievement)
<li>Use the extra 2 rows
<li>Don&#8217;t mix themes (much)
<li>For performance, minimize the number of moving objects simultaneously colliding
<li>Please set Theme, Difficulty, &#038; Tags to aid in my sorting &#038; ordering (these are informational only)
<li>Par times should always include getting all treasure + the idol
<li>Set 1-3 custom achievements for your level
<li><b>Set &#8220;finished&#8221; tag when complete</b>
</ul>
<hr />
<b>Updated: Friday May 27th, 11am EST</b></p>
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<h3>Controls</h3>
<table width='100%'>
<tr>
<td width='50%'>
	<b>ENTER</b> &#8211; Playtest Level<br />
	<b>SPACE</b> &#8211; Tile Picker (or HOLD to pick from the level)<br />
	Press/hold <b>0-6</b> to edit each grid.<br />
	<b>HOLD CTRL</b> &#8211; Delete from current grid<br />
	<b>HOLD SHIFT</b> &#8211; Free range mode<br />
	<b>CTRL+Z</b> &#8211; undo, <b>CTRL+SHIFT+Z</b> &#8211; redo
</td>
<td>
&nbsp;
</td>
<td>
	<b>&lt; &gt;</b> &#8211; Rotate current tile<br />
	<b>PAGE UP/DOWN</b> &#8211; Switch themes<br />
	<b>SHIFT+T</b> &#8211; Convert level to current theme<br />
	<b>SHIFT+ARROWS</b> &#8211; Shift entire level<br />
	<b>JDGIFBLTS</b> &#8211; Quick select tiles<br />
See the in-game help for more!
</td>
</tr>
</table>
<h3>Usage Notes</h3>
<ul>
<li>Tiles can overlap &#8211; if they are on different grids. You can place any tile off-grid by holding SHIFT
<li>Level settings: choose a background &#038; music for your level, and set par times
<li>All levels are saved to jetpackhq.com, with automatic revisioning.
<li>Some folders are shared, but you can only edit your own levels.
<li>IE doesn&#8217;t support CTRL shortcuts &#8211; use SHIFT instead.
<li>Block cut/paste is coming soon.  Soon is a relative term&#8230;
</ul>
<p>&nbsp;</p>
<hr />
<h1>News</h1>
<h2>What&#8217;s New</h2>
<p>I&#8217;ve had to redesign several internals recently, so there may be some new bugs and repeat bugs in this version.  Let me know if you spot anything.</p>
<p>I&#8217;ve revamped the state system to handle multiple simultaneous effects &#038; effect priority.  Now visual effects can now be combined, ie shield + fuel sapper, and states (like shielded, immobilized, opacity) won&#8217;t be forgotten.  This of course caused a bunch of existing stuff to break.  Hopefully I&#8217;ve caught it all.  This feature was blocking the <b>invincibility suit &#038; stunner tile</b>, so those are both available now.</p>
<p><b>Marble worms</b> now stay together pretty well without breaking apart.  In the original, this took no effort because everything used exact settings.  Since I&#8217;m using a real physics engine now, all sorts of miscellaneous things cause the balls to get out of alignment.  The fix was to add a type of flocking: each ball looks for another ball to track and keep itself aligned with.  This has to work through teleporters, and also if a marble worm gets split.  This was a real pain and took 5x longer than I thought it would &#8211; but its finally out of the way.  A ball will track another ball up to 2 spaces away.</p>
<h3>Changes</h3>
<ul>
<li><b>Trackbot!</b> New abilities: can drift L/R when falling, can drop through ladder cover
<li><b>Suit of Armor (Castle theme)</b> Half the speed of the trackbot, small tracking range
<li>You can now set <b>initial facing/motion</b> for enemies &#038; Jetman.  For enemies with AI, this is only a visual effect.
<li>Placeable <b>invincibility suit</b> &#8211; 10 second shield
<li><b>Stunner</b> works &#8211; 10 second stun
<li>Greatly improved spring behavior
<li>Balls now auto-align
<li>Heavy movable objects now kill jetman &#8211; only on high velocity head impact, ie falling from above
<li>Fixed sludge &#038; ice again
<li>Phase effect now continues while bricks are phased
<li>You can now view level properties on read-only levels
<li>Fixed many bugs, probably created many new bugs
</ul>
<p>&nbsp;<br />
The only gameplay element missing that I can think of at the moment is editable text for info tiles.  Let me know you think there are any other gameplay elements this release really needs.</p>
<h3>Weights &#038; Measures</h3>
<p>I&#8217;ve realized we need some sort of rules defined, so editors can rely on their levels working correctly.  We also need a test level to quickly verify these.  I&#8217;ve come up with a few; do you have any to add?</p>
<ul>
<li>jetman: can push 3 steel boxes
<li>spring: 1 can lift 5+ styrofoam
<li>spring: 2 can lift 1 steel box+jetman
</ul>
<h2>What&#8217;s Coming</h2>
<p>Since Jetpack will be my first web integrated release, I&#8217;m looking into doing a small game as a trial run, to avoid making business mistakes with Jetpack.  Many of the elements for this new project are things that Jetpack still needs, so work on it will not significantly take away time from Jetpack.  In short, I estimate it will take about 4-6 weeks but only 2 of those will be subtracted from Jetpack.</p>
<p>The tasks shared with Jetpack will include:</p>
<ul>
<li>3rd party api integration &#8211; high scores/achievements/ads/social networking
<li>Code improvements &#038; optimization
<li>More UI features
<li>Downloadable build &#038; installer for Win/Mac/Linux
<li>Business operations: distribution &#038; marketing
</ul>
<p>&nbsp;<br />
More info on this small project coming soon.</p>
<h2>Features reserved for sequels</h2>
<p>I&#8217;m saving many new feature ideas for sequels, to avoid slowing down the initial release any more.  If you have a level that could really use one of the following features, please go ahead and update it, but don&#8217;t mark it &#8220;finished&#8221; and I&#8217;ll save it for a sequel.  If you have specific plans or suggestions for a level you can put them in &#8220;Editor Notes&#8221; (notes are visible to other editors, but not to the player).</p>
<ul>
<li>Oversized levels + scrolling, parallax
<li>Themes: space/future, alien planet, jungle
<li>Concealed areas &#8211; parts of a level that are blacked out, fade in/out via switch
<li>Light which reveals hidden passages in a radius around jetman
<li>More physics elements, like trampoline, fan
<li>More enemies
</ul>
<h2>Questions</h2>
<p><b>Q1: When the stunner is activated, should enemies be intangible, pushable, or complete immobile? Should they still hurt you? </b>(original = intangible+harmless, current = same)</p>
<p><b>Q2: When an enemy is trapped in a wall but sticking out, should it be intangible or solid?  Should it still hurt you?</b> (original = not sure, current = intangible+harmless)</p>
<p><b>Q3: When shielded, should jetman be intangible or solid to enemies?  to movable blocks?</b> (current = intangible to enemies, solid to blocks)</p>
<p><b>Q4: Should trackbots push movable blocks?</b>  Currently they are viewed as obstacles.</p>
<p><b>Q5: Should trackbots choose whether to use teleporters or not?</b></p>
<p><b>Q6: Editors, which of these features would you like to see next?</b><br />
#1: info tile with editable text<br />
#2: block copy<br />
#3: gameplay tweaks &#038; fixes<br />
#4: add missing sounds, death sequences, etc</p>
]]></content:encoded>
			<wfw:commentRss>http://www.jetpackhq.com/blog/2011/02/09/gameplay-milestone/feed/</wfw:commentRss>
		<slash:comments>136</slash:comments>
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		<item>
		<title>Achievements &amp; The Meta-Game</title>
		<link>http://www.jetpackhq.com/blog/2010/08/17/achievements-the-meta-game/</link>
		<comments>http://www.jetpackhq.com/blog/2010/08/17/achievements-the-meta-game/#comments</comments>
		<pubDate>Tue, 17 Aug 2010 13:21:52 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Input Requested]]></category>

		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=530</guid>
		<description><![CDATA[If you are creating levels, the par/expert times you list should be based on the time to get all gems+treasure+the idol. The times will be easily beatable if you only get gems, but for ranking you will have to get all treasure + the idol. For this reason, all treasure must be gettable, and there [...]]]></description>
			<content:encoded><![CDATA[<p>If you are creating levels, the par/expert times you list should be based on the time to get all gems+treasure+the idol.  The times will be easily beatable if you only get gems, but for ranking you will have to get all treasure + the idol.  For this reason, all treasure must be gettable, and there must be exactly 1 idol per level.  Obviously, there&#8217;s not much point in setting times until the enemies are working.</p>
<h3>Achievement Concepts:</h3>
<ul>
<li><b>Treasure Achievement</b>: exit with all treasure
<li><b>Idol Achievement</b>: exit with the idol
<li><b>Time Achievement</b>: exit in par time / expert time
<li><b>Life Achievement</b>: exit without dying
</ul>
<h3>Level Rankings:</h3>
<ul>
<li><b>Apprentice</b>: exit with all treasure + idol
<li><b>Journeyman</b>: exit with all treasure + idol in par time
<li><b>Master</b>: exit with all treasure + idol in expert time
<li><strong>Adept</strong> (ultimate ranking): exit with all treasure + idol in expert time, without dying
</ul>
<h3>Level-Specific Achievements (maybe):</h3>
<ul>
<li>beat level X without fuel
<li>beat level X without phasing
</ul>
<p>&nbsp;<br />
Bonus levels or zones will be unlocked based on getting a certain achievement in all levels in a zone.</p>
<p>Let me know if you have other ideas for achievements.</p>
<h3>Editor</h3>
<p>I&#8217;m going to do 1 or 2 more editor updates, then move on to gameplay issues.  We won&#8217;t be able to fully fix timing issues until we have all entities moving, so that will be first.</p>
<p>Please rate or comment on the following ideas.  I don&#8217;t have time to do them all right away.  Which is most important?</p>
<ul>
<li>undo/redo
<li>Saved clips.  When you drag a rectangle to select tiles, you can save the selection as a &#8220;clip&#8221;.  You can select clips to draw with just like tiles in the tile picker.
<li>Moving tiles.  You select a bunch of tiles as a group, then assign motion from a list of preset motions.
<li>Variable level sizes.  This would allow scrolling horizonally, vertically, or both.
<li>Level packs.  Put some of your levels in a named pack.  People must play the pack in order.
</ul>
]]></content:encoded>
			<wfw:commentRss>http://www.jetpackhq.com/blog/2010/08/17/achievements-the-meta-game/feed/</wfw:commentRss>
		<slash:comments>15</slash:comments>
		</item>
		<item>
		<title>Let the Editing Begin</title>
		<link>http://www.jetpackhq.com/blog/2010/08/11/let-the-editing-begin/</link>
		<comments>http://www.jetpackhq.com/blog/2010/08/11/let-the-editing-begin/#comments</comments>
		<pubDate>Thu, 12 Aug 2010 02:38:08 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Development News]]></category>
		<category><![CDATA[Input Requested]]></category>
		<category><![CDATA[Status Updates]]></category>
		<category><![CDATA[Tech Demos]]></category>

		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=520</guid>
		<description><![CDATA[Updated: Monday Aug 23, 6:30am EST Since this is my first AS3 project and I have no library built up, I always end up missing parts and underestimating the time to complete a task. If I have future projects, they should go much faster and smoother. Anyway, after what seems like an eternity to me, [...]]]></description>
			<content:encoded><![CDATA[<p><b>Updated: Monday Aug 23, 6:30am EST</b></p>
<p>Since this is my first AS3 project and I have no library built up, I always end up missing parts and underestimating the time to complete a task.  If I have future projects, they should go much faster and smoother.  Anyway, after what seems like an eternity to me, the editor is finally in good enough shape for release!  I didn&#8217;t get the time to polish features as I would have liked, but they will be coming in a future release.  I hope you find editing as fun as (or more than) the original.</p>
<p>For now, the basics should work:</p>
<ul>
<li> Basic editing of all grid layers
<li> New UI: Editor Main Menu, Level Browser, Level Settings, Tile Picker, &#038; Help
<li> Loading &#038; saving to jetpackhq, as well as deleting, moving, &#038; folder management
<li> Automatic thumbnail generation on save.  The server doesn&#8217;t have the tools to generate a screenshot, so the app sends it along with the level data on save.
<li> I&#8217;ve introduced basic organization, you can now organize levels into folders.  You can move levels via &#8220;save here&#8221; currently.  The interface does not allow folders to be nested.
<li> Retheming
<li> Automatic revision tracking via the &#8220;Revisions&#8221; folder &#8211; also holds deleted levels
<li> JET File Import/Export (exports are not backwards-compatible)
</ul>
<h3>What&#8217;s missing</h3>
<ul>
<li> Some entities are just placeholders
<li> Missing a lot of scenery &#038; backgrounds
<li> Undo/Redo
<li> Cut &#038; Paste, clip management
<li> Login &#8211; for now, just login via the web interface
<li> Some gameplay issues still exist &#8211; entities stuck in bricks, &#038; walking on rounded edges
</ul>
<p>&nbsp;<br />
I&#8217;ve also improved the jetman motion, so previously tricky maneuvers are much easier now.  Frustrating interface is a big pet peeve of mine.<br />
If some of your levels were selected to go into the final game, you&#8217;ll find them in a special purple folder.  You can pick music/enhance/retheme in whatever way you feel is appropriate.  Don&#8217;t forget we have 2 extra rows now &#8211; ctrl+arrows is a big help.</p>
<h3>Behold the Editor</h3>
<p>
<i>[this version of the editor is now out of date]</i></p>
]]></content:encoded>
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		<slash:comments>126</slash:comments>
		</item>
		<item>
		<title>How About a Trilogy</title>
		<link>http://www.jetpackhq.com/blog/2010/07/18/how-about-a-trilogy/</link>
		<comments>http://www.jetpackhq.com/blog/2010/07/18/how-about-a-trilogy/#comments</comments>
		<pubDate>Sun, 18 Jul 2010 14:43:18 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Development News]]></category>
		<category><![CDATA[Input Requested]]></category>
		<category><![CDATA[Status Updates]]></category>

		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=504</guid>
		<description><![CDATA[This project has evolved a lot from the beginning. In case you haven&#8217;t kept up, this went from being a very different Jetpack 2, to being a small retrofit of Jetpack 1, to being a very enhanced retrofit somewhere between Jetpack 1 &#038; Jetpack 2. Now we&#8217;re close to release and I&#8217;m making another change [...]]]></description>
			<content:encoded><![CDATA[<p>This project has evolved a lot from the beginning.  In case you haven&#8217;t kept up, this went from being a very different Jetpack 2, to being a small retrofit of Jetpack 1, to being a very enhanced retrofit somewhere between Jetpack 1 &#038; Jetpack 2.  Now we&#8217;re close to release and I&#8217;m making another change to fit my current circumstances: <b>Jetpack will be released as a trilogy.</b></p>
<p>I&#8217;m excited about this decision, and the logic behind it is simple: </p>
<ul>
<li>Get a product out the door asap.
<li>Take a few months to finish graphics and add some gameplay enhancements I&#8217;ve wanted, for episodes 2 &#038; 3.
<li>Hopefully build up more loyal fans while each release is being worked on.
<li>Lower price barrier for a single product.
<li>Offer a discount for buying the whole trilogy in advance = advance funding.
</ul>
<p>&nbsp;<br />
Here&#8217;s the tenative description of each episode:</p>
<p><b>Episode 1:</b> Our hero arrives at the entrance to the maze, where he becomes trapped.  The themes are dark original brick/cave, and (easier) colorful outdoor nature.  You choose a path to start &#8211; you can reach the end via either path but you can only unlock all the bonuses by completing both paths.</p>
<p><b>Episode 2:</b> A time machine in the maze transports our hero to the distant past, where you can choose to follow the easier path into a castle fortress, or the dark path into the jungle with ancient tribes and ruins.</p>
<p><b>Episode 3:</b> A time machine in the maze transports our hero to the future, where you can choose to battle through a high tech space station, or travel to an (easier) alien planet, with strange vegetation and structures.  At the end our hero finally discovers the secret of the maze and who is behind it.</p>
<p>Each episode will have its own new gameplay additions, and bonus areas which contain specially themed levels.  There should be about 50-70 levels per episode.</p>
<h3>Pricing</h3>
<p>There&#8217;s a big concern in the indie community about the $6.95 price point some big companies are offering.  That&#8217;s a price point that makes it hard to compete if you&#8217;re an indie with relatively few sales (thousands, not hundreds of thousands).  I&#8217;ve considered that pricing model, but from the very helpful comments from other indie authors on <a href='http://forums.indiegamer.com/'>indiegamer.com</a>, in our market that can greatly decrease the perceived value of your game.  Several people have actually reported higher sales when they raised the price of their game.  So setting a price that doesn&#8217;t undervalue the game but is fair for the value offered is a tricky thing.  </p>
<p>I&#8217;m considering pricing around <b>$12-$20</b> per episode, and <b>$30-$50</b> to buy all 3 in advance.  It&#8217;s a big range .. what do you think?</p>
<h3>What&#8217;s Done</h3>
<p>I&#8217;ve entered Jetpack into the 2010 IndieCade festival/contest!  It&#8217;s not really one of those artsy games that seem to win much of the time, but hopefully gameplay will be a bigger factor in their decision making.</p>
<p>Getting ready for the contest got a lot of things done, but burned me out a bit.  </p>
<p>What&#8217;s mostly done:</p>
<ul>
<li>Gameplay
<li>Steel ball / EyeBall / Peppermint
<li>Flitzer
<li>Spring
<li>Industrial/Cave theme (short on graphics for the nature theme)
<li>Candy world &#038; devilish themes (for bonus levels)
<li>Main menu functionality
</ul>
<h3>Coming Soonish</h3>
<ul>
<li>Editor
<li>Achievements
<li>The rest of the enemies, and AI
</ul>
<h3>Editor</h3>
<p>I&#8217;m working on getting the editor done, it&#8217;s going to be really cool.  I hope to release it in 2 weeks.  If you have levels going in the final game, you&#8217;ll have access to them automatically, so you can add any of the new features to your levels, switch themes, and add scenery.</p>
<p>Here are some of the features of the editor so far:</p>
<ul>
<li>All levels are saved to your JetpackHQ account.  In the future, your personal levels will show up on your profile page.
<li>Levels can be organized into folders.  The last 100 revisions/deleted levels are kept in your &#8216;revisions&#8217; folder.
<li>A screenshot &#038; thumbnail are automatically generated on save.
<li>Undo/redo
<li>You can import old levels, however you might want to wait for the mass zip upload tool.
</ul>
<p>&nbsp;<br />
Since the response to the scrolling was good, I&#8217;m also considering allowing differently sized levels, like short but 2 screens wide, or narrow but 2 screens tall, or even double size (52&#215;36 tiles).</p>
]]></content:encoded>
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		<slash:comments>22</slash:comments>
		</item>
		<item>
		<title>It Lives</title>
		<link>http://www.jetpackhq.com/blog/2010/04/27/it-lives/</link>
		<comments>http://www.jetpackhq.com/blog/2010/04/27/it-lives/#comments</comments>
		<pubDate>Tue, 27 Apr 2010 14:07:49 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Development News]]></category>
		<category><![CDATA[Input Requested]]></category>
		<category><![CDATA[Status Updates]]></category>

		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=482</guid>
		<description><![CDATA[I&#8217;ve spent too many hours the last 3 weeks making JetpackHQ sentient. The website is now alive, that is it has a complete user authorization and account management system, and basic user profiles. This is a big step for the online part of the Jetpack project. If you have a blog account, your account has [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve spent too many hours the last 3 weeks making JetpackHQ sentient.  The website is now alive, that is it has a complete user authorization and account management system, and basic user profiles.   This is a big step for the online part of the Jetpack project.  If you have a blog account, your account has already been imported to JetpackHQ &#8211; just <b>login with your email, not your username</b>.  </p>
<p>If you don&#8217;t have an account, I highly recommend <a href='/auth/signup/'>signing up now</a>.  Your JetpackHQ account will be how you access exclusive content and share your levels, among other things.  Also, the sooner you sign up, the more likely your chosen username will be available &#8211; every user now has a profile at <b>www.jetpackhq.com/YourName</b></p>
<p>By far the hardest part of this project was integrating with Facebook.  It was a nightmare, since their API&#8217;s are full of bugs and hardly anything seems to do what the docs say it will do.  If you have a separate Facebook login, you can merge it with your JetpackHQ account, or remove it &#8211; just go to <a href='/settings/facebook/'>/settings/facebook/</a></p>
<p>This system is designed to be pretty robust but there may still be some bugs.  If you find any, please let me know!</p>
<h3>What&#8217;s New</h3>
<ul>
<li>Alas, nothing too exciting yet, unless you find SEO exciting.  Most of the work is behind the scenes.
<li>Sweet new insta-signup system in header, and on comment post
<li>All blog comments now link to the author&#8217;s JetpackHQ profile, which doesn&#8217;t contain anything interesting (yet)
<li>The following features have been tested but could use some additional poking around: verifying email, forgot password, changing email address, Facebook accounts.
</ul>
<h3>Question</h3>
<p><del datetime="2010-05-20T02:03:03+00:00">Note &#8211; subscription management is currently down.</del>  I&#8217;m trying to decide whether to keep the blog subscription management, or put it into our account settings.<br />
Is the ability to subscribe to certain types of blog posts useful to you?  Would you rather get all blog posts via email, or none?</p>
<p><b>Update:</b> You can now edit your blog subscription under settings.</p>
]]></content:encoded>
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		<slash:comments>24</slash:comments>
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		<title>A Quick Jetpack Survey</title>
		<link>http://www.jetpackhq.com/blog/2010/04/05/a-quick-jetpack-survey/</link>
		<comments>http://www.jetpackhq.com/blog/2010/04/05/a-quick-jetpack-survey/#comments</comments>
		<pubDate>Tue, 06 Apr 2010 01:13:08 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Input Requested]]></category>

		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=455</guid>
		<description><![CDATA[I invite everyone to take part in this quick informal survey of Jetpack fans. Make your voice heard now, and feel free to add comments if you wish. If you would prefer your answers be private, please use the contact page. A) How interested are you in seeing your friends&#8217; level times, &#038; high scores? [...]]]></description>
			<content:encoded><![CDATA[<p>I invite everyone to take part in this quick informal survey of Jetpack fans.  Make your voice heard now, and feel free to add comments if you wish.  If you would prefer your answers be private, please use the <a href='http://www.adeptsoftware.com/contact/'>contact page</a>.</p>
<blockquote><p>
<b>A)</b> How interested are you in seeing your friends&#8217; level times, &#038; high scores? <i><b>[1=not, 10=very]</b></i></p>
<p><b>B)</b> How would you feel about buying a game from the following services? <i><b>[1=bad, 10=good]</b></i><br />
&nbsp; &nbsp; &nbsp; &nbsp; <b>B1)</b> Steam<br />
&nbsp; &nbsp; &nbsp; &nbsp; <b>B2)</b> An independent developer site<br />
&nbsp; &nbsp; &nbsp; &nbsp; <b>B3)</b> A game portal (eg: Arcade Town, Big Fish, GameHouse, Pogo, Yahoo Games)<br />
&nbsp; &nbsp; &nbsp; &nbsp; <b>B4)</b> Amazon</p>
<p><b>C)</b> How many computer games (not console games) have you bought:<br />
&nbsp; &nbsp; &nbsp; &nbsp; <b>C1)</b> Online<br />
&nbsp; &nbsp; &nbsp; &nbsp; <b>C2)</b> In a retail store<br />
&nbsp; &nbsp; &nbsp; &nbsp; <b>C3)</b> Without playing first &#8211; based only on reviews, word-of-mouth, or screenshots</p>
<p><b>D)</b> Would you ever buy add-ons to a game via micropayments? (eg: $2 for a mission pack)</p>
<p><b>E)</b> What if you could make money by creating levels?  <i><b>[1=bad, 10=good]</b></i><br />
Say you create a level pack in the game, you set a price for it (ie 100 credits), and when users buy it you get a percentage.  Your income would be (rough guess) from $10 &#8211; $30 per 100 copies sold.  Buying level packs would <b>not</b> require owning Jetpack &#8211; so if the free version becomes popular on Facebook for example, popular level packs might sell 1,000+ copies.<br />
<b>Possible side effects:</b> better quality addon levels, but fewer free levels available.</p>
<p><b>F)</b> How important is the level editor to you?  <i><b>[1=not, 10=very]</b></i></p>
<p><b>G)</b> How important is the &#8220;retro mode&#8221; (web port of the DOS original) to you?  <i><b>[1=not, 10=very]</b></i></p>
<p><b>H)</b> What are your favorite sites to download, play, or buy games?
</p></blockquote>
]]></content:encoded>
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		<slash:comments>26</slash:comments>
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		<title>Semi-Playable Solo Demo!</title>
		<link>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/</link>
		<comments>http://www.jetpackhq.com/blog/2010/04/02/semi-playable-solo-demo/#comments</comments>
		<pubDate>Fri, 02 Apr 2010 04:20:27 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Development News]]></category>
		<category><![CDATA[Input Requested]]></category>
		<category><![CDATA[Status Updates]]></category>
		<category><![CDATA[Tech Demos]]></category>

		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=431</guid>
		<description><![CDATA[I&#8217;m really excited about this new demo. Finally we have all the pieces of the game starting to come together, with some great new graphics and music we got from the Retrofit Contest, and many of the gameplay elements in place. This demo should really give you a feel for the new Jetpack! Instructions: Move [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;m really excited about this new demo.  Finally we have all the pieces of the game starting to come together, with some great new graphics and music we got from the Retrofit Contest, and many of the gameplay elements in place.  This demo should really give you a feel for the new Jetpack!</p>
<h3>Instructions:</h3>
<ul>
<li>Move with <b>ARROWS</b>, fly with <b>SHIFT / CTRL</b>, use &#038; phase with <b>SPACE</b>, jump with <b>Z or SLASH</b> (even when you have fuel)
<li>alternate keys: <b>WASD</b> to move, <b>TAB</b> to use, <b>TILDE (~)</b> to jump
</ul>
<h3>What to look for:</h3>
<ul>
<li>New effects when getting items
<li>New physics elements &#8211; slide off tiles, sink into sludge, and all motions now have acceleration
<li>You have to press up or down to &#8220;grab&#8221; ladders.  It was a real pain to make walking on ladders still work with this!
<li>A running jump will go a little farther than a standing jump.  And no more getting stuck on tiles!
<li>Trigger the spear by getting too close or phasing it
<li>New pushable solid object &#8211; for puzzles, blocking enemies
<li>All the new tiles are scattered along the very top of the level.  The thin stone tiles may not be kept, I&#8217;m still evaluating their usefulness.
<li>Footsteps vary depending on the surface you&#8217;re walking on
<li>Jetman grunts and yells in pain &#8211; no death yet.  I was hoping to make the voice gender neutral, but I just can&#8217;t find good neutral sounds.
<li>Environmental sound system adjusts volume &amp; panning as you walk past the teleporter (this is limited to low volume because p.o.s. flash introduces a lot of pops and clicks when changing volume or pan)
<li>Automatic map enhancement level visuals, some examples: applies a 3d look to tiles, gives gems a stand when on solid ground, gives ice/sludge edges, turns stacked columns into a single column
</ul>
<h3>What&#8217;s missing:</h3>
<ul>
<li><b>Enemies, clearly</b>
<li>Not all sounds are final
<li>A phasing tile effect, teleporting effect
<li>Graphics on the GUI
<li>Level transitions
<li>Achievements
<li>A few graphics are still missing, mainly the Jetman.  Yeah that one&#8217;s important.
<li><b>We need a lot more level backgrounds, and tiles for jungle &amp; outdoor themes</b>
<li>A known bug in box2d causes the jetman to &#8220;trip&#8221; on tile edges, even though they are supposed to be flush.  This one is really obnoxious.
<li>Intro &amp; story &#8211; I&#8217;ve never seriously considered adding a story to Jetpack, but in the last few weeks I&#8217;ve been working on a great story idea (with some help from Adam Dobay) that really adds a lot to the game.  And the ending(s) are really going to rock.
<li><b>THIRD PARTY API&#8217;s &#8211; ** Do you have any favorites, like Kongregate&#8217;s achievements, Mindjolt&#8217;s or Mochi&#8217;s high scores, or something on Facebook?</b>
</ul>
<p>Also please note this level may appear a little too &#8220;busy&#8221; because it incorporates test elements for every tile.<br />
<b>Please let me know if you have any problems, criticisms, or suggestions!</b></p>
<hr />
<h3>Updated April 3rd &#8211; Release 2</h3>
<p>I&#8217;ve applied the following changes to the demo:</p>
<ul>
<li><b>changed around the keys &#8211; see new instructions above</b>
<li><b>experimenting with realistic leaning for horizontal flight, better hover, and super-lean when hovering</b>
<li>down+jump while on a ladder releases the ladder
<li>you can now move while phasing
<li>removed the delay between phasing-complete and intangibility
<li>teleporter now freezes you (and breaks box2d occasionally)
<li>pushable blocks are now pushable on the moving floor, and via jetpack
<li>better balanced the sound volumes
<li>made it possible to stand still on the circle block &#8211; this required hacking box2d, as no amount of friction or damping completely stops motion!
<li>found a way to clear up the jitter from the physics engine
</ul>
<p>Tweaks:</p>
<ul>
<li>gems at the bottom have a stand
<li>darkened gem stands
<li>key down states cleared after pause
<li>reduced the amount of smoke
<li>sped up animations
<li>thickened up the ladders, and changed to 4 rungs &#8211; 30 is not divisible by 4, so it was tricky to make it look good (3 was odd looking)
<li>current teleporter flashes on contact
<li>darkened the spike-like look of the teleporter stand
<li>sludge is slower
<li>fixed the slow motion bug TimK found
</ul>
<h3>Release 2</h3>
<p></p>
<div style="text-align: center; width:782px; background:black; padding:1px;">
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</div>
<p></p>
<hr />
<h3>Release 1</h3>
<ul>
<li>Move with <strong>ARROWS </strong>or <strong>W / A / S / D</strong>, Fly / Jump with <strong>SHIFT</strong>, Jump with <strong>SPACE </strong>
<li>Use switches &amp; teleporters with <strong>CTRL</strong>, phase with <strong>CTRL</strong>, while pressing <strong>ARROWS</strong>
</ul>
<p></p>
<div style="text-align: center; width:782px; background:black; padding:1px;">
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</div>
<h3>What&#8217;s Next</h3>
<p>There&#8217;s a playable preview in our future!  I hope to progress enough to release a demo with some fully playable levels soon.  The main obstacles to tackle for that are: perfecting enemies, sound effects, and level intro/wrapup.</p>
]]></content:encoded>
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		<slash:comments>68</slash:comments>
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		<title>Retrofit Contest &#8211; Week 6 and Winners!</title>
		<link>http://www.jetpackhq.com/blog/2010/03/20/retrofit-contest-week-6-and-winners/</link>
		<comments>http://www.jetpackhq.com/blog/2010/03/20/retrofit-contest-week-6-and-winners/#comments</comments>
		<pubDate>Sat, 20 Mar 2010 17:54:34 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Input Requested]]></category>
		<category><![CDATA[Status Updates]]></category>

		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=409</guid>
		<description><![CDATA[The 2010 Jetpack Retrofit Contest is over! The contest was a great success, it was a lot of fun getting the fans involved and I think we got some great graphics, music, and levels out of it. I wish we had more of a budget for this project &#8211; hopefully for Jetpack 2 we can [...]]]></description>
			<content:encoded><![CDATA[<h3>The 2010 Jetpack Retrofit Contest is over!</h3>
<p>The contest was a great success, it was a lot of fun getting the fans involved and I think we got some great graphics, music, and levels out of it.  I wish we had more of a budget for this project &#8211; hopefully for Jetpack 2 we can have a new contest with more and bigger prizes to better recognize the contribution of fans.  </p>
<p>I&#8217;d like to mention a few people that made excellent contributions to Jetpack:</p>
<p><b>Saga Musix</b> submitted some fantastic music, in addition to a zillion sound effects and several levels.<br />
<b>Eric F.</b> submitted a ton of graphics, and some great levels.<br />
<b>Tim K.</b> submitted several excellent graphics<br />
<b>Coda</b> submitted some excellent music<br />
<b>Brien B.</b> submitted several great tiles<br />
<b>Adam D.</b> had a huge number of great levels, a lot of good ideas, and is helping to develop a storyline<br />
<b>Joseph S.</b> submitted a great full replacement tileset.  Although not quite the style I was looking for, I was able to bring over several of the concepts.<br />
<b>Jonas R</b>, <b>Alex W</b>, <b>Dan Kalne</b>, <b>Brien B</b>, and <b>Juan G</b> submitted a great variety of excellent levels.</p>
<h3>And the Winners Are&#8230;</h3>
<p><b>$50 1st Prize:</b> <b>Saga Musix and Eric F.</b><br />
<b>$25 2nd Prize:</b> <b>Tim K., Coda, Brien B., and Adam D.</b><br />
<b>Honorable Mention:</b> The following users had great contributions, and will receive a free copy of Jetpack: Collector&#8217;s Edition: <b>Joseph S., Jonas R., Alex W., Dan K., Joe S., David M., Tuomas T., Joe C., Joseph C., Ben T., Wolfgang S., Steven M. Jonathon P., Axem, Ben S., David C., Doug H., Matt S., Rondo B., Ben J., Felipe A., and Robert R.</b><br />
I&#8217;ll put these names in the game credits (with full last names instead of initials).  If you want a different name used in the credits, please contact me.</p>
<p>We had many great submissions, so choosing the best contributors has been no easy task.  Congratulations to the winners and thanks to everyone who participated!</p>
<h3>A few more things&#8230;</h3>
<p>Although the contest is over, we can still use some graphics, sounds, and music.  As always, a free copy of Jetpack Collector&#8217;s Edition goes to anyone whose work is used in the game.  Send any submissions to the <a href='http://www.adeptsoftware.com/contact/'>business email here</a>.  Here&#8217;s what we still need:</p>
<p><b><u>Music</u></b><br />
Some more songs to add variety to the game.</p>
<p><b><u>Sound Effects</u></b><br />
If you happen to have a recording studio, we need more sounds that fit Jetpack!</p>
<p><b><u>Theme Tiles</u></b><br />
outdoors<br />
factory<br />
space station<br />
alien planet<br />
jungle<br />
devilish &#8211; bones, brimstone<br />
A computer control panel<br />
Alternate exit doors<br />
Enemies &#8211; graphics that will replace other enemies while retaining the same behavior.  I&#8217;d like to have at least one alternate enemy graphic per theme.</p>
<h3>Release Status</h3>
<p>Since I&#8217;ve expanded the scope of the retrofit we&#8217;re now looking at a release in early May.  I plan to release a beta with an editor mid-April, so we&#8217;ll have about 3 weeks to update all the levels for the new game system.  I&#8217;m hoping to release a semi-playable alpha in the coming week.</p>
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<h3>This week&#8217;s entries</h3>
<hr />
<h3 class='contest_date'>March 13th</h3>
<p>Some devilish tiles from <b>Eric F.</b><br />
<img src="/r/retrofit/graphics/ericf_18.png" alt="" /></p>
<hr />
<h3 class='contest_date'>March 14th</h3>
<p>A perfect intro song by <b>Saga Musix</b>:</p>
<p class="songtitle"><a href="javascript:StopSong();"><img src="/r/music_btn_stop.png" alt="" /></a><a href="javascript:PlayUrl('/r/retrofit/music/saga/EntranceToTheCave.mod');"><img src="/r/music_btn_play.png" alt="" /></a> Saga: Entrance to the Cave</p>
<p>A wooden column from <b>Brien B.</b><br />
<img src="/r/retrofit/graphics/brienb_6.png" alt="" /><br />
A space ball from <b>Steven M.</b><br />
<img src="/r/retrofit/graphics/stevenm_1.jpg" alt="" /></p>
<p>New levels:</p>
<p><a href="/r/retrofit/levels/stevenm_1.zip">stevenm_1.zip</a></p>
<hr />
<h3 class='contest_date'>March 15th</h3>
<p>Another work in progress by <b>Saga Musix</b>:</p>
<p class="songtitle"><a href="javascript:StopSong();"><img src="/r/music_btn_stop.png" alt="" /></a><a href="javascript:PlayUrl('/r/retrofit/music/saga/jetfunk.mod');"><img src="/r/music_btn_play.png" alt="" /></a> Saga: Jetfunk</p>
<p>A new trackbot from <b>Eric F.</b><br />
<img src="/r/retrofit/graphics/ericf_19.png" alt="" /></p>
<hr />
<h3 class='contest_date'>March 16th</h3>
<p>Invincibility Suit, spikes, cave tiles from <b>Brien B.</b><br />
<img src="/r/retrofit/graphics/brienb_7.png" alt="" /></p>
<hr />
<h3 class='contest_date'>March 17th</h3>
<p>A walking demon (devilish trackbot replacement) from <b>Eric F.</b><br />
<img src="/r/retrofit/graphics/ericf_20.gif" alt="" /><br />
<img src="/r/retrofit/graphics/ericf_21.png" alt="" /></p>
<hr />
<h3 class='contest_date'>March 17th</h3>
<p><b>Brien B.</b> adds fuel to his tileset:<br />
<img src="/r/retrofit/graphics/brienb_8.png" alt="" /></p>
<hr />
<h3 class='contest_date'>March 18th</h3>
<p>A cool pencil drawing of a Jetman by <b>Silas C.</b><br />
<img src="/r/retrofit/graphics/silasc_2.jpg" alt="" /></p>
<p>New levels:<br />
<a href="/r/retrofit/levels/dank_1.zip">dank_1.zip</a><br />
<a href="/r/retrofit/levels/rondob_1.zip">rondob_1.zip</a></p>
<hr />
<h3 class='contest_date'>March 19th</h3>
<p><b>Brien B.</b> adds a Homer and new bricks to his tileset:<br />
<img src="/r/retrofit/graphics/brienb_9.png" alt="" /><br />
<img src="/r/retrofit/graphics/brienb_10.png" alt="" /></p>
<p>A conveyor belt, gold brick, and gold pile from <b>Steven M.</b><br />
<img src="/r/retrofit/graphics/stevenm_2.gif" alt="" /><br />
<img src="/r/retrofit/graphics/stevenm_4.png" alt="" /><br />
<img src="/r/retrofit/graphics/stevenm_3.png" alt="" /></p>
<p>New levels:<br />
<a href="/r/retrofit/levels/adamd_3.zip">adamd_3.zip</a><br />
<a href="/r/retrofit/levels/tuomast_2.zip">tuomast_2.zip</a><br />
<a href="/r/retrofit/levels/josephc_3.zip">josephc_3.zip</a><br />
<a href="/r/retrofit/levels/jonathonp_1.zip">jonathonp_1.zip</a><br />
<a href="/r/retrofit/levels/davidc_1.zip">davidc_1.zip</a></p>
]]></content:encoded>
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		<slash:comments>21</slash:comments>
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		<item>
		<title>Retrofit Contest &#8211; Week 5</title>
		<link>http://www.jetpackhq.com/blog/2010/03/13/retrofit-contest-week-5/</link>
		<comments>http://www.jetpackhq.com/blog/2010/03/13/retrofit-contest-week-5/#comments</comments>
		<pubDate>Sat, 13 Mar 2010 17:31:28 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Input Requested]]></category>

		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=400</guid>
		<description><![CDATA[The contest is now over. See the winners here! Here&#8217;s what we still need: Music Suspenseful, somewhat quiet music for the first part of the intro (30-60 seconds), which will be followed by Saga Musix&#8217; &#8220;Step Into the Cave&#8221; Enemies Spinning spikes, homer, bat Theme Tiles outdoors factory space station alien planet jungle devilish &#8211; [...]]]></description>
			<content:encoded><![CDATA[<p style='text-align:center; font-size:20px;'>The contest is now over.  See the <a href='/blog/2010/03/20/retrofit-contest-week-6-and-winners/'>winners here</a>!</p>
<p>Here&#8217;s what we still need:</p>
<h3>Music</h3>
<p>Suspenseful, somewhat quiet music for the first part of the intro (30-60 seconds), which will be followed by Saga Musix&#8217; &#8220;Step Into the Cave&#8221;</p>
<h3>Enemies</h3>
<p>Spinning spikes, homer, bat</p>
<h3>Theme Tiles</h3>
<p>outdoors<br />
factory<br />
space station<br />
alien planet<br />
jungle<br />
devilish &#8211; bones, brimstone<br />
A computer control panel<br />
Alternate exit doors<br />
Invincibility suit<br />
conveyor belt to replace the moving platform in the factory theme</p>
<h3>Theme Enemies</h3>
<p>Graphics that will replace other enemies while retaining the same behavior &#8211; for themed levels.  I&#8217;d like to have at least one alternate enemy graphic per theme.</p>
<h3>And last but certainly not least&#8230;</h3>
<p>A jetman!  I&#8217;m resigned to paying for this, so if you know any good character artists have them contact me.</p>
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<h3>This week&#8217;s entries</h3>
<hr />
<h3 class='contest_date'>March 6th</h3>
<p>New levels:<br />
<a href="/r/retrofit/levels/dough_2.zip">dough_2.zip</a><br />
<a href="/r/retrofit/levels/juang_3.zip">juang_3.zip</a><br />
<a href="/r/retrofit/levels/andrewb_1.zip">andrewb_1.zip</a></p>
<hr />
<h3 class='contest_date'>March 7th</h3>
<p>Slow day&#8230;</p>
<hr />
<h3 class='contest_date'>March 8th</h3>
<p>A door concept by <b>Adam D.</b><br />
<img src="/r/retrofit/graphics/adamd_1.gif" alt="" /></p>
<p>New levels:<br />
<a href="/r/retrofit/levels/jonasr_3.zip">jonasr_3.zip</a></p>
<hr />
<h3 class='contest_date'>March 9th</h3>
<p>Better bricks by <b>Brien B.</b><br />
<img src="/r/retrofit/graphics/brienb_1.png" alt="" /> <img src="/r/retrofit/graphics/brienb_2.png" alt="" /></p>
<p>New levels:<br />
<a href="/r/retrofit/levels/brienb_4.zip">brienb_4.zip</a></p>
<hr />
<h3 class='contest_date'>March 10th</h3>
<p>A cool music splash for a level preview by <b>Saga Musix</b>:</p>
<p class="songtitle"><a href="javascript:PlayUrl('/r/retrofit/music/saga/Splash-LevelPreview.mp3');"><img src="/r/music_btn_play.png" alt="" /></a> Splash-LevelPreview.mp3</p>
<p>A cool bony ladder and updated trackbot by <b>Eric F.</b>:<br />
<img src="/r/retrofit/graphics/ericf_15.png" alt="" /><br />
<img src="/r/retrofit/graphics/ericf_16.gif" alt="" /><br />
An industrial background by <b>Brien B.</b>:<br />
<img src="/r/retrofit/graphics/brienb_3.png" alt="" /></p>
<p>New levels:<br />
<a href="/r/retrofit/levels/dough_3.zip">dough_3.zip</a><br />
<a href="/r/retrofit/levels/saga_7.zip">saga_7.zip</a></p>
<hr />
<h3 class='contest_date'>March 11th</h3>
<p>A nice fence &#038; tile from <b>Brien B.</b>:<br />
<img src="/r/retrofit/graphics/brienb_4.png" alt="" /> <img src="/r/retrofit/graphics/brienb_5.png" alt="" /></p>
<p>New levels:<br />
<a href="/r/retrofit/levels/matts_1.zip">matts_1.zip</a> &#8211; crazy hard!</p>
<hr />
<h3 class='contest_date'>March 12th</h3>
<p>New levels:<br />
<a href="/r/retrofit/levels/tuomast_1.zip">tuomast_1.zip</a></p>
<p style='text-align:center; font-size:20px;'>The contest is now over.  See the <a href='/blog/2010/03/20/retrofit-contest-week-6-and-winners/'>winners here</a>!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.jetpackhq.com/blog/2010/03/13/retrofit-contest-week-5/feed/</wfw:commentRss>
		<slash:comments>31</slash:comments>
		</item>
		<item>
		<title>Retrofit Contest &#8211; Week 4</title>
		<link>http://www.jetpackhq.com/blog/2010/03/06/retrofit-contest-week-4/</link>
		<comments>http://www.jetpackhq.com/blog/2010/03/06/retrofit-contest-week-4/#comments</comments>
		<pubDate>Sat, 06 Mar 2010 22:32:41 +0000</pubDate>
		<dc:creator>Adam</dc:creator>
				<category><![CDATA[Input Requested]]></category>
		<category><![CDATA[Status Updates]]></category>

		<guid isPermaLink="false">http://www.jetpackhq.com/blog/?p=380</guid>
		<description><![CDATA[The contest is now over. See the winners here! Working hard this week and I got a few more great submissions. I&#8217;ve done some tweaking to the tileset and there&#8217;s finally a game preview below! Note: I&#8217;ve extended the contest to March 20th to give people more time to submit themes. Game Preview A level [...]]]></description>
			<content:encoded><![CDATA[<p style='text-align:center; font-size:20px;'>The contest is now over.  See the <a href='/blog/2010/03/20/retrofit-contest-week-6-and-winners/'>winners here</a>!</p>
<p>Working hard this week and I got a few more great submissions.  I&#8217;ve done some tweaking to the tileset and there&#8217;s finally a game preview below!</p>
<p><b>Note:</b> I&#8217;ve extended the contest to <b>March 20th</b> to give people more time to submit themes.</p>
<h3>Game Preview</h3>
<p style='text-align:center; font-weight:bold;'>A level with the new tileset<br />
<img src='/r/example1.jpg' style='border:1px solid black;'></p>
<p style='text-align:center; font-weight:bold;'>New v2 &#8211; Demonstrating the faux-3D effect, tile enhancements, background, and various tiles in action<br />
<img src='/r/example3.jpg' style='border:1px solid black;'></p>
<h3>Themes</h3>
<p>It recently occurred to me that I could swap out a few tiles and give the game a totally different look without much more work.  I generate the curved &#038; stone-wrapped tiles in code, so with only 5 tile swaps most levels can be completely rethemed:</p>
<p style='text-align:center; font-weight:bold;'>A rough example of a castle/outdoor theme<br />
<img src='/r/example2.jpg' style='border:1px solid black;'></p>
<p>It gives a level a whole new feel, doesn&#8217;t it?</p>
<p>If you want to make a theme, just redo the following 5 tiles:<br />
<b>background tile, ladder, brick, hard brick, stone</b><br />
And optionally these 5 tiles:<br />
<b>steel panel, gold panel, column, vines, &#038; fence</b><br />
A few things will stay the same: gems, treasure, switches, barriers, and items.</p>
<p>There&#8217;s a 90&#215;90 repeating background that will apply to the whole level.  Other backgrounds are the standard 30&#215;30 tile size and can be placed behind any other tile.  </p>
<p>The theme could be anything: candyland, nature, castle, etc. In the editor I’ll have an option to preview different themes. This won’t be like jswitch, the theme will stay with the level. Then in the game we can group levels into missions by theme.</p>
<p style='text-align:center; font-weight:bold;'>A candy world!<br />
<img src='/r/candy.jpg' style='border:1px solid black;'></p>
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<h3>This week&#8217;s entries</h3>
<hr />
<h3 class='contest_date'>Feb 27th</h3>
<p>Some more sounds by <b>Saga Musix</b></p>
<p class="songtitle"><a href="javascript:PlayUrl('/r/retrofit/sounds/saga/bell-life.mp3');"><img src="/r/music_btn_play.png" alt="" /></a> bell-life.mp3</p>
<p class="songtitle"><a href="javascript:PlayUrl('/r/retrofit/sounds/saga/freezer.mp3');"><img src="/r/music_btn_play.png" alt="" /></a> freezer.mp3</p>
<p>New levels:<br />
<a href="/r/retrofit/levels/saga_6.zip">saga_6.zip</a><br />
<a href="/r/retrofit/levels/axem_3.zip">axem_3.zip</a><br />
<a href="/r/retrofit/levels/brienb_3.zip">brienb_3.zip</a><br />
<a href="/r/retrofit/levels/robertr_2.zip">robertr_2.zip</a><br />
<a href="/r/retrofit/levels/wolfgangs_1.zip">wolfgangs_1.zip</a></p>
<hr />
<h3 class='contest_date'>Feb 28th</h3>
<p>New levels:<br />
<a href="/r/retrofit/levels/dough_1.zip">dough_1.zip</a><br />
<a href="/r/retrofit/levels/robertr_3.zip">robertr_3.zip</a><br />
<a href="/r/retrofit/levels/adamd_2.zip">adamd_2.zip</a></p>
<hr />
<h3 class='contest_date'>Mar 1st</h3>
<p>Slow day&#8230;</p>
<hr />
<h3 class='contest_date'>Mar 2nd</h3>
<p>Some vines from <b>Tim K.</b>:<br />
<img src="/r/retrofit/graphics/timk_2.png" alt="" /></p>
<hr />
<h3 class='contest_date'>Mar 3rd</h3>
<p>A cool Flitzer from <b>Tim K.</b>:<br />
<img src="/r/retrofit/graphics/timk_3.png" alt="" /></p>
<p>New levels:<br />
<a href="/r/retrofit/levels/davidm_1.zip">davidm_1.zip</a> &#8211; some great ones</p>
<hr />
<h3 class='contest_date'>Mar 4th</h3>
<p>Slow day&#8230;</p>
<hr />
<h3 class='contest_date'>Mar 5th</h3>
<p>Some robot concepts from <b>Eric F.</b>:<br />
<img src="/r/retrofit/graphics/ericf_13.png" alt="" /> <img src="/r/retrofit/graphics/ericf_14.png" alt="" /></p>
<p>Some new sounds from <b>Saga Musix</b>:</p>
<p class="songtitle"><a href="javascript:PlayUrl('/r/retrofit/sounds/saga/buzz2.mp3');"><img src="/r/music_btn_play.png" alt="" /></a> buzz2.mp3</p>
<p class="songtitle"><a href="javascript:PlayUrl('/r/retrofit/sounds/saga/buzz-cancel.mp3');"><img src="/r/music_btn_play.png" alt="" /></a> buzz-cancel.mp3</p>
<p class="songtitle"><a href="javascript:PlayUrl('/r/retrofit/sounds/saga/cool.mp3');"><img src="/r/music_btn_play.png" alt="" /></a> cool.mp3</p>
<p class="songtitle"><a href="javascript:PlayUrl('/r/retrofit/sounds/saga/death3.mp3');"><img src="/r/music_btn_play.png" alt="" /></a> death3.mp3</p>
<p class="songtitle"><a href="javascript:PlayUrl('/r/retrofit/sounds/saga/death4.mp3');"><img src="/r/music_btn_play.png" alt="" /></a> death4.mp3</p>
<p class="songtitle"><a href="javascript:PlayUrl('/r/retrofit/sounds/saga/laser.mp3');"><img src="/r/music_btn_play.png" alt="" /></a> laser.mp3</p>
<p class="songtitle"><a href="javascript:PlayUrl('/r/retrofit/sounds/saga/steel.mp3');"><img src="/r/music_btn_play.png" alt="" /></a> steel.mp3</p>
<p class="songtitle"><a href="javascript:PlayUrl('/r/retrofit/sounds/saga/teleport5.mp3');"><img src="/r/music_btn_play.png" alt="" /></a> teleport5.mp3</p>
<p>New levels:<br />
<a href="/r/retrofit/levels/robertr_4.zip">robertr_4.zip</a></p>
<p style='text-align:center; font-size:20px;'>The contest is now over.  See the <a href='/blog/2010/03/20/retrofit-contest-week-6-and-winners/'>winners here</a>!</p>
]]></content:encoded>
			<wfw:commentRss>http://www.jetpackhq.com/blog/2010/03/06/retrofit-contest-week-4/feed/</wfw:commentRss>
		<slash:comments>24</slash:comments>
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