Release Jooleem


Farox

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Hi new port/recompilation of a game called Jooleem. -->Download here <---

Jooleem is a simple yet extremely addictive puzzle game. There is only one
rule: click on four marbles of the same color that form a rectangle. Time is
constantly running out, but you can earn time (and points) by forming
rectangles. The larger the rectangle, the more time and points are won.
Jooleem is free and open source software.





== Controls ==
Left click - Selects a marble. Selecting an already selected marble deselects it.
Right click - Deselects the currently selected marbles.
On Pandora you can play with the stylus.
P - Pauses the game.
H - Hint.
F12 - Takes a screenshot. The file can be found in the "data/screenshot" folder.
Esc - Quits the game.

== Tips ==
* When stuck, click the hint button. But beware - you will pay a time penalty.
* Fill up the time bar to advance to the next level. The higher the level, the
more points you get per marble.
* The higher the level, the tougher the game. You earn less and less time per
marble as the game progresses.

== License ==
Jooleem is free and open source software. The code is released under the GNU
General Public License. The full license can be found in GPL.txt in the game's
folder.
All of the game's assets (music, sound effects, images) are original and
released under a Creative Commons deed.
The relevant deed can by found at http://creativecommons.org/licenses/by-nc/2.5/.

== Credits ==
Project lead, code and graphics: Chai Braudo (braudo@users.sourceforge.net)
Music: Ryan Reilly (http://www.allacrost.org/)
Sound design: Dale North (http://www.dalenorth.com/northmedia)
Linux port: Jani Huhtanen
Beta testing: Iddo Braudo, Uri Grupel, Shany Tcshernichov and Ma'ayan Zigdon
The game was inspired by Nick Kouvaris' ZNAX
(http://www.freestuff.gr/lightforce/znax.php)

Sources included in PND.

Links for more info about the game:
http://jooleem.sourceforge.net/

Updated release v2:
Fixed the screenshot into PND that was corrupted and fixed also the saving screenshot inside the game (now is saved on /appdata/jooleem)
Also highscores are correctly saved on /appdata/jooleem .
 
Last edited:

levi

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Thanks, runs well. Maybe I'll have to pull out a mouse for this, as I don't have a working touchscreen and nubs are a little slow, but I still got over 600 points using nubs.

Not quite sure what's going on with the fonts in your screenshot, but in the game they look fine.
 

Farox

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Not quite sure what's going on with the fonts in your screenshot
yeah noted myself when i opened this thread and inserted image....maybe corrupted png..or my error when i converted from bmp, but was too late to fix before going to sleep.|-)
I'll try to fix this in next release with also the possibilty to save screenshots by the program (hititng F12 does seem to save nothing).
[doublepost=1486908161,1486888648][/doublepost]Fixed pnd shots and saving screenshots in game.
i didn't have time to test the highscore...if someone could made an high score and save the highscore table (it should be saved on /appdata/jooleem) ...thanks
 

Farox

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just played a bit and reached 1120 points and highscores are correctly saved on /appdata/jooleem :)
 

levi

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And I just tested making a screenshot. I had a bit of trouble verifying the files, as it seemed ristretto wouldn't display them (I just got a grey square, no error), but it turns out that ZGV handles them just fine.
 

Farox

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Yes ristretto didn't manage .bmp files (if i remember right...it never displayed bitmap pictures on pandora).

Thanks for testing.
[doublepost=1487521750,1487519869][/doublepost]just searching on web...and find that gdk-pixbuf is responsible of image handling.
On my pandora (and think on every pandora) is missing this loader.
/usr/lib/gdk-pixbuf-2.0/2.10.0/loaders/libpixbufloader-bmp.so

We have loader for SVG, JPEG, XPM, PNG and GIF...but not for BMP.

This is not fundamental but will be nice to have.
 

ptitSeb

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Yes ristretto didn't manage .bmp files (if i remember right...it never displayed bitmap pictures on pandora).

Thanks for testing.
[doublepost=1487521750,1487519869][/doublepost]just searching on web...and find that gdk-pixbuf is responsible of image handling.
On my pandora (and think on every pandora) is missing this loader.
/usr/lib/gdk-pixbuf-2.0/2.10.0/loaders/libpixbufloader-bmp.so

We have loader for SVG, JPEG, XPM, PNG and GIF...but not for BMP.

This is not fundamental but will be nice to have.
Yes indeed. That is for example used by the eduke32 build system and I spent a lot of time understand why it was not working! (I changed the bmp by a png to make it works).
 

levi

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I should say perhaps, is there any chance of patching this to write out a png (or even a flif file!) rather than a bmp? BMP is kind of a dead format, so I can understand the logic of not installing it to NAND by default.
 

Farox

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uhmmm need an help here. I have try to implement using this https://github.com/driedfruit/SDL_SavePNG
but all i have is this:
1487719890.png


screenshot code is in common.h

Code:
// Takes a screenshot.
// The file is saved as a Windows bitmap.
inline void ScreenShot(char* fileName = NULL)
{
    SDL_Surface *shot;
 
    // If no file name is supplied, create one from the current time:
    if (!fileName)
    {
        char buf[128];
        //sprintf(buf, "data/screenshots/%ld.bmp", time(NULL));
        // to save bmp files
        //sprintf(buf, "./%ld.bmp", time(NULL));
        //SDL_SaveBMP(SDL_GetVideoSurface(), buf);
        // or png files
        shot = SDL_PNGFormatAlpha(SDL_GetVideoSurface());
        sprintf(buf, "./%ld.png", time(NULL));
        SDL_SavePNG(shot, buf);
        SDL_FreeSurface(shot);
    }
    else
        //SDL_SaveBMP(SDL_GetVideoSurface(), fileName);
        SDL_SavePNG(SDL_GetVideoSurface(), fileName);
}
@ptitSeb whats wrong?
 

ptitSeb

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@Farox : I guess your "else" statement should be like
Code:
SDL_SavePNG(SDL_PNGFormatAlpha(SDL_GetVideoSurface()), fileName);
But that will leak memory...
so better do:
Code:
// Takes a screenshot.
// The file is saved as a Windows bitmap.
inline void ScreenShot(char* fileName = NULL)
{
    SDL_Surface *shot;

    char buf[128];
    // If no file name is supplied, create one from the current time:
    if (!fileName)
    {
        //sprintf(buf, "data/screenshots/%ld.bmp", time(NULL));
        // to save bmp files
        //sprintf(buf, "./%ld.bmp", time(NULL));
        //SDL_SaveBMP(SDL_GetVideoSurface(), buf);
        // or png files
        sprintf(buf, "./%ld.png", time(NULL));
    }
    else
        strcpy(buf, filename);
    //SDL_SaveBMP(SDL_GetVideoSurface(), fileName);
    shot = SDL_PNGFormatAlpha(SDL_GetVideoSurface());
    SDL_SavePNG(shot, buf);
    SDL_FreeSurface(shot);
}
 

Farox

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uhmm your changes seems do not improve the created screenshot it's the same as before (minus the memory leak ;))
 
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