This is a 3D-platformer made with the Godot Engine based on the hardcore platformer, Juke's Towers of Hell. Yes, this means you will not need to be connected to the internet while playing an obstacle course that runs on Jumpvalley!
Currently, it's a work in progress. A lot of basic features, like being able to load other obstacle courses (other than the ones present when you first load the game), as well as various level mechanics such as jump pads, have yet to be implemented.
Though if you want to test it, it is playable. There's currently a small obstacle course you can try out. For the most part, the control scheme is the same as the one in Juke's Towers of Hell (with the main exception being the ability to ladder-boost as done in Flood Escape 2).
Important: While it is currently possible to make an obstacle course in Jumpvalley with the Godot Editor, backwards-compatibility is subject to being broken while Jumpvalley is still in major version zero (0.x.x). This is because level behavior hasn't been set in stone yet. If you want to prevent your level from being broken between minor versions, please wait until Jumpvalley has reached major version one (1.0.0).
The addons
folder contains assets made by 3rd-parties. They're super useful in this project because not only do I not have the skill, time, and/or resources to make a lot of these assets, but they also allow me to speed up development and testing using resources that the creators of these assets have allowed others to use.
A list of such assets can be found here.
This project's source code is licensed under the MIT License. The source code's license can be found here.
Assets under the addons
folder are covered by different licenses (especially since they were made by other individuals).
If you're looking to simply run Jumpvalley, you can find the game precompiled in the releases tab.
Jumpvalley currently doesn't have an installer executable. Therefore, downloading the compressed folder corresponding to your device's operating system, and then extracting it, should give you the files needed to run precompiled Jumpvalley.
While there are precompiled versions of Jumpvalley for Android, Android support is experimental for these reasons:
- Currently, exporting an app with C# code to an Android APK on Godot 4 is itself an experimental feature
- Currently, you'll need to connect a keyboard and mouse to your Android device in order to move your character and camera.
The Jumpvalley executable for the Linux version of Jumpvalley is named jumpvalley
(with no file extension).
On Linux, the operating system itself controls whether or not a file can be executed, regardless of the file's file extension. Therefore, your copy of the Jumpvalley executable for Linux might not be marked as executable.
In order to fix this, open up a terminal session, change the working directory to the directory containing the Jumpvalley executable like this:
cd [path to the directory with the Jumpvalley executable]
and type this command:
chmod a+x jumpvalley
This tells the operating system to let itself execute the file (in this case, the file is the Jumpvalley executable). You should then be able to run the Jumpvalley executable.
Jumpvalley's documentation can be found on its website hosted on GitHub.
Here are some instructions for working with this project's repository. This assumes that you actually want to do things with Jumpvalley's Git repository.
Software you'll need:
- .NET-Enabled Godot v4.2.2 or later. The latest version of .NET-Enabled Godot 4 is preferred, and can be downloaded from Godot's official download page.
- An installation of the .NET 8 SDK
- Visual Studio Code with the C# extension (if you want to work with the project's source code)
Open your copy of this repository's project.godot
file in the version of Godot specified in the prerequisites.
In order to run the project, there's a play button near the top-right corner of the window. Click it to run the project.
If you're working in Visual Studio Code, Jumpvalley has a launch configuration named Debug
that you can use to debug Jumpvalley. This will allow you to see the game's console output.
Just make sure you have an environment variable named JUMPVALLEY_GODOT_EXECUTABLE
set to the path to the Godot executable as mentioned in the prerequisites, and you should be able to run the launch configuration.
Additionally, if you make any changes to the game's code, you'll have to rebuild the project. This can be done by opening the project in Godot and clicking the hammer icon at the top-right corner of the window. (Note: If you don't see this icon, which should be next to the play button in the Godot window, check to see that you installed .NET properly and that project.godot
points to the correct C# assembly file.)