ASCIIJump v1.0 by Emerson-School-Coders
Geometry Dash clone drawn entirely in text characters
Install on your 3DS
Method 1Scan the QR code
With 3dsDL (Scan QR Code). Then open the .zip in 3dsDL's Files and extract it where the release notes say.
Method 2Send it to your 3DS
Open 3dsDL › Receive on the same Wi-Fi, then press:
Send to 3dsDL Not working?
Other ways to install
Send can't find your 3DS? Type the address 3dsDL shows on Receive, then press Send.
Send to 3dsDL
Files
| File | Size | SHA-256 | |
|---|---|---|---|
| ASCIIJump3DS.zip | 8.8 MB | a3a0e659…5d2b | Download |
Screenshots
About ASCIIJump
Speed and jump height copy Geometry Dash: 11 squares a second and a 3 by 4 jump. Levels are made of ASCII characters, with cubes, spikes, half-blocks and slopes. Slopes don't have collision yet.
Press Y to change how your cube looks. That choice isn't saved, and neither are high scores. Runs get a percentage score, but it doesn't go into the scores file. Music, practice mode and the ship, UFO and ball modes aren't in yet.
The data folder has to sit next to the executable, with scores.txt, cube.txt and the level files in it. Make the folder yourself if it's missing.
Press Y to change how your cube looks. That choice isn't saved, and neither are high scores. Runs get a percentage score, but it doesn't go into the scores file. Music, practice mode and the ship, UFO and ball modes aren't in yet.
The data folder has to sit next to the executable, with scores.txt, cube.txt and the level files in it. Make the folder yourself if it's missing.
Release notes
v1.0 · Working fully! · Mar 19, 2016
The game now works fully! Here are the features:
- Beautiful main menu
- Coming soon message for unmade levels, not just junk
- R & L buttons work on the menu as well as Circle-and-D-Pads
- Speed is the same as Geometry Dash (11 squares per second)
- Jump is the same as Geometry Dash (3*4 jump area)
- Easy level implementation in the code with simple ASCII characters and a define function
- Blocks included:
- Square Cube (B)
- Lined Cube (D)
- Small Spike (x)
- Big Spike (X)
- Spike Grid (s)
- Top half-cube (-) and bottom half-cube (_)
- Slopes (/ and ) (does not have collision detection ATM)
- C means not complete
- F means level end
- Space means air block
The music is not working yet, I have to look into that later.
