Infinite Tux

Infinite Tux

Postby qbancoffee » 16 Jan 2019, 19:33

I really enjoyed playing Infinite Mario by Markus Persson (Notch) of Mojang but unfortunately all of the artwork is copyrighted. Since I want this game to be up on some repository somewhere for people to freely enjoy , I decided to replace all of the proprietary artwork with open artwork either downloaded or created by me.
I made most of the artwork using mtPaint and Kolour paint and the music and sounds were downloaded from the internet.
All of it is credited in text file.
I'm not much of a programmer so hopefully someone can pick this up to fix bugs or even add levels.

The goal was to make the game free and open source so not much time was dedicated to sticking to a theme.
The result is a game that is really weird and that is really fun.

Everything I 've created is free to use and modify, do with it what you please.

https://github.com/qbancoffee/infinite-tux


Here is a video

https://www.youtube.com/watch?v=51M4KL25qoM&t=117s

[youtube]https://www.youtube.com/watch?v=51M4KL25qoM&t=117s[/youtube]
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Re: Infinite Tux

Postby qbancoffee » 18 Jan 2019, 06:23

I added a compiled version of infinite tux so that you can just download it and play.
It's a java game so you'll need java for it to run.

here is the link

https://github.com/qbancoffee/infinite-tux/releases
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Re: Infinite Tux

Postby Julius » 18 Jan 2019, 08:58

Works nicely here on Solus Linux (also via double click on the .jar).
Is there a way to safe progress and turn it full-screen?
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Re: Infinite Tux

Postby qbancoffee » 18 Jan 2019, 15:10

Great to hear that it works on Solus!
Unfortunately I don't think it can save your progress but hopefully that's' something that can be added in the future.
You can make it full screen by starting it like this

java -cp .:infinitetux.jar com.mojang.mario.FullScreenFrameLauncher
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Re: Infinite Tux

Postby qbancoffee » 19 Jan 2019, 20:50

Julius {l Wrote}:Works nicely here on Solus Linux (also via double click on the .jar).
Is there a way to safe progress and turn it full-screen?


Julius,

I've added a compiled full screen version of infinitetux.
There are several versions on there. The cflewis code that iis Mac compatible and ther original notch version that seems to have
smoother scrolling.

The filenames will tell you which one you want. I like "infinitetux_smooth_scrolling_fullscreen.jar" the best

https://github.com/qbancoffee/infinite- ... s/tag/v1.0
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Re: Infinite Tux

Postby drummyfish » 20 Jan 2019, 18:19

Awesome to see new games coming! I'm just testing this out.

The window title says "Infinite Mario Bros." -- you probably want to fix this.
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Re: Infinite Tux

Postby qbancoffee » 21 Jan 2019, 00:19

Hi drummyfish

I've changed very little in the way of code but yes, eventually I hope to change every mario reference that pops up.
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Infinite Tux played by Robin Baumgarten's AI path-finding co

Postby qbancoffee » 21 Jan 2019, 23:10

I've added a cool AI demo.

I took Robin Baumgarten's AI path-finding algorithm using A* along with a version of Infinite Mario modified for an AI competition and replaced the Nintendo assets with Infinite Tux open source assets.

https://www.youtube.com/watch?v=eiG-bJdwCyc
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Re: Infinite Tux

Postby drummyfish » 22 Jan 2019, 07:59

On the libregamewiki I've noticed your code is based on this game. Is that right? Because there is no license in the original repo, which means you cannot license your derivative code as GPL. I've found an archived "public domain" source that the GH repo is based on, but the GH repo itself looks like all rights reserved. Could you contact the author to add a license?
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Re: Infinite Tux

Postby onpon4 » 22 Jan 2019, 14:54

I don't know the history of development here, but I can see that the Infinite Tux Git history doesn't have anything in common with the Infinite Mario repo you linked to. I also note that when referencing Infinite Mario Bros, it links to the original page (the one you found an archived version of). So it would seem to me that Infinite Tux is based on the original public domain source code.

Of course, only qbancoffee knows the answer for sure. :)
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Re: Infinite Tux

Postby onpon4 » 22 Jan 2019, 15:01

By the way, regarding the game itself, it's kind of lacking due to its basic design: there's no end, so there's no sense of wanting to finish the game, and yet there's no survival/score mechanic found in traditional endless arcade games. The game would be much better, it seems to me, if only a certain number of levels were generated, along with defined events like boss battles interspersed.

It would also be nicer if the level generation and engine were modified to support vertical movement as well as horizontal, and if the level generation was modified to be able to go in reverse as long as nothing is physically preventing that. It would make playing the levels less monotonous.

That being said, these are of course shortcomings in the original Infinite Mario Bros, too. ;)
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Re: Infinite Tux

Postby qbancoffee » 22 Jan 2019, 15:04

Yes, the code is based on cflewis's and I have already starting making changes to the original pubic domain source.
to replace it if I have to.
The smooth scrolling jar files on github repo are made from the original source.

I used cflewis's version because his additions make's it usable on some older machines and Macs(As far as I can tell).
I've sent a message to cflewis so hopefully he'll add a license.

Thank you for pointing that out.
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Re: Infinite Tux

Postby qbancoffee » 22 Jan 2019, 15:11

The game is lacking but I think it has potential and that is the reason I replaced all of the Nintendo assets with free stuff.
That said, I think it's fun to play.

I'm not a game designer so I'm hoping someone can pick it up and build on it. I have made changes to the code and I plan on making more
but at the moment I don't understand the code well enough to add levels, bosses ect..
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Re: Infinite Tux

Postby qbancoffee » 22 Jan 2019, 20:14

So I've received a response from cflewis and he's agreed to license his contributions under the BSD 3-Clause. I don't know how to combine the
two licenses yet but I understand it's compatible with the GPL in some cases.
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Re: Infinite Tux

Postby drummyfish » 22 Jan 2019, 21:00

Yes, BSD 3 clause should be compatible with GPL.

Thank you for your work BTW, we need more people doing what you're doing.
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Re: Infinite Tux

Postby qbancoffee » 22 Jan 2019, 21:38

Thanks! you too!
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Re: Infinite Tux

Postby qbancoffee » 23 Jan 2019, 04:34

The original source was made public domain by the original author and therefore it could be re-licensed as gpl.
I did this for Infinite Tux.

cflewis made changes to the code to make it more compatible and later licensed these changes to me as bsd clause 3.
He asked me to keep the license covering his changes either in email form or somewhere in the repo.
I've added it to the repo as "copyright_bsd_3_clause.txt" so that it's clear for all.

I'm a little confused about the compatibility of these two licenses though.
The way I understand it, I don't need to change the projects license from gpl to bsd because of the permissive nature of the bsd 3 license.
If this is true then all I need to do is make sure the license file is included whenever the source and/or binaries are distributed.

Does anyone know if this is true?
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Re: Infinite Tux

Postby onpon4 » 23 Jan 2019, 06:27

If I understand your agreement with cflewis correctly, what you have there should be just fine.
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Re: Infinite Tux

Postby charlie » 23 Jan 2019, 14:38

The graphics are a bit garish... EGAish. I mean, maybe that's the look you are going for but personally that means I (and probably many others) will pass up the chance to play it.
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Re: Infinite Tux

Postby qbancoffee » 23 Jan 2019, 15:14

That's o.k. , the point was to make it free by replacing all the proprietary stuff.
You are more than welcome to add snazzier sprites!
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Re: Infinite Tux

Postby qbancoffee » 23 Jan 2019, 22:06

BTW in case there is any confusion, Chris Lewis licensed his changes to me under the BSD 3-Clause asking me to either keep the email where he states
this or place it in the repo somewhere.
The file is called "copyright_bsd_3_clause.txt"

He also said that he will be taking down his Infinte Mario repo from public view so I don't belive he'll update the license for his repo.
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Re: Infinite Tux

Postby qbancoffee » 24 Jan 2019, 19:03

@drummyfish
I asked cflewis if he could place a license file in his repo before taking it down from public view and he very graciously added a license file to his repo.
https://github.com/cflewis/Infinite-Mar ... ICENSE.txt

This should do it.
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Re: Infinite Tux

Postby qbancoffee » 12 Feb 2019, 06:15

I'm making a level editor for infinite tux and my first goal when I'm done is to create most of the Super Mario Bros 1 levels.
Here is a video.

If anyone is interested please create levels and/or add code tot he editor. I'm not a strong coder so any help is appreciated.
Video
https://youtu.be/xPiFevPVzNA


Github repo
https://github.com/qbancoffee/infinite-tux-level-editor
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Re: Infinite Tux

Postby dulsi » 12 Feb 2019, 15:46

Nice work. Although I'm confused about why you are making an editor. Isn't the point of infinite tux the random generation of levels? Can the editor randomly generate a level and then you can edit it?
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Re: Infinite Tux

Postby qbancoffee » 12 Feb 2019, 16:03

Thanks!

I'm not sure what the outcome will be but I can envision user contributed levels being randomly loaded during the game.
I can also see an option to also play nostalgic user created mario levels but that might turn into a different project.


The editor does not randomly generate a level but I see no reason it can't. Great idea! I think I might implement that.
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