Hitbox file
is a PNG image with alpha channel (or Texture2D) that is used to determine the custom level gameplay.
The hitbox file, called level.xnb
, has the size of 780x585 pixels, every screen is ordered by column starting from top to bottom which means every screen has 60x45 pixels.
Block color table
Jump King uses a specific color to define what a block is inside of this file.
block | description | usage | color |
---|---|---|---|
Solid | A normal block you can stand on | RGB(0,0,0) | |
Slope | The player will slide standing on it | Needs two adjacent blocks | RGB(255,0,0) |
Fake | The player will fall through it | Used also for slopes - alters wind, water and low gravity functionalities | RGB(128,128,128) |
Ice | The player will slide on it but can still stand on it | RGB(0,255,255) | |
Snow | The player cannot walk on it, but can still jump with enough power | Snake Ring bypasses it | RGB(255,255,0) |
Wind | If placed on a screen, it will push the player slowly either left or right | The wind polarity reverses every 5 seconds | RGB(0,255,0) |
Sand | The player will slowly fall through the block, while jumping and walking is still possible | RGB(255,106,0) | |
No Wind | The player will fall through it | Alters wind, water and low gravity functionalities | RGB(255,255,255) |
Water | Velocity and gravity is halved | RGB(0,170,170) | |
Quark | read in detail | RGB(182,255,0) | |
Teleport | If placed on a screen, it teleports the player to a specific screen using the RED of the RGB scale as the screen number | Works both left and right side of the screen | RGB(1,0,255) to RGB(255,0,255) |
Low gravity | Velocity and gravity is between water and normal, the Y distance is slightly higher | (fixed all problems related with solid platforms in v1.3.1) | RGB(128,255,255) |
Wind gradients | 16 values that determines the intensity of the wind | From 12.5% to 200% of the original wind strength based on the gradient | RGB(192,255,0) to RGB(207,255,0) |
One-way wind gradients (LEFT) | 16 values that determines the intensity of the wind, the wind will never change direction. | From 12.5% to 200% of the original wind strength based on the gradient | RGB(208,255,0) to RGB(223,255,0) |
One-way wind gradients (RIGHT) | 16 values that determines the intensity of the wind, the wind will never change direction. | From 12.5% to 200% of the original wind strength based on the gradient | RGB(224,255,0) to RGB(239,255,0) |
Semi-solid | Block that is only solid on one side. | Solid from Top (R: 65), Right (R: 66), Bottom (R: 67), Left (R: 68) | RGB(65,65,65) to RGB(68,65,65) |
Warp | (Like Teleport but on the same screen) | The red channel equals to the X location on the screen, the green channel equals to the Y location on the screen. | RGB(0,0,75) to RGB(60,45,75) |
If the red channel is still a concept you don’t understand, see it as the first RGB value (Red Green Blue) which is globally known on all image modification program.
Quark block
is a block that rounds the player to the closer in-game pixel (8 pixel distance) the player’s Y position to make falls less inconsistent.
In order to get the full potential of a quark block:
- It has to be used when player is in full falling velocity
- It has to be used on one of the side of the screen
Usage
(thanks to Erkstock for the image and the explaination!)
JumpKingPlus’ blocks compatibility table
block | JK+ v1.1.0 or older | JK+ v1.2.0 to v1.3.0 | JK+ v1.3.1 | JK+ v1.4.0 to v1.6.1 | JK+ v1.7.0 | JK+ v1.7.1 to v1.8.1 | JK+ v1.8.2 or newer |
---|---|---|---|---|---|---|---|
Low gravity | ✗ | ? *¹ | ✓ | ||||
Wind gradients | ✗ | ✓ | |||||
One-way wind gradients | ✗ | ✓ | |||||
Warp | ✗ | ? *² | ✓ | ||||
Semi-solid | ✗ | ✓ | |||||
Double teleport | ✗ | ✓ |
*¹ - From version v1.2.0 to v1.3.0, there was a bug related to low gravity where the player standing on solid blocks would graphically jump. Later fixed on v1.3.1.
*¹ - From version v1.7.0 to v1.8.1, there was a bug related to warp where the player would teleport in a different screen in certain occasions. Later fixed on v1.8.2.