Doodle Jump Recreated in HTML5 ...with source
cssdeck.com
cssdeck.com
Seems certain this isn't an official licensed version. In which case, you should change all those items immediately. It's illegal and it's just not cool.
Here are the guys you are ripping off. Igor and his brother. Igor is a very nice guy:
http://allthingsd.com/20120823/how-to-become-an-app-store-mi...
Seems certain this isn't an official licensed version. In which case, you should change all those items immediately. It's illegal and it's just not cool.
Here are the guys you are ripping off. Tōru Iwatani and his friends at Namco. Tōru is a very nice guy:
Also, just like being a "nice guy" or "an asshole" would make a difference, whether or not its OK to rip someone off...
There are tons of doodle jump alikes. In fact doodle jump was a clone of an existing iOS game (papi jump). We aren't complaining about imitating gameplay. Can you show me a PAC man clone that's called "Pac-man" and uses the exact same artwork?
If if called this "HTML jump" and made original artwork, no one would be complaining. It's clear why he copied it exactly. He wants people to be confused or to recognize his work because it rides on the reputation of doodle jump.
As for the name, this will only matter if the original name was trademarked. If not, he can call it whatever he wants.
either way, he's in the wrong. and the name is trademarked.
http://www.dpreview.com/news/2012/01/25/Imitated_Image_Copyr...
http://en.wikipedia.org/wiki/Substantial_similarity
It's nice work but the author should've used different assets and a different name.
This reminds me of the fair use copyright clause people put on YouTube videos. Just because you acknowledge something is copyrighted doesn't mean you can infringe it.
It's cool that you were able to build it but ripping off the artwork (if you did create that from scratch it's very good because I couldn't tell the difference), the name, and open sourcing it is not good. The developer is still selling this and making money from it and you've just produced a free web version.
I presume anyone with some skill could recreate such a simple game, and there are tons of copies on the app store.
Showing that it's possible to create the game in html5 and showing the source is amazing and very helpful for anyone wanting to create a real game with html5.
Of course, making it look exactly like Doodle Jump isn't the best of ideas, although it doesn't compete with the actual product since it doesn't work on mobile.
"it doesn't compete with the actual product since it doesn't work on mobile"
I don't think this is true. Now people have a choice - pay for the iPhone app, or play it on their computer for free. Most people will probably never know about this version but I think it is still a competitor.
Since the game itself is not original but rather simply leverages new functionality of a device to create a new game play I would say that their market is therefore limited to those categories of devices (ie. mobile with accelerometers of giros).
Your views on the ethics of open source don't really have any bearing on whether this application infringes a copyright.
> I presume anyone with some skill could recreate such a simple game, and there are tons of copies on the app store.
An independent implementation of a similar game engine would presumably be neither technically difficult nor legally problematic. The problem is that, at least according to many of the comments here, he's copying the game assets.
From a copyright perspective, independent implementation of the same technology is usually OK (see the Oracle/Google lawsuit, the court ruled that Google's independent implementation of Oracle's API was OK). It's direct copying of code and data that requires permission from the copyright holder, even if it's mixed with your own original work (the case here seems to be direct copying of art mixed with original code).
I'm guessing that, from a practical perspective, this whole debate doesn't matter in this particular case, since Google probably doesn't care about this one. They may even have open-sourced the doodle eventually on their own (anyone have information about whether past Google doodles have been open-sourced?)
Mandatory disclaimers:
1. IANAL
2. I can only speak for the situation in the USA
3. I haven't personally seen or played the original, I'm basing my opinion of what's copied or not copied on other comments
I am not a legal expert, but as I understand it, the Oracle/Google decision was based on the fact that APIs were not copyright-able. However, I believe you are that independent implementation is not a copyright violation, because patents protect technology while copyright protects specific works. If anyone actually knows about this, feel free to correct me.
Don't get me wrong, it's a very nice job and all, but with just a few drops of creative thought the author could be on his way to creating his own ideas instead of imitating others.
And nobody seems to have a problem with that.
So why should this be an issue?
Also is it possible to compare an OS with a game, isn't that like comparing a human to the Earth? On the one hand we're all made of the basic elements, but on the other we're fundamentally different things.
Anyway, I'd like to learn where this frame dropping is coming from. I'm a real stickler about lag, and even though the effect here is pretty minor (except on Firefox), I find it unacceptable. Maybe I should try reimplementing this in WebGL or even pure HTML with image tags. Though, again, this game and mine are simple enough that all these approaches should be able to run at 60 FPS, the differences in implementation might be enough to push it over the edge and I have to make do with what exists.
It's a nice job you've done, but I'd like to see you put your skills to use creating instead of imitating.
Uhhh no you don't. This is textbook copyright infringement. You can't copy without permission and then claim you respect them. That's not how things work.
In any case, I'll invoke the maxim "imitation is the highest form of flattery" as an argument. Why do so many people new to game development make (and are encouraged to make) Pacman clones, Snake clones, Tetris clones, Asteroids clones (one is still on the front page with no shouts of "copyright infringement!!!"), etc.? Because they're fun, respected games that are easy to clone with modern tools. This game is no different apart from not having as many people thinking it's a good game.
This platform mechanic is over a decade old (and mechanics can't be copyrighted anyway), the platforms themselves are probably too simple to qualify under copyright. (The alien sprite you might have a better argument for, but that's very easy to change and if I were the author I'd do that not to play it safe but because the standard alien doesn't look very good.) The only thing I would suggest the author really bother changing is adding the word "clone" or "recreated in HTML5" to the title of the project even though that information is already in the description.
The other consideration is that the developer is in India, which unless he's doing things on the scale of Dotcom allows him a "come at me bro" attitude if he felt like it. Fortunately he seems like a decent fellow, so it's a non-profit learning exercise of something with a lot of prior art in terms of gameplay, it's not a complete clone, and I doubt it hurts sales of the original (which he links to).
I guess you're in agreement with me otherwise?
That said, nice work. Hopefully the authors of this game don't mind and will support your efforts or work with you on an HTML5 version of this game. Good luck.
If it was just a clone called "HTML Jump" with original graphics, but the same gameplay, there would be no outrage.
Imagine if app.net called itself "twitter.net" and copied twitter's design exactly? There would (rightfully) be outrage
Screenshot: http://i.imgur.com/k6ejH.jpg
edit: 3630 died trying to catch a spring ><
It's a pretty interesting game to master - the challenge isn't in hand-eye projectile-estimation/control. While that's important, it seems pretty easy to reach a satisfactory amount (as long as one doesn't need to cross the edge of the screen and wrap-around, which the human brain doesn't seem to handle well).
The parameter to optimize, at least at scores of 8k to 13k, is to quickly evaluate the best upward paths to take.
I've tried 5 games, all which ended above 6k, which ended when I hesitated on the path. Curiously, it isn't the situations where only 1 path is available where I lose. It is the situations when two somewhat equal paths exists, and I hesitate. At areas with white blocks, where the jumping height required to reach the next block is maxed, and the next block is horizontally displaced, there's very little time to think.
Hitting springs are the worst, as it changes the screen very rapidly, making it very hard to assess the situation (3 losses to this). The next worst is a series of whites at max height, which results in a high upwards speed (1 loss to this). Last loss was due to dropping a bag of chips.