The legend of the lost kingdom

Jungle Cat

Jungle Cat title artwork
The game

A little adventure is waiting beyond the jungle leaves.

Jungle Cat in the jungle
The hero. Long green hair, feline ears, a whip, and no patience for kidnappers.
The princess in her white and gold dress
The princess. Heir to the throne, before the kingdom came apart.

From the maker

This is an AI-generated game made from scratch. The goal is an Atari Falcon 060 jump ’n’ run with super-smooth animations. This browser version is the high-end one — the ambition is to bring nearly the same graphics to the Atari at 320 × 240.

The project brings together artwork, animation, sound, voice and video tools to create a little adventure in the wild.

Chapter I

A kingdom in trouble

The peaceful kingdom
A kingdom in peace. For many years, nobody needed a hero.

Far away, beyond the mountains and endless forests, there was a beautiful kingdom ruled by a wise and beloved queen. For many years, the kingdom lived in peace.

Chaos in the kingdom
Then the old queen was gone.

After the queen passed away, chaos swept over the kingdom. Her daughter, the princess, was next in line to become queen. But not everyone wanted to see her on the throne.

The princess is taken
Taken. A military gang kidnaps the princess.
The kidnapped princess
The princess, kidnapped. Five billion dollars — or so they said.

A ruthless military gang had secretly planned to take control of the kingdom. They kidnapped the princess and demanded five billion dollars for her release. Their real plan was much darker: to take her far away into a forgotten jungle nobody dared to enter, abandon her there, and seize the throne.

The forbidden lost jungle
The lost jungle. A place that does not appear on any honest map.

Chapter II

The lost jungle

Jungle Cat in the jungle
Jungle Cat. She already lived where they thought nobody would look.

Deep inside the jungle lived a mysterious young woman known as Jungle Cat. With her long green hair, feline ears and fluffy tail, she knew the jungle better than anyone. Brave, clever and independent, she had learned to survive in a world where danger could hide behind every tree.

When she discovered what had happened to the princess, she decided to find her, following the clues the kidnappers had left behind.

Jungle Cat on her journey
Into the forbidden green. Forests, rivers, caves, ruins — and dinosaurs that never left.

Her journey would take her through dense tropical forests, dangerous river crossings, forgotten temples, mysterious caves and ancient ruins. Dinosaurs still roamed this lost world. Jungle Cat had to use all her courage, agility and jungle knowledge to survive.

Chapter III

The rescue

Jungle Cat approaches the hidden camp
The trail ends. She finds where they are keeping the princess.

Eventually Jungle Cat discovered where the princess was being held. The gang had made a hidden camp deep in the jungle, inside an old temple ruin.

The hidden temple camp
The hidden camp. An old temple ruin, deep enough that nobody was meant to follow.

She approached carefully, avoiding the guards and using the jungle itself. After a dangerous confrontation, she reached the princess. Frightened and exhausted, the princess had never completely lost hope. And then, suddenly, there she was. Jungle Cat.

The princess is free
Free. The kingdom gets its heir back.

In the end, the gang was defeated. The princess was free. And the kingdom was saved.

Chapter IV

A new queen

The princess crowned as queen
A new queen. One very special guest stood in the crowd.

When the princess finally returned home, the entire kingdom celebrated. Soon a magnificent royal ceremony took place. The princess received her crown and became the new queen.

Jungle Cat was there. The queen never forgot who had saved her life and her kingdom. As thanks, she declared Jungle Cat’s territory a protected nature reserve. Nobody would be allowed to destroy its forests or disturb its wildlife. And Jungle Cat would always be welcome at the royal palace.

Chapter V

A special friendship

The queen and Jungle Cat together
A special friendship. The queen leaves the palace. The jungle keeps them both.

Although Jungle Cat preferred her wild home to the royal palace, the two became very good friends. The queen sometimes visited, leaving her duties behind for a little while. They explored hidden waterfalls, ancient temples, mysterious rivers and sunny clearings.

Sometimes they simply listened to the forest. The princess had become queen, the kingdom was safe, and the jungle was protected. It seemed their adventures had finally come to a happy ending.

Chapter VI

One day… something unexpected

The queen returns to the jungle
To be continued. She did not come just to visit.

One beautiful morning the queen arrived in the jungle with a very different expression. Strange things had been happening back in the kingdom, and she was worried something dangerous was growing. She had come to ask her old friend for help.

Jungle Cat listened carefully. Then she looked toward the endless green. Perhaps their adventures were not over after all.

The legend continues

To be continued

Jungle Cat 2 — a new adventure awaits

Behind the adventure

About Jungle Cat

A little independent game project inspired by classic platform adventures, lush jungle worlds and the spirit of the Atari Falcon.

The game

Jungle Cat is planned as a fast, colourful jump ’n’ run adventure. Explore forgotten temples, cross rivers, avoid dangerous creatures and find your way through a mysterious lost world.

The hero

Jungle Cat is quick, resourceful and completely at home in the wilderness. Her whip, agility and knowledge of the jungle help her overcome obstacles and protect the princess.

Made with love for retro games

The project is being developed with the Atari Falcon 030/060 in mind, with a modern browser presentation to show the artwork and story in greater detail.

The world

Beyond the kingdom lies a vast jungle filled with waterfalls, ancient stone temples, hidden paths and creatures from a forgotten age. There is always another secret beyond the next bend.

Game configuration reference

SETTINGS

A complete reference to the game’s adjustable values. 287 variables in 12 groups.

Every setting of the game, its default value, and what it does.

How to change settings

  1. In the game: title screen > SETTINGS > GRAPHICS > EXPERT SETTINGS.
  2. Use UP / DOWN to choose a line and LEFT / RIGHT to change its value. Hold SHIFT for 10 times bigger steps. ENTER restores the default value.
  3. Your changes are saved in the browser. A few values only take full effect after reloading the page (F5).
  4. In js/game.js: all settings are in the GAME SETTINGS block at the top of the file, one line each.

Words used in this list

  • unit — the game’s own length measure. The screen is 320 × 240 units, the hero is about 38 units tall. 1 metre = 3.2 units.
  • tick — the game’s time step, 60 per second (60 ticks = 1 second).
  • picture — one frame of an animation. “Picture pixels” are pixels inside the picture file.
  • 1 / 0 — on / off. “ON” settings are switches, everything else is a number.
  • TPF — ticks per picture (bigger = slower animation). K — size factor (units per picture pixel).
  • AX / AY — anchor point of a picture, the spot placed on the character’s feet or hand.

287 variables in 12 groups. Defaults are the values in js/game.js. Step is the amount one click on the setting changes.

Hero Movement (65)

VariableDefaultStepWhat it does
HERO_WALK_SPEED0.650.01walking / running speed on the ground
HERO_CROUCH_SPEED0.350.01walking speed while crouching
HERO_SWIM_SPEED0.550.01swimming speed in the water (sideways)
HERO_AIR_SPEED_FACTOR1.90.1sideways speed in the air = walk speed x this (the hero flies further in a jump)
HERO_ROPE_SPEED0.750.01speed while hanging on a rope hole
HERO_CLIMB_SPEED0.70.01speed climbing up / down a vine
HERO_JUMP_SPEED2.9750.1start speed of a jump upwards
HERO_GRAVITY0.0950.001falling: speed gained every tick
HERO_MAX_FALL_SPEED4.50.1falling never gets faster than this
HERO_CLIMB_JUMP_SPEED2.40.1jump off a vine
HERO_CLIMB_TOP_HOP21little hop when she climbs over the top of a vine
HERO_ROPE_HOP_UP1.60.1hop up at the end of a rope hole
HERO_ROPE_HOP_SIDE0.650.01hop sideways at the end of a rope hole
HERO_SPIKE_BOUNCE2.50.1bounce up after she touched spikes
HERO_WATER_TICKS60010ticks in the deep water until she is eaten / drowns (600 = 10 seconds)
HERO_HURT_INVULN805ticks she can not be hurt again after a hit
SWIM_SINK0.040.001swimming: she sinks by this every tick
SWIM_DIVE0.10.01swimming: extra downward push while the DOWN key is held
SWIM_RISE0.180.01swimming: upward push while UP / JUMP is held
SWIM_MAX_UP11swimming: fastest way up
SWIM_MAX_DOWN0.80.01swimming: fastest way down
HOLE_POST_W101
JUMP_SLOW0.7040.01
HERO_SLOW0.850.01
VINE_G0.190.01swing gravity of the swinging vines (was .38, faster).
VINE_LAUNCH1.410.1swing gravity (was .38 = faster) and a launch boost so the jump distance stays the same
RUN_ANIM_K1.40.1
HANG_K0.950.01size of the vine-hang animation (1 = as exported)
JAPEX201which picture (0-44) is shown at the top of the jump.
JRATE1.70.1max pictures per tick (higher = snappier changes).
JLAND181launch speed, apex frame (0-based), max frames per tick, ground distance where the landing reach starts
RESP_SAFE11
RESP_BACK345
RESP_MAX26010
RESP_HOLE605
RESP_ENEMY11010
RESP_HIT11
FADE_OUT705
FADE_IN455
SWK1.120.1size of the swimming picture.
IK1.10.1
HID_STEP11010hero idle: ticks one pose is held (the 6 new pictures play 1-2-3-4-5-6-5-4-3-2-1 ... and fade into each other).
HID_FADE01part of every step used to fade into the next picture (0 = hard cut, 1 = always fading).
IW1.220.1height / width factor of the idle pose.
DUCK_K0.90.01duck pose size
CROUCH_ANIM111 = new crouch-down animation, 0 = old single picture.
CD_DN245ticks to go down.
CD_UP161ticks to stand up.
CD_DZ0.240.01share of the time spent dissolving into the hold pose.
CLIMB_ON110 = old pose (run picture), 1 = the new climbing animation (33 pictures)
CLIMB_FPT0.50.01pictures per game tick while she climbs (60 ticks/s -> 30 pictures/s). Up = forward,
CLIMB_K0.1650.01game units per picture pixel (size). CLIMB_AX / CLIMB_AY = point of the picture that sits on
CLIMB_AX14710
CLIMB_AY31510
CLIMB_DY21
ROPE_ON110 = old pose (run picture + drawn arms), 1 = the hand-over-hand animation
ROPE_FPT0.70.01
ROPE_K0.160.01game units per picture pixel (size of the animation). ROPE_AX / ROPE_AY = the point of
ROPE_AX12010
ROPE_AY315
ROPE_TILT0.50.01
VL_ON110 = off (old behaviour).
VL_TPF1.70.1game ticks per leap picture (19 pictures in about 32 ticks, the last one is held).
VL_HOLD101
VL_AY255

Hero Weapons (22)

VariableDefaultStepWhat it does
WHIP_COOLDOWN265ticks before the next whip hit
MACE_COOLDOWN181ticks before the next mace hit
KNIFE_COOLDOWN201ticks before the next knife throw
KNIFE_SPEED51flying speed of a thrown knife (the hero's "bullet")
KNIFE_LIFE805ticks a knife flies before it disappears
WH_T215ticks of one whip swing (smaller = faster).
WH_A0-1.550.1start angle.
WH_A10.50.01end angle (guide arc for jumps / hanging).
WH_LAG0.380.01how much the tip trails behind (the "crack").
WA_LAG2.50.1same for the standing whip-attack pictures.
WP_N225
WP_ST1.6560.1
WP_HD41
WP_G0.0850.001
WP_DAMP0.9850.01
WP_BEND0.20.01
WP_DRV0.260.01
WP_FADE305
WP_W11.30.1
WP_W20.550.01
WP_HX71
WP_HY-245

Enemies (28)

VariableDefaultStepWhat it does
SPEED_SNAKE0.250.01
SPEED_BAT0.350.01flying
SPEED_CROCODILE0.150.01
SPEED_RAPTOR0.450.01
SPEED_LIZARDMAN0.180.01
SPEED_SPIDER0.30.01
SPEED_DRAGONFLY0.50.01flying
SPEED_BEAST0.140.01
SPEED_SKELETON0.220.01
BAT_BOB_PERIOD161the bat flies up and down: bigger = slower
BAT_BOB_HEIGHT81... and this high (units)
DRAGONFLY_BOB_PERIOD91
DRAGONFLY_BOB_HEIGHT121
ENEMY_RESPAWN_TICKS1800050a killed enemy comes back after this many ticks (18000 = 5 minutes) - but only when you are more than 220 units away
NEVER_RESPAWN100000000000050the gorilla and the woman boss use this: they never come back
ATK_ON111 = enemies play their attack animation, 0 = off.
ATK_T445length of the attack animation in ticks.
ATK_CD15010ticks between two attack animations.
ATK_RY345height tolerance for starting the attack.
SK_HIT111 = the long sword really hurts (in the last 2 attack pictures), 0 = it is only a picture.
SK_REACH01extra reach added to the sword hit zone (0 = exactly the blade in the picture)
SPK_ON11
SPK_K0.20.01
SPK_HIT101
SK_ATK_T new805skeleton: length of the whole sword attack animation in ticks (60 = 1 second)
SK_HIT_FROM new221skeleton: the sword hurts from this attack picture (1–33)
SK_HIT_TO new261skeleton: the sword hurts until this attack picture (1–33)
SK_SND_FRAME new131skeleton: the sword sound starts at this attack picture

Archer 10 (18)

VariableDefaultStepWhat it does
ARR_VOL11
ARC_ON11
ARC_HP41hits to kill her (machete, whip or throwing knives each count 1)
ARC_IDLE_LOOPS31she plays her idle animation this many times, then does ONE attack (shoots one arrow), then idle again ... (replaces the old fixed time between arr...
ARC_IDLE_TPF41ticks per idle picture (12 pictures: 4 -> one idle loop = 48 ticks = 0.8 s, 3 loops = 2.4 s)
ARC_FADE31idle -> attack: the first attack pictures fade in over this many pictures (0 = hard cut)
ARC_TPF3.60.1ticks per attack picture (25 pictures). Draw+shoot takes 25*3.6 = 90 ticks
ARC_REL225picture at which the arrow leaves the bow (the game spawns the real arrow there)
ARC_RECOV161
ARC_RANGE17510she starts shooting when you are closer than this many units
ARC_SPEED1.50.1arrow speed (units/tick). ARC_AIM = .3 how steeply she may aim up/down
ARC_AIM0.30.01
ARC_LEN215drawn arrow length. ARC_K = .1548, ARC_AX/ARC_AY = size / feet anchor of her pictures
ARC_K0.17030.01
ARC_AX15610
ARC_AY31610
ARC_SX13.51
ARC_SY45.41

Archer 30 (18)

VariableDefaultStepWhat it does
ARC2_ON111 = she shoots, 0 = she only stands.
ARC2_HP21hits to kill her.
ARC2_PERIOD30010ticks between two shots (5 s).
ARC2_RANGE17510she starts shooting closer than this.
ARC2_SPEED1.60.1arrow speed.
ARC2_AIM0.80.01how steeply she may aim up/down (was .3 = arrows went straight past you when you stood higher or lower).
ARC2_LEN245arrow length (units).
ARC2_THICK1.70.1arrow thickness (1 = as drawn).
ARC2_K0.1290.01size of the picture (bigger = taller girl).
ARC2_AX10210
ARC2_AY37410
ARC2_SX91
ARC2_SY435
ARC2_BX13810
ARC2_BY44010
ARC2_REC201
ARC2_SCORE25010points for a kill.
ARC2_IT405

Gorilla (23)

VariableDefaultStepWhat it does
GOR_ON11
GOR_HP61hits to kill
GOR_REACH137.510longest jump (units; was 125, now 10% wider)
GOR_JMIN31
GOR_JMAX71a visible gorilla hops 3 to 7 metres per jump (1 m = GOR_M units)
GOR_CATCH51OFF screen he runs this many times faster and jumps GOR_REACH far, so he always catches up with you
GOR_STUCK905off screen and no way forward (hole, wall) for this many ticks: he appears again on the ground behind you
GOR_ARC44.91jump height (was 34, then 37.4, now +20% more)
GOR_UP265highest step he can jump up
GOR_DROP905deepest drop he jumps down
GOR_WATER20510ground lower than this is water
GOR_TPF61ticks per attack picture (jump speed; was 2.4, then 3, now half the speed again)
GOR_F081
GOR_FT171
GOR_FL285
GOR_REC685
GOR_CD685rest between jumps (ticks, was 34)
GOR_STOMP265landing damage radius
GOR_K0.1920.01size (units per picture pixel)
GOR_AAX17010
GOR_AAY287.510
GOR_IAX101.5510
GOR_IAY338.510

Woman Boss (18)

VariableDefaultStepWhat it does
WBS_VOL21woman boss shot volume (2 = 100% louder than before)
BOSS_FIRE_TICKS12010ticks between two shots (120 = one shot every 2 seconds). Higher = easier.
BOSS_BULLET_SPEED1.30.1speed of the bullets (was 2.3). Lower = easier.
BOSS_WALK_TPF new2.80.1end boss walk: ticks per picture (bigger = slower legs)
WB_ON11
WB_HP81end boss hp:12 (+ hp0:12, in bossInit)
WB_PERIOD12010ticks between shots (120 = every 2 seconds)
WB_TPF51ticks per attack picture (draw + aim + shoot = 50 ticks)
WB_RANGE23010she starts shooting when you are closer than this
WB_SPEED2.60.1bullet speed
WB_AIM0.180.01
WB_REL51
WB_IT71
WB_K0.17350.01size WB_MX / WB_MY = muzzle position (35 / 40.6 units from her feet)
WB_AX25910
WB_AY30810
WB_MX355
WB_MY40.61

Screen / Misc (11)

VariableDefaultStepWhat it does
SFX_VOL new10.1volume of all beeps, clicks and pickups (the 8-bit WAV samples in audio/sfx/). 1 = as before, 0 = silent
AMB_VOL new10.1volume of the jungle ambience loop (audio/ambience.wav: wind, insects, hum). 1 = as before, 0 = silent
DANCE_SECONDS new50.5seconds the win dance picture is shown before the win screen (space / enter / click skips it)
CHEAT_KEYS111 = test keys work while playing (5 = in front of an enemy 10 archer, 8 = enemy 30 archer, 7 = end boss, 6 = chimp, 0 = skeleton bridge, 9 = skip t...
CRAWL_K4.80.1crawl animation speed: pictures per step of walking. Bigger = faster legs.
BR_ANCH0.760.01share of the bridge picture above the walking line (bigger = bridge sits higher,
CL_ON11
CL_ALPHA0.20.01
CL_SPAN42010
CL_DRIFT0.030.001
CL_Y345height above the highest palm crown of the level (bigger = higher in the sky)

Chimp (17)

VariableDefaultStepWhat it does
CHAT_VOL0.80.01
CHM_ON11
CHM_HP21hits to kill him
CHM_PERIOD30010ticks from one throw to the next (5 s)
CHM_RANGE15010he throws when you are closer than this (units)
CHM_TPF3.40.1ticks per throw picture
CHM_ITPF2.40.1ticks per idle picture
CHM_REL91throw picture where the coconut leaves his hand
CHM_FLY1.70.1coconut speed (units per tick), CHM_GRAV = .05 gravity
CHM_GRAV0.050.001
CHM_K0.190.01picture size (units per picture pixel)
CHM_BODY11.51how far his body hangs beside the vine
CHM_LIFT265height of his hit box above the ground
CHM_TOPY16.31
CHM_ROPE13010rope length above him
CHM_W22610
CHM_H29410

Princess / Dance (21)

VariableDefaultStepWhat it does
DANCE_SCALE1.20.1size of the victory dance (1 = same height as the idle pose)
PIL_H705
DANCE_ON111 = the dance plays after the boss, 0 = no dance.
DANCE_TPF2.50.1ticks per picture (2.5 = the video's 24 pictures per second).
DANCE_LOOPS31how many times the dance is played.
PR_ON11
PR_K0.19850.01size (units per picture pixel; the hero's dance is about .2)
PR_X1804150
PR_FY129.510where she stands (centre x / feet y)
PR_DX425distance between the two dancers
CAP_ON11
CAP_X1786250
CAP_FY17610
CAP_K0.1650.01
CAP_TPF61
CAP_ALPHA11
CAP_VOL21volume of the captive scene sound (2 = 100% louder than before; 0 = silent)
PRH_ON11
PRH_X18028.61000
PRH_FY131.910
PRH_K0.131960.01

Red Gems (3)

VariableDefaultStepWhat it does
RED_GEMS_ON11
RED_GEM_DAMAGE11hearts lost when she touches a red gem
RED_GEM_HIT61half size of the dangerous part (units) around the gem centre

Animation Frames (43)

VariableDefaultStepWhat it does
FRAMES_SNAKE_MOVE41number of pictures of the animation "snake move" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_SNAKE_ATTACK41number of pictures of the animation "snake attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_BAT_FLY41number of pictures of the animation "bat fly" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_BAT_ATTACK41number of pictures of the animation "bat attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_CROCODILE_SWIM41number of pictures of the animation "crocodile swim" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_CROCODILE_ATTACK41number of pictures of the animation "crocodile attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_RAPTOR_RUN41number of pictures of the animation "raptor run" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_RAPTOR_ATTACK41number of pictures of the animation "raptor attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_LIZARDMAN_WALK41number of pictures of the animation "lizardman walk" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_LIZARDMAN_ATTACK41number of pictures of the animation "lizardman attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_SPIDER_WALK41number of pictures of the animation "spider walk" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_SPIDER_ATTACK41number of pictures of the animation "spider attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_DRAGONFLY_FLY41number of pictures of the animation "dragonfly fly" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_DRAGONFLY_ATTACK41number of pictures of the animation "dragonfly attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_BEAST_WALK41number of pictures of the animation "beast walk" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_BEAST_ATTACK41number of pictures of the animation "beast attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_SKELETON_WALK361number of pictures of the animation "skeleton walk" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_SKELETON_ATTACK updated331number of pictures of the 33-picture sword attack animation (skeleton_attack_01..33.webp). Needs a page reload (F5).
FRAMES_BOSS_WALK new811number of pictures of the animation "end boss walk" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_CAPTIVE171number of pictures of the animation "captive" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_ARCHER10_IDLE121number of pictures of the animation "archer10 idle" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_ARCHER10_ATTACK251number of pictures of the animation "archer10 attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_ARCHER30_IDLE171number of pictures of the animation "archer30 idle" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_ARCHER30_ATTACK391number of pictures of the animation "archer30 attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_GORILLA_ATTACK301number of pictures of the animation "gorilla attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_GORILLA_IDLE21number of pictures of the animation "gorilla idle" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_WOMANBOSS_ATTACK61number of pictures of the animation "womanboss attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_WOMANBOSS_IDLE71number of pictures of the animation "womanboss idle" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_CHIMP_HANG481number of pictures of the animation "chimp hang" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_CHIMP_THROW121number of pictures of the animation "chimp throw" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_HERO_SWIM111number of pictures of the animation "hero swim" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_HERO_HANG211number of pictures of the animation "hero hang" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_HERO_JUMP451number of pictures of the animation "hero jump" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_HERO_WHIP_ATTACK111number of pictures of the animation "hero whip attack" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_HERO_CROUCH_DOWN51number of pictures of the animation "hero crouch down" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_HERO_CLIMB331number of pictures of the animation "hero climb" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_HERO_SWING_LEAP191number of pictures of the animation "hero swing leap" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_CLOUDS51number of pictures of the animation "clouds" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_PRINCESS_DANCE821number of pictures of the animation "princess dance" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_HERO_IDLE61number of pictures of the animation "hero idle" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_HERO_ROPE_HANG371number of pictures of the animation "hero rope hang" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_HERO_CRAWL451number of pictures of the animation "hero crawl" (the numbered files in the graphics folder). Needs a page reload (F5).
FRAMES_HERO_DANCE901number of pictures of the animation "hero dance" (the numbered files in the graphics folder). Needs a page reload (F5).

287 settings · Jungle Cat