Yogularm Infinite is a Java game in which Yogu - the player - jumps and runs through an
auto-generated 2-dimensional world. As the name says, it is impossible to finish the
game. However, the goal is to collect as many coins as possibly. Chicken make
their own way through the dizzy air, and you have to watch out for arrows...
Yogularm Infinite is available on all platforms supported by Java. Make sure you have
the latest version of Java installed. Then, click the
green button and open it with the Java(TM) Web Start Launcher.
Yogularm is open-source. You can view and download the source at
github.com. Feel free to make your changes!
Note: You will be asked whether you really want to start the appliction, because it requires full access
over your computer. Unfortunately, there is currently no alternative.
Call me Yogu (yes, like the round yellow character in the game) and contact me via
If you have any trouble starting or playing the game, please let me know. If you have an idea what could
be added, improved or changed, let me know, too. The project is in an early-development state and needs
Version 0.4 Alpha
New World Builder: Yogularm now can validate worlds and be sure that they are playable, no matter
how complicated they are. For this reason, levels now are much more interesting and surprising.
Version 0.3.3 Alpha
Several bug fixes: Physics, chicken's AI, display issues, world generation.
Version 0.3.2 Alpha
Performance Update: Fixed a memory leak (Previously, the RAM usage grew very quickly and significantly).
Icon: Added an icon for the game window in the desktop version.
Version 0.3.1 Alpha
Crash fixed: Yogularm crashed on some devices, especially on several Android phones. This is now fixed.
(Technical Information: The textures' dimensions were no powers of two, so some video cards could not load
Bug reporting: If the Android App crashes, it displays a detailed error message. If this happens to
you, please copy the message by
Version 0.3 Alpha
Yogularm for Android: Yogularm is available as Android app. You have to
download, copy to your sd card and open it from there because I don't want to
pay USD 25,00 to place it in the Market.
Version 0.2 Alpha
Platforms: Propeller-powered wooden platforms carry you over large gaps.
Ladders: Sometimes, it is neccessary to climb a little upwards.
Physics: For ladders and especially platforms to work properly, the physics engine
has been changed significantly.
Version 0.1.5 Alpha
Animations: Yogu and the chicken are now animated! Whether walking, flying or being hurt - the characters
now are more lively.
Yogu gets thinner: In previous versions, you could stand half on air when the hand was over a stone. Note
that although you'll have to get used to the new behavior, it is now more realistic.
Yogularm on small screens: If your desktop resolution is smaller than 1024x768 (or if you like
to run the game in a smaller window), the game is now better to play.
Version 0.1.4.1 Alpha
Reduced air grip: While flying in the air, the direction now changes more slowly than when
standing on ground. Much more realistic.
Yogu wiggle fix: When the performance was inconsistent, Yogu sometimes began to jump in
little steps even when touching none of the controls.
Camera wiggle fix: Previously, the camera began to shake when the window was too small.
New certificate: I'm very sorry, but the certificates the game was signed up to the last
version became public, so they are no longer trustful. In this version, I have changed them.
Version 0.1.4.0 Alpha
Physics Engine: The physics was updated to be more realistic, allowing to push chicken or
even ride them for a short while.
Collision Fix: In the previous version, the player sometimes seemed to jump to another
position on collision. This is (hopefully) fixed now.
Open Source: The source code of Yogularm Infinite is now available on
github. Happy coding!
The game in its current state is fully-playable, so maybe I'll close the project. But of course it can
be improved, and feature suggestions are always welcome. If you
can develop in Java, get the
source code fromgithub and feel free to
implement your ideas.
Maybe I'll add more, especially mobile, enemies, which try to push you off the platforms. The
current world builder is called Sky, because it creates platforms in the air. Other
world builders would be possible, for example an underground lava cave or an underwater world.
The first version of Yogularm is dated
back to 2006, written in
BlitzBasic. Since then, it accompanied me in my way through different programming languages. 2009,
I rewrote the complete game in
OpenGL. 2010 I had the idea of making it 3d, and I began writing code in
but I gave it up very early. Yogularm was not intended to be three-dimensional.
All those versions had one in common: The levels had to be created by human intelligence using a level
editor. I had the idea of people inventing new levels and sharing them in a forum. But for that working
fine Yogularm simply had too few players. I don't remember how many times I played my own levels of
which I knew every detail by heart. It was not that fun playing it in every coffee break.
This year, in 2011, I got a new favorite computer game:
Minecraft, a sandbox
game - with an auto-generated world. Each time staring a new world, it is completely different -
but always very interesting. I wondered if this would be applicable to a jump'n'run game. And so I
started developing Yogularm Infinite.