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View Full Version : PLUS for single player?


DennisKainz
Jan 20, 2010, 10:57 PM
BEFORE VOTING, READ THE IDEAS!

Here are some ideas I have for the next PLUS expansion.
Fixing of the bug that sets the regular speed to 0 when auto speed is active.
Displaying the running sprite rotated of 90 degrees when you jump on a wall with One Way

event.
Trigger zone switches replay the animation forward and backward instead of jumping from

first to last frame.
Placing a generating bat event on a level's corner makes a fast group of bats come and run

at left or right.
Commands:
These have to be inserted in the .ini of the specific level (ex. castle1.j2l / castle1.ini)

/maxhealth <1...128>
The maximum health can reach the 128 hearts. But high values are ideal to be used with

damage amplifyings and no blink mode.

/speedamplifier <-2...2>
With a value of -2, Jazz walks at 2 tiles per second and jumps up to 3 tiles high. Ideal for

small tilesets. With a value of 2, Jazz jumps 24 tiles high and runs at 32 tiles per second.

Ideal for super powers.

/toughpets <on-off>
Turned on, the frog can harm foes with the tongue, and Chuck can do with the beak.

/foestoughness <1> <2> <3> <4> <boss>
Sets the specific toughness of foes. Example, if the 3rd value is changed to 30, you must

hit crabs, monkeys, fat chicks and whoever has a default health of 3 30 times instead of 3.

/foesmight <1> <2> <3> <4> <boss> <hurtevents>
Indicates how much a foe harms you by touching you.

/stillshell <on-off>
Decide whether to leave the turtleshells when normal turtles are defeated.

/stickyfire <on-off>
If you use fire event instead of hurt event, the fire will get stuck to you (with

firelauncher / dragon spit animation) until you find a water block.

/fierywater <on-off|timer>
You see the water blue or red on 16 bit. If it's red, you get hurt by swimming. Ideal for

raising lava levels.

/floodamplifier <-2...2>
Works with gradual water level events. Set to -2, the water raises very slowly. Set to 2, it

does very quickly.

/sugarrush <on-off>
Activates / Deactivates sugar rush.

/sugarrush <1...1024>
Decide how much food must be eaten for the sugar rush.

/poison <on-off>
Turned on, bees make permanent damage until a carrot is found.

/inventory <on-off>
Turned on, you can store carrots and use them later.

/carrotwelfare <1...64>
Decide how much a carrot heals you.

/maxammo <2...9> <1...1024>
Decides how much ammo you can store.

/springamplifier <-2...2>
Decreases / Increases the efficience of springs.

/springpaint <1> <2> <3>
Modifies the regular color of spring (ex. Yellow spring instead of blue)

/precious <on-off>
Turns the purple gems into amber gems, and the value of 0 into a value of 25.

/gravitytrigger <trigger> <direction> <intensity>
Turns a regular trigger into a gravity experiment. Can make you heavier or lighter, or makes

side falling, by turning the sprite of 90 degrees or more. Ideal for paranormal activities.

/timelimitdeath <on-off> <anim>
When the time limit option ends to 00:00:00, Jazz dies. Ideal for SWS Terrapin level. Anim

option turns the regular death into a combo of harmful TNT explosions all around.

/devildevan <on-off>
Turned off, Devan doesn't become a haakai when his health limit is reached.

/breathcountdown <on-off> <time> <healthdec>
Turned on, Jazz needs to take breath every %s seconds when he swims.

/forcedgameover <on-off>
Turned on, doesn't allow to continue the game when all of the lives are expired.

/invisiblefreeze <on-off>
Turned on, makes the icy sandglass invisible.

/invisiblechains <on-off>
Turned on, makes the boll chains invisible.

/landmines <on-off>
Turned on, touching a spike boll makes several TNT explosions around, and pieces of robot

boss are scattered around.

/mobileworld <on-off> <speed>
Makes a superMario like moving world. If you are between a wall and the limit, you die.

/particleweather <on-off> <intensity> <type>
Uses particle systems instead of tiles for rain or snow effects. May slow down the FPS.

/levelcut <on-off> <coins> <filename>
Turned on, when you touch the warp secret, you automatically skip the level and you keep all

of your statistics. The coins number required becomes the level index (ideal for

crossroads).

/eventbox <x;y> <numevent>
Makes multiple events in a tile. In case of enemies, they release the specified item.

Besides, a destruct scenery with a trigger inside makes good shootable buttons. And an enemy

with a trigger zone upon means you must kill him to proceed.

/ai <on-off>
In multiplayer games, allows to fight AIs instead of other players.

/fireanim <on-off> <fireanim|particles>
Turns fire event into an emitter.

/triggermusic <id> <filename>
Changes a trigger scenery into a music trigger.

/gradualstomp <on-off>
Turned on, the stomp is like a regular fall, but quicker and stomping, like in WarioLand.

/earthquake <id>
Turns a trigger into an earthquake trigger.

/smoothlights <on-off>
makes the steady lights smooth.

/selflight <on-off>
Turned off, you can't see around you in the dark.

/pestering <on-off>
Turned on, ravens and dragon flies will chase you continually.

/smarterfoes <on-off>
Turned on, makes every enemy chase you, even the turtles and the crabs.

/zspike <x;y>
Assigned to a spike boll, makes it roll horizontally instead of vertically.

/landminechaser <x;y> <id> <speed>
When you touch a trigger, a spike boll chases after you, until you find the reverse trigger

or you shoot it enough.

/starttheft <on-off>
At start, you find yourself without any weapon. You can use the regular blaster only by

finding a fastfire.

/weakness <specialmove> <midairmoves>
The first activates / deactivates the special move. The second allows / impedes the falling

direction change (if you're falling left, you can't press right and fall right)

/permanentbullets <on-off>
Turned on, the bullets keep on running until they find an obstacle or get out of range. The

bouncer gradually slows down.

/fearfulfoes <on-off>
Turned on, makes all enemies escape instead of chasing you.

/stickyfirelaunch <on-off>
When you shoot some fire, if it gets stuck to something, it remains there and illuminates

for a while.

/brittlebones <on-off>
If you fall from high, you will hurt yourself.

/startfastfire <0...10>
Decides how much fastfire you have at the start.

/questiontrigger <id> <question> <rightanswer>
If you want to activate the trigger, you have to answer correctly to a question.

/passwordpass <on-off>
The level opening password doesn't only work for editing, but also for playing.

/painting <x;y> <color>
Changes a light event's color.

/soapbubbles <on-off>
Turned on, activates the bubbler outside the water.

/steam <sprite|particle>
Decide whether to display the steam event as a sprite or a particle system.

/triggersound <filename> <music on-off> <id>
Plays a sound instead of triggering (for example, an explosion or a short music).

/starvation <on-off> <minutes>
Turned on, makes food storing necessary. If you eat, you gain health. If you have no food,

you lose health.

/required <numevent> <equalto>
The level must have the specified number of events inside to be cleared.

/joinscenery <x-x;y-y> <particle>
Joins destruct or buttstomp sceneries in one whole scenery. Example, shooting a wall makes 5

tiles fall at the same time. Also makes particles, to simulate broken glass os similar,

instead of subdividing 4 pieces.

/bridgecollapse <on-off> <time>
Turned on, makes bridge event gradually collapse.

/projections <on-off>
If you jump next to a projection, you make an extra jump to reach the top.

/preciseboulders <on-off> <damage> <bounceagainstwalls>
Turned on, makes boulders keep stuck to the floor when they roll, instead of bouncing

against the floor.

/extendedswarm <on-off>
Instead of 5 tiny bees, displays 50 tinier bees, with pepper spray bullet sprite. Only the

flamelauncher can kill them.

/chaoscontrol <on-off> <time>
Extra Time event stops everything around you except you.

/swingvine <sync> <rallypointleft> <rallypointright>
Makes swinging vines much more precise, and gives them a rally point (example, the next vine

or a platform).

/doppelganger <x;y> <localx> <id>
Creates a doppelganger mirrored on the local x. The first mask change activates a trigger.

/triggerspeed <1...72>
Decides how fast trigger sceneries animations are played.

/globaltrigger <x;y> <0...1024> <zone|scenery> <on-off>
Sets a global trigger, influences other levels.

/persistent <on-off>
Turned on, if you come back to this level, it will be exactly like you left it.

/custombigrock <tilesetloc> <levelloc> <weight> <rotate>
Creates a custom big rock event from a tile. It rotates when it's thrown down, and it can be

pushed upside (unless it's steeper than the rock is heavy).

/aicloneboss <x;y> <difficulty>
Makes a clone boss from an AI module.

/ally <x;y>
Turns a bad guy into an ally of your.

/enemyquickness <enemy> <-2...2>
Makes an enemy quicker or slower.

/eelmode <on-off>
Eel mode expands the electricity launches all around when you're underwater.

/blockaction <action> <id>
Blocks specific actions (like walking left and right when you're on a cart).

/gasolinetrigger <id>
A gasoline trigger creates several explosions by launching fire.

/customfood <tilesetloc> <levelloc>
Creates a custom food event.

/elitefencers <on-off>
Makes enfencers much quicker and cleverer.

/123star <on-off>
Turned off, Sparks chase you continually.

If you want, write more ideas. Or else, vote in the poll!

Troglobite
Jan 21, 2010, 06:28 PM
Gah, I rushed and voted before I saw the thing that said don't vote until you read it. I'm looking forward to plus adding single player features, most of these seem nearly impossible to implement and many of them seem like something you'd have to add in JCS instead of something plus would do. Some, like setting how much a carrot heals you, or the startfastfire seem kind of cool though.

Also, how would these be implemented? Would players type something, like in multiplayer?

Violet CLM
Jan 21, 2010, 06:39 PM
Commands:
These have to be inserted in the .ini of the specific level (ex. castle1.j2l / castle1.ini)


Ideally, of course, they would be in the .j2l itself.

Foly
Jan 21, 2010, 09:52 PM
Global trigger: A trigger crate/zone that is able to turn triggers on and of for every player in the server (or thats joining the server).

(Wouldnt be a plus feature tough)

Leus AKA Simba
Apr 9, 2011, 07:56 PM
Damn most of this sounds awesome. How likely is... Any of it? Haha.

Jgke
Apr 9, 2011, 08:47 PM
Foly: Trigger zones are local, but crates aren't

Also, sorry to kill your thread, but Blur has been way too inactive lately... I don't think he will even see this thread :P

Troglobite
Apr 9, 2011, 09:01 PM
I also doubt this thread would make much difference if he did see it. While some of the ideas are neat, some also seem like they would be ridiculously difficult to implement, and have very limited applications. As awesome as these might be, I don't see most of these being added to plus anytime in the near future.

Violet CLM
Apr 9, 2011, 09:06 PM
Yeah, these vary a lot in ease (as well as likelihood) of implementation. I think the first step in making SP-relevant changes would mostly be along the lines of fixing bugs and adding dummied out features, so things like non-working events or missing behaviors. A lot of the stuff mentioned in the OP doesn't really fall out naturally from anything else so it's hard to imagine a big demand for it.