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ShadowGPW
Nov 30, 2017, 09:39 AM
It's out!

DOWNLOAD NOW! (https://www.jazz2online.com/downloads/7795/holiday-hare-17/)
--------------

Hello Guys an Gals!

Let's celebrate the digital release of Jazz Jackrabbit on GoG with a community driven project! Woohoo!

It's pretty simple, we build a single player pack with the community and release it a day before christmas!

But this requires a little co-ordination and some specific tasks.

The idea is to release atleast 5 (to a maximum of 10) christmas specific levels, ranging from easy to harder levels.

Also if someone is willing to take up the task for some artwork (episode logo etc) is highly appreciated.

The schedule has hard deadlines, we cannot lean a day more or less on it.

Schedule:
30 nov till 3rd dec - planning
3 dec till 24th dec - building
24th of dec RELEASE!

Working on the project right now are;
. ShadowGPW (level)
. Primpy (level)
. Jelly Jam (Easy level)
. XxMoNsTeRXM (scripting)
. Slaz! (level)
. Cooba (easy level)
. Purple Jazz (hard level)
- snzspeed (level)
- Blackraptor (level)

Level 1 (easy) Cooba
Level 2 (easy) Jelly Jam
Level 3 (medium) Snzspeed
Level 4 (medium) Blackraptor
Level 5 (Hard) Purple Jazz
Level 6 (Hard) Slaz!
Level 7 (very hard/end boss) ShadowGPW

Weapon roadmap:
lvl 1 no power up! (a few fast fires?)
lvl 2 Bouncer power up
lvl 3 Pepper power up
lvl 4 ice power up
lvl 5 rocket 3way power up
lvl 6 seeker power up
lvl 7 electro blaster power up

other weapons/secrets and stuff.. feel free and go wild with it. But don't be so generous with 1 ups. :-)

Darkhog
Nov 30, 2017, 01:36 PM
I don't think you will manage to do this for this christmas. Such things needs to be developed a year or so in advance.

ShadowGPW
Nov 30, 2017, 04:41 PM
ehh.. not for a small pack with a few levels :-)

Darkhog
Nov 30, 2017, 04:47 PM
Yeah, but there are things like balancing, testing if levels aren't buggy or if you can't cheese the challenges (basically either taking into account abilities of all rabbits or just one and then forcing it via AngelScript). I think celebrating 1 year on GoG anniversary with fan-made HH '18 would be more reasonable timeframe. You could get this just perfect instead of making a rush job.

ShadowGPW
Nov 30, 2017, 04:51 PM
You should tell that to Jeh when he designed the original levels.

XxMoNsTeRXM
Dec 1, 2017, 12:34 AM
I can create scripts for the levels if you want.

Jelly Jam
Dec 1, 2017, 01:39 AM
Dang now I regret for my only SP levels ever not being Christmas themed levels

EDIT: Well I'm willing to make one easy level. Also is it a must to use Jazz Jackrabbit 2's Holiday Hare tileset or I can pretty much use any tileset that looks "christmasy"?

ShadowGPW
Dec 1, 2017, 03:42 AM
That would be great Jelly! Feel free to do an easy level! :)

Yes, costum christmas tilesets are fine ! :)

XxMoNsTeRXM that is amazing! Thank you, i will deffo poke you!

Slaz
Dec 1, 2017, 03:56 AM
I'm willing to participate with one level, but can't decide on the difficulty and size until I actually work on it. Stay tuned! ;)

ShadowGPW
Dec 1, 2017, 03:57 AM
would be cool Slaz!

cooba
Dec 1, 2017, 05:35 AM
I think I might be in with some small level :)

How does everybody feel about some scripting in this? Nothing too major, but how about some small changes like making coins persist from level to level?

Just something to increase replayability!

ShadowGPW
Dec 1, 2017, 07:25 AM
i love that idea! I tend to forget that almost anything is possible with scripting :)

Slaz
Dec 1, 2017, 09:02 AM
Are we doing any consistency regarding tileset usage or is it anything goes as long as it's somewhat winter/holiday themed?

PurpleJazz
Dec 1, 2017, 09:54 AM
I'm happy to make a medium/hard level :)

ShadowGPW
Dec 1, 2017, 10:14 AM
@Slaz yeah xmass themed (or something like Snow hell)

Awesome! Adding you to the list!

Darkhog
Dec 1, 2017, 10:46 AM
Very well. I wish you luck for the project. I hope you manage to make it in time.

Primpy
Dec 1, 2017, 11:52 AM
Alright guys, here are some suggestions for this project:

Tilesets

Feel free to use any winter tileset. Here are some suggestions:
-"Holiday Hare Fix v2" by Feaw (https://www.jazz2online.com/downloads/6231/holiday-hare-fix-v2/). It contains 5 different (and improved) versions of the official HH tileset and 2 variations.
-"Xmas Carrotus" by Bluespaz07 (https://www.jazz2online.com/downloads/4495/xmas-carrotus/). It's not exactly "Xmas" themed as the title states, however it's a fine winter recolor of Carrotus.
-"JJ1 Holidaius" (https://www.jazz2online.com/downloads/2161/-/). It contains 3 variations of the Holidaius tileset from the original Jazz Jackrabbit.
-"CandionV" (https://www.jazz2online.com/downloads/7689/candionv/). Some may consider it too hard to look at due to the bright colors but that could be easily solved with a color palette alteration. Except for that, it's a very good looking tileset.

These are the ones I feel like they would work the best. Feel free to find and suggest other tilesets.

Music

Luckily, both JJ and JJ2 have Christmas OSTs so this shouldn't be a problem. Probably most other video game winter/Christmas themed songs work as well. I suggest using Jaseke's remake of Winter Hare (https://www.jazz2online.com/downloads/7299/winter-hare-jazp-remake/). Sounds sick!

Scripting shenanigans

XxMoNsTeR offered to help with scripting this level pack. However, ideas for what to implement are still needed. All of the ideas so far:

Monster's idea: Being able to disguise as a snowman. While under disguise, enemies can neither track nor hurt you.
My idea: Collecting presents instead of coins, which can be used to purchase all sorts of upgrades in mid-level. Upgrades can include weapon upgrades (and ammo), jump height, firing rate (if rapid fire drops are removed), health etc.
cooba's idea: Crates with random contents. Kind of like presents in real life: It's a mystery! (https://www.youtube.com/watch?v=YQpLNCRIxWA)

Please mention your thoughts about these ideas, whether you would like to see them happen or not, what could be improved/changed etc. along with your own ideas.

Other ideas & suggestions

-"Blizzard Peak" by PT32 (https://www.jazz2online.com/downloads/6630/blizzard-peak/) has a good looking blizzard effect to it. This effect could look great in one of the HH17 levels.
-Water might work if it's "freezing water" that damages you.

Darkhog
Dec 1, 2017, 12:17 PM
I think that if you palette-shift Diamondus so that grass is white, it would make for one kickass winter tileset.

PurpleJazz
Dec 1, 2017, 03:15 PM
Feel free to find and suggest other tilesets.


CandionV (https://www.jazz2online.com/downloads/7689/candionv/)

cooba
Dec 1, 2017, 03:19 PM
If we do decide on any scripting they should be very simple and easy to understand (or easy to tutorialise) additions.

Not against the presents idea, but that's not too different from just a slightly more robust coin warp? Kind of overcomplicating it for not enough effect.

I have an old script which turns Bomb Crates into empty crates with random contents, maybe we can somehow mix both ideas into some sort of lootbox parody??

Violet CLM
Dec 1, 2017, 04:32 PM
If we do decide on any scripting they should be very simple and easy to understand (or easy to tutorialise) additions.
I'm a little confused by this statement, because single player packs necessarily involve multiple levels. If somebody wants to have a moving platform or something in their individual level, how simple the script is has no impact on what anyone else is doing.

snzspeed
Dec 1, 2017, 08:57 PM
im in!

Primpy
Dec 1, 2017, 11:24 PM
CandionV (https://www.jazz2online.com/downloads/7689/candionv/)

Great suggestion, I'll add it on the list :-)

If we do decide on any scripting they should be very simple and easy to understand (or easy to tutorialise) additions.

Not against the presents idea, but that's not too different from just a slightly more robust coin warp? Kind of overcomplicating it for not enough effect.

I have an old script which turns Bomb Crates into empty crates with random contents, maybe we can somehow mix both ideas into some sort of lootbox parody??

It's not difficult to tutorialise presents if you add a present counter in, let's say, the top right corner (below health). I don't know how to script JJ2+ stuff but this doesn't sound that hard to do, the hard part would probably be conserving the upgrades for the next levels.

I like your Bomb Crates idea, I can't think of a proper usage right now but it could certainly come in handy! Added to the suggestions list.

cooba
Dec 2, 2017, 12:27 AM
I'm a little confused by this statement, because single player packs necessarily involve multiple levels. If somebody wants to have a moving platform or something in their individual level, how simple the script is has no impact on what anyone else is doing.Sorry, wrote that at 1 AM. Sure, anybody can include anything in their level and that's fine. I was talking about episode-wide changes and tutorialising them to the player, not the coder.

Darkhog
Dec 2, 2017, 07:27 AM
Nothing that few text boxes in the first level can't explain.

DoubleGJ
Dec 2, 2017, 08:39 AM
If it's not too late then I'd like to make a level, preferably medium difficulty :3

PT32
Dec 2, 2017, 09:04 AM
I have an old script which turns Bomb Crates into empty crates with random contents, maybe we can somehow mix both ideas into some sort of lootbox parody??

Throw in a text string every time that reads, "Free sense of pride and accomplishment!"

ShadowGPW
Dec 2, 2017, 09:24 AM
I have an old script which turns Bomb Crates into empty crates with random contents, maybe we can somehow mix both ideas into some sort of lootbox parody??

That is funny :D

snzspeed
Dec 2, 2017, 09:32 AM
Can you add me in? I'll do an easy level. :D

Jelly Jam
Dec 2, 2017, 12:17 PM
Not too late to call dibs on CandionV again? :3

Also you could perhaps replace the Gem counters which appear at the end of the level with coin counters or something? In any case the gem thing is just completely useless.

ShadowGPW
Dec 2, 2017, 12:42 PM
Can you add me in? I'll do an easy level. :D

added!

Slaz
Dec 3, 2017, 12:39 AM
About the present box idea, maybe we can use Cooba’s random bomb crates, change the crate’s sprites to a more festive looking box, and make a counter for them that keeps persisting throughout the levels. Then there could be an ending/credits level, like the Castle or Santa’s workshop or something, where the obtained presents are measured against the total available, and Eva/Santa will change message depending on that value.

All we need to do collectively beforehand is to place Bomb Crates in both secret places and easier to reach places, not too few like Coins usually are, but also not as many as Food. Maybe around 50 to 80 per level, depending on the level size. Just an idea.

Tell me if this is something that could work, or if there’s something to add to or change. (y)

XxMoNsTeRXM
Dec 3, 2017, 03:38 AM
We need someone to design the new sprites for the crates and other things we might add.
Another idea would be to show a nice credits screen after finishing the whole episode of HH17. That wouldn't improve the gameplay, but it would make the episode feel complete and nicely made.

luke11685
Dec 3, 2017, 05:29 AM
I think it will take you one year. I can't wait to see screenshots and videos.

snzspeed
Dec 3, 2017, 06:21 AM
I think it will take you one year. I can't wait to see screenshots and videos.

Thankfully you are here to help with HD models.

Primpy
Dec 3, 2017, 06:51 AM
About the present box idea, maybe we can use Cooba’s random bomb crates, change the crate’s sprites to a more festive looking box, and make a counter for them that keeps persisting throughout the levels. Then there could be an ending/credits level, like the Castle or Santa’s workshop or something, where the obtained presents are measured against the total available, and Eva/Santa will change message depending on that value.

All we need to do collectively beforehand is to place Bomb Crates in both secret places and easier to reach places, not too few like Coins usually are, but also not as many as Food. Maybe around 50 to 80 per level, depending on the level size. Just an idea.

Tell me if this is something that could work, or if there’s something to add to or change. (y)

I like the idea but it's a bit unclear to me. cooba's crates are regular crates with random content (afaik) and not a collectible. Plus, as you said, a new sprite would be necessary. I was thinking about reusing the Xmas Flying Lizard bomb texture which looks just like a gift and make it a collectible like food and diamonds. But yeah, I agree with the counter idea and the end-game counter.

I think it will take you one year. I can't wait to see screenshots and videos.
Thankfully you are here to help with HD models.

https://canadiem.org/wp-content/uploads/2017/07/Wheeze.jpg

Slaz
Dec 3, 2017, 08:30 AM
I like the idea but it's a bit unclear to me. cooba's crates are regular crates with random content (afaik) and not a collectible.
Basically, just make a custom .j2a containing a modified crate sprite, and make a script to swap only Bomb Crates with that sprite. Then script a counter that adds 1 for every ‘Present’ opened. The contents don’t matter and is random, it’s finding and opening (or smashing) the presents themselves that matters.

This may also lead to a loot crate parody at the end of the episode, to poke fun on all the bias around random paid ‘Loot Boxes’ in games on the internet lately.

It’s just an idea to add some conistency in a collectively made episode.

Jelly Jam
Dec 3, 2017, 08:42 AM
Here's a cool idea: Make a cutscene w/Angelscript at the end of the Episode to resemble the one from HH95.

Primpy
Dec 3, 2017, 09:59 AM
Basically, just make a custom .j2a containing a modified crate sprite, and make a script to swap only Bomb Crates with that sprite. Then script a counter that adds 1 for every ‘Present’ opened. The contents don’t matter and is random, it’s finding and opening (or smashing) the presents themselves that matters.

This may also lead to a loot crate parody at the end of the episode, to poke fun on all the bias around random paid ‘Loot Boxes’ in games on the internet lately.

It’s just an idea to add some conistency in a collectively made episode.

I'm really into this idea. The problem is that the in-game present sprite is slightly tilted and wouldn't work as a crate sprite replacement. And Shadow should tell us what he thinks about it and tell us when to start the project...

Here's a cool idea: Make a cutscene w/Angelscript at the end of the Episode to resemble the one from HH95.

If someone takes their time to do that, it would be cute.

luke11685
Dec 3, 2017, 10:09 AM
Thankfully you are here to help with HD models.
Do you mean pixelart rendering of 3D models? This technology was used in for example Donkey Kong Country,Toy Story,Super Mario Revenge of Seven Stars,Sonic 3d blast flickies island, vectorman even on cancelled Sonic X-Treme.

cooba
Dec 3, 2017, 11:09 AM
Haven't started my level yet, but instead I made a small intro:

https://i.imgur.com/W4p82Br.png

ShadowGPW
Dec 3, 2017, 12:25 PM
Haven't started my level yet, but instead I made a small intro:

https://i.imgur.com/W4p82Br.png

Oh i love this stuff! Wanna do the first?

Blackraptor
Dec 3, 2017, 07:45 PM
I'd like to help if you still need level designers. I already started working on an easy holiday themed single player level for Christmas since I usually try to release something at the end of the year :)

snzspeed
Dec 4, 2017, 03:48 AM
https://image.ibb.co/dz2qfG/DAWN.png

Jelly Jam
Dec 5, 2017, 01:38 AM
0_0

luke11685
Dec 5, 2017, 03:35 AM
I thought it will take you to December 2018 in next year,but it seems I'm wrong.

ShadowGPW
Dec 6, 2017, 06:16 AM
I'd like to help if you still need level designers. I already started working on an easy holiday themed single player level for Christmas since I usually try to release something at the end of the year :)

gladly my friend, added you!

For future people signups are closed now! We are going for an 8 level pack! Groovy!

@to all:
Made a level roadmap & weapon roadmap. So we won't get 8 3 way rocket power ups or something :)

You can still swap around with a different person if you both agree to it.

Stijn
Dec 6, 2017, 06:34 AM
You're denying the offer of a single player level from Blackraptor (https://www.jazz2online.com/downloads/index.php?filetype=4&filesort=uploadTime&filesorttype=desc&filerating=&userID=1244)? That's one gift raptor I wouldn't look in the mouth, really :D

ShadowGPW
Dec 6, 2017, 06:47 AM
You're denying the offer of a single player level from Blackraptor (https://www.jazz2online.com/downloads/index.php?filetype=4&filesort=uploadTime&filesorttype=desc&filerating=&userID=1244)? That's one gift raptor I wouldn't look in the mouth, really :D

nonono he is accepted and added in the list! Just wanted to make clear that it is closed now.

Slaz
Dec 6, 2017, 08:43 AM
Nice roadmap!

I started working on my level yesterday. The name will be ‘Come Home For Xmas’ and it’ll therefore be set in a snowy Carrotus. There’ll not be much Plus stuff aside from extra layers (and tiles) to make it more christmas-y.

By the way, since difficulty is mainly a perspective, could you name an existing hard level for comparison on how hard me and PJ’s level should be?

ShadowGPW
Dec 6, 2017, 09:53 AM
that is a very good question... :| hmms, didn't really think about that.. Uhmm...

Jelly Jam
Dec 6, 2017, 10:49 AM
Will the final boss be Bilsy or some scripted one?
Also I like the roadmaps (y), bouncers are my favorite weapon c:

snzspeed
Dec 6, 2017, 11:09 AM
0_0

0_0? :P

Slaz
Dec 6, 2017, 12:18 PM
that is a very good question... :| hmms, didn't really think about that.. Uhmm...

Haha well, I'll just make it 'generously challenging' without going too far then. As I believe a Holiday Hare episode should have some laid-back nature to it. :D

Seren
Dec 6, 2017, 12:29 PM
lvl 1 Blaster power up
pls no

PurpleJazz
Dec 6, 2017, 02:03 PM
pls no

I have to agree with this. Blaster PU is by far the most powerful weapon you can get in single player, and getting it as early as level 1 could trivialise the rest of the episode. In approximate order of usefulness among PU weapons going from least to most, I'd say it would go something like Ice > Electro Blaster > Bouncer > Pepper Spray > RF > Seeker > Toaster > Blaster.

Ice is more or less useless in SP outside of very specific circumstances, and EB is similarly useful only as a utility weapon.

Bouncer PU can come in handy for hitting enemies below you when stomping isn't safe, although at only 2 damage it can be a bit underwhelming in terms of power versus tougher enemies and bosses.

Pepper Spray PU has good damage potential (up to 4 damage per shot) and the gradual aim mechanic can come in handy at times.

RF PU is often risky to use because of explosion recoil, and standard RF is pretty mediocre in SP, although it has the highest damage per second of any weapon (doing up to 9 damage per shot!), and so can shred through bosses in no time at all.

Seeker PU is just a simple damage upgrade over regular Seekers, although you end up conserving more ammo as the only standard enemies that can't be killed in one hit are Tuf Turtles, Suckers, Float Lizards and Witches.

Toaster PU has insane damage output, a wide spread and very low ammo consumption, with the only downside being that it has fairly limited range. When ammo is not factored in, it's probably the best weapon in SP.

The reason Blaster PU is so overpowered in SP is because there is absolutely no cost to use it. As soon as you get it and ideally pair it with some fastfires, there's no reason not to fire it at all times and due to doing 2 damage per shot with no drawbacks, the game will become a breeze. I think we should either avoid using it entirely or save it for a hard to reach secret in the final level.

On another subject, here's a preview of my level so far:

https://i.imgur.com/tUOJWly.png

The blue and white monkeys throw snowballs instead of bananas.

Blackraptor
Dec 6, 2017, 08:02 PM
That looks great PJ! My map is also pretty easy and intended for beginners, but I can make it more of a challenge if you want it to be placed in the middle of the pack. I am using some frozen springs and sidekick/uppercut stomp blocks though, its fine if the player has toaster ammo from any of the previous maps but having TNT would be a cheap way of bypassing some puzzles and accessing secret areas they shouldn't be able to reach. So if anyone whose maps precede mine plans to place TNT pickups please let me know so we could switch or figure something out.

ShadowGPW
Dec 6, 2017, 10:29 PM
Alright, let's skip blaster PU then :-)

and PJ, man.. you are making me looking like a doofus in design. You really stepping up the game man! Also scripting enemies so they are throwing new stuff (or whatever) is awesome!

Jelly Jam
Dec 6, 2017, 10:53 PM
0_0? :P

Meaning I'm stunned with how good it looks! I like the nice snowy morning theme :3

Slaz
Dec 7, 2017, 02:08 AM
lol, after seeing PJ’s screenshot, it’ll be quite the challenge to get my level even nearly up to par with those standards. Great work though, seeing this pack coming together in such a short time is amazing!

Jelly Jam
Dec 7, 2017, 02:21 AM
How the heck did you do that with the lightning :D

Seren
Dec 7, 2017, 03:25 PM
Some mediocre but free and original pixel art:
https://imgur.com/h3KuBP6.gif https://imgur.com/KnG1kaO.png https://imgur.com/zICiiSj.png https://imgur.com/Y7KA4Iw.png https://imgur.com/PYWT42u.png https://imgur.com/uJK3WzN.png
If anyone has requests for other original images or JJ2 sprite edits, preferably people who are making a level for this and wish to use them, feel free to bring them up. Keep in mind that due to time constraints, I will not be making anything ambitious or particularly polished.

ShadowGPW
Dec 7, 2017, 10:44 PM
this is awesome!!! thanks SE!

Slaz
Dec 8, 2017, 01:02 AM
They look nice! Perhaps someone could pack them into a .j2a or .j2t for easier inclusion within multiple levels?

ShadowGPW
Dec 8, 2017, 10:33 AM
lil badnews peeps, primpy is dropping out because of school duties :(

Jelly Jam
Dec 8, 2017, 11:06 AM
School's been a pretty big pain in the butt for me too so I get you Primpy! (y)

With that said, progress on my level is probably a lot slower than with others, but I'm sure I'll be done by the 19th!

Seren
Dec 8, 2017, 04:27 PM
https://i.imgur.com/gknUiKD.png
https://i.imgur.com/EZiv3es.png
https://i.imgur.com/YcgcwxR.png

ShadowGPW
Dec 8, 2017, 04:28 PM
by god SE; I love this!

SmokeNC
Dec 9, 2017, 05:36 AM
Looks amazing guys! cant wait :)

Borgia
Dec 9, 2017, 06:19 AM
https://i.imgur.com/YcgcwxR.png

*Flashbacks from collapsing ice bridge in own level*

Definately needs at least one of those :P.

SmokeNC
Dec 9, 2017, 09:46 AM
*Flashbacks from collapsing ice bridge in own level*

Definately needs at least one of those :P.

Lmao this is exactly what I thought XD

cooba
Dec 13, 2017, 09:44 AM
This thread's been quiet. How's everybody doing?

I finally got started on level 1, not a lot of done yet but I like how's it turning out:

https://i.imgur.com/XUnT2vp.png

While doing some scripting, I've also found an old idea of mine where collecting gems gives you rewards. For example:

get X red gems for a full heal
get Y green gems for an extra heart
get Z blue gems for an extra life
I've already got this coded and tutorialised in my level and I think it could work well as a pack-wide feature (provided we make gems carry on between levels).

What does everybody think?

Jelly Jam
Dec 13, 2017, 09:51 AM
Looks fantastic.

<a href="https://ibb.co/d4t5aR"><img src="https://image.ibb.co/fsuYUm/Jazz2_Jelly_HH17_005.png" alt="Jazz2_Jelly_HH17_005" border="0"></a>

No major level of detail yet, I'll get to that later. :P

EDIT: For some reason I couldn't get the image to show up.

Blackraptor
Dec 13, 2017, 02:33 PM
https://i.imgur.com/xItWWtO.jpg

Slaz
Dec 13, 2017, 04:13 PM
Not done yet and it's not that special, and my iteration of the CandionV trees looks a bit odd since I still suck at AngelScript, but that may be something to look into later.. The 2nd castle looks fine and adds depth, making it appear to have 4 towers.

https://s8.postimg.org/v1rspwz2t/Jazz2-_HH17-002.png

snzspeed
Dec 13, 2017, 07:36 PM
https://scontent.fqlf1-1.fna.fbcdn.net/v/t35.0-12/25371080_10213100275935781_925573682_o.png?oh=c3bc c804e82230d3e4cb42b237522855&oe=5A34EE1A

PurpleJazz
Dec 14, 2017, 03:54 AM
I bring bad news: my level has somehow been rendered unreadable by MLLE, so I can't work on it for the time being. Since I'm busy over the weekend, unless it can be fixed asap I'm most likely not going to finish this on time :(

Update: The level has been fixed now; thanks so much Violet! I've agreed to collab with Sir Ementaler to help me get this level out on time. Would a potential short extension to the deadline be up for consideration? It would allieviate a considerable amount of pressure from me.

XxMoNsTeRXM
Dec 15, 2017, 10:48 AM
Who's making the last level of HH17?

Slaz
Dec 15, 2017, 11:25 AM
Who's making the last level of HH17?

ShadowGPW according to, well, ShadowGPW. :D

Or at least a final boss of some kind.

ionut00
Dec 16, 2017, 12:25 AM
Good work for everyone, the levels look great.
Will there be some effects at the main menu?
Will these levels fit into a new episode of new art?

Primpy
Dec 16, 2017, 02:18 AM
Will there be some effects at the main menu?
Will these levels fit into a new episode of new art?

It's a level pack, not an episode. No and (most likely) no.

Roobar
Dec 16, 2017, 05:50 AM
Also if someone is willing to take up the task for some artwork (episode logo etc) is highly appreciated.

OK, here's my contribution.

The logo:
https://i.imgur.com/7cQm7QP.png
I didn't manage to find a better quality. I made the 17 myself using the candy cane font.

Here's the episode image:
https://i.imgur.com/OvHWQd8.png
I draw this.

Here's the entire image I made before cropping it to the episode image::
https://i.imgur.com/e1ISrXS.png

And here's how it could look in the game:
https://i.imgur.com/W8IKZ85.png

What do you think?

ShadowGPW
Dec 16, 2017, 06:56 AM
Guys got some bad news tho, the flu got the better of me. Was planning to finish the level this weekend but now laying more in bed then editing. Puking and placing tiles isn't a great combination. I really hope hope hope I feel better the upcoming days so I can finish the final level.

@Primpy; yes yes yes an exit ala HH95 is amazing
@Roobar Holy mother! That is even better then anticipated, that is beautiful. Thank you so much.


I bring bad news: my level has somehow been rendered unreadable by MLLE, so I can't work on it for the time being. Since I'm busy over the weekend, unless it can be fixed asap I'm most likely not going to finish this on time :(

Update: The level has been fixed now; thanks so much Violet! I've agreed to collab with Sir Ementaler to help me get this level out on time. Would a potential short extension to the deadline be up for consideration? It would allieviate a considerable amount of pressure from me.

yeah, before xmas is the idea. Since i'm in a pretty bad shape. Extending the deadline a few more days might not be a bad idea.

Jelly Jam
Dec 16, 2017, 08:19 AM
Aww man, I really hope you get better!

Extend the deadline to the 22nd perhaps? It's not like we need 4 days to test a few levels lol

Also great work Roobar! I love it! 8D

ShadowGPW
Dec 16, 2017, 08:29 AM
lets move it to 22 dec

XxMoNsTeRXM
Dec 16, 2017, 09:09 AM
Can I script the ending credits for the HH17 Episode?

cooba
Dec 16, 2017, 09:16 AM
I have credits in the intro map. What did you have in mind?

Slaz
Dec 16, 2017, 11:04 AM
@Roobar: That looks nice! Maybe the TSF-like background could be removed from the logo, and the '17' text be slightly curved? Either way, we should include an optional .j2e file for those who like that!

@Shadow: That's bad to hear, hope you'll feel better soon! 22 December should be okay, I assume 2-3 days is more than enough for testing and assembling the pack!

ShadowGPW
Dec 16, 2017, 03:35 PM
Can I script the ending credits for the HH17 Episode?

fine by me!

cooba
Dec 16, 2017, 04:04 PM
I just said.

I've got the HH17 credits in the intro level.

See for yourself: https://drive.google.com/file/d/1P8FZKQZ6jubXR6Fi_xHmoqKckw5jVPn3/view?usp=sharing

Roobar
Dec 17, 2017, 02:08 AM
Thanks for the feedback.

Here's the logo with italic 17:

https://i.imgur.com/LgXPHUj.png

It has been pointed to me that the default size of these images is 304x354, whereas I thought it was 304x424. So at that size it still works, but takes bigger portion of the screen. If that image got resized to 304x354 though, it looks like this:

https://i.imgur.com/aA5q80J.png

Also the color limitations. That messed with the image badly, especially the background. I cannot fix that cause I don't understand color palettes. It's the one aspect of the game I really don't like.

And finally, here's a 304x354 I made in order to fit the image without needing to resizing it, but sacrificing some of the surroundings:

https://i.imgur.com/4vjVtvt.png

It's up to you if or which one you would use. It will need some color adjustments and fixes after it is converted to a Jazz palette, but anyone who understands the menu color palette may need to fix it.

PurpleJazz
Dec 17, 2017, 06:08 AM
HH17 Enemies v1.1 (https://drive.google.com/open?id=1qRhxBg1kuFgVnn2-M3fy4kfj41LDeLb0)

I've provided a library containing a selection of modified enemies to suit the wintery theme of our pack a bit more. All of these enemies have been recoloured, and some have also been given new abilities/upgrades to old abilities. For example, Monkeys throw snowballs instead of bananas, and Dragons shoot Ice instead of Toaster. In addition, a few bosses have also been recoloured to be more thematically appropriate. Using these enemies in your level is pretty easy; I've included a template script below to get you started.

#include "HH17Enemies.asc"

void onLevelLoad() {
HH17::replaceAllEnemies(); //swap all regular enemies with their HH17 counterparts where applicable
}

void onLevelReload() {
HH17::processEnemyColors(); //ensure that enemy colors are still displaying correctly when the level reloads after death
}

void onMain() {
HH17::handleEnemyProjectiles(); //this is required to handle the modifications to enemy bullets from the Monkeys and Dragons
}If you want to pick and choose which enemies to use, you would do so as follows:

void onLevelLoad() {
HH17::setEnemy(OBJECT::MONKEY);
}

cooba
Dec 17, 2017, 07:03 AM
Awesome, thanks!

https://i.imgur.com/2iGTPY0.png

Do we want to introduce a new enemy variant with every level, so the final levels could then have all of them, or does everybody want to use more than one at once? I'm fine with both options but 1 would be more "episodic", I think.

Slaz
Dec 17, 2017, 01:58 PM
Do we want to introduce a new enemy variant with every level, so the final levels could then have all of them, or does everybody want to use more than one at once?

Option 1 would be preferable, if feasible with current progress made on levels. The other 'anything goes' option is fine too.

My level's using Fencers as the more challenging enemies, with regular Xmas Lizards to complement them in more flat areas.

Jelly Jam
Dec 17, 2017, 04:05 PM
Could work. Besides the standard Xmas enemies, my level's using dragons.

PurpleJazz
Dec 21, 2017, 09:56 PM
I think it's pretty safe to say that just about everyone would like at least part of the weekend to finish things off - would it be possible to extend the release date to the 25th or the 26th? It's not like there's any real urgency to get this pack released on the 24th. This would give everyone more time to polish things up, especially since I'm sure many people (myself included) will have had to cut their levels slightly short from what they may have originally intended.

cooba
Dec 22, 2017, 02:02 AM
I should be done today but I totally support an extension.

snzspeed
Dec 22, 2017, 03:10 AM
me three. supporting atleast a one day extension.

Primpy
Dec 22, 2017, 03:16 AM
An extension would be much appreciated.

Jelly Jam
Dec 22, 2017, 03:49 AM
Me five. Rushing stuff is never good.

ShadowGPW
Dec 22, 2017, 08:58 AM
sure lets extend it more to christmas itself (and if really needed, a few more days extra for polish), I might be able to finish something myself. Because of my medication and sickness I got delayed bigtime!

Anyway I'm really happy how this community project is going! I'm proud at you...all of you!

Blackraptor
Dec 22, 2017, 09:23 AM
I should finish mine within the next couple days too, despite the map having been corrupted by mlle a couple times and my computer literally catching fire from a failed psu. The spirit of the holiday season prevails :P

Roobar
Dec 22, 2017, 09:13 PM
The short deadline was one of the main reasons that drove me to draw and finish it. Otherwise, if I saw I have had more time, I would have probably left it for later and maybe even didn't finish it...

ShadowGPW
Dec 23, 2017, 06:28 AM
glad you did buddy!

Jelly Jam
Dec 24, 2017, 02:14 AM
So are we actually releasing this tomorrow?

ShadowGPW
Dec 24, 2017, 07:26 AM
well, waiting for the other entries!

cooba
Dec 24, 2017, 08:28 AM
I'll be sending my two levels later this evening.

Jelly Jam
Dec 24, 2017, 10:38 AM
I guess I'll do that too.

Slaz
Dec 24, 2017, 12:39 PM
Just sent my entry. It should be in your Discord friend chat, Shadow.

ShadowGPW
Dec 24, 2017, 02:17 PM
awesome awesome :D

PurpleJazz
Dec 24, 2017, 11:20 PM
HH17 Enemies v1.2 (https://drive.google.com/open?id=1qRhxBg1kuFgVnn2-M3fy4kfj41LDeLb0)

Fixed a bug where Float Suckers would fail to inflate under certain conditions. My level is coming VERY soon :D

ShadowGPW
Dec 25, 2017, 11:47 AM
Guys.. could you change the levelnames to; 'HH17_levelxx' seems i'm bugging them out if i rename it manually :-)

cooba
Dec 25, 2017, 12:07 PM
Submitted my levels. :)

ShadowGPW
Dec 25, 2017, 12:34 PM
Thanks for the feedback.

Here's the logo with italic 17:

https://i.imgur.com/LgXPHUj.png

It has been pointed to me that the default size of these images is 304x354, whereas I thought it was 304x424. So at that size it still works, but takes bigger portion of the screen. If that image got resized to 304x354 though, it looks like this:

https://i.imgur.com/aA5q80J.png

Also the color limitations. That messed with the image badly, especially the background. I cannot fix that cause I don't understand color palettes. It's the one aspect of the game I really don't like.

And finally, here's a 304x354 I made in order to fit the image without needing to resizing it, but sacrificing some of the surroundings:

https://i.imgur.com/4vjVtvt.png

It's up to you if or which one you would use. It will need some color adjustments and fixes after it is converted to a Jazz palette, but anyone who understands the menu color palette may need to fix it.

Roo, could you send me the J2E file? Starting from HH17_level00

snzspeed
Dec 25, 2017, 05:50 PM
where i can submit the map?

Bartjaah
Dec 26, 2017, 02:37 AM
Is it already up yet for download?

Slaz
Dec 26, 2017, 03:06 AM
where i can submit the map?


I sent it to Shadow on Discord’s friend chat. But any means to send it to Shadow should be fine. Maybe a good old email?

Roobar
Dec 26, 2017, 03:38 AM
I don't know how to make J2E file. I believe Sir Ementaler made this to test. I only made the drawing. Someone else need to make this one.

ShadowGPW
Dec 26, 2017, 04:25 AM
john.jonk (A) gmail (dot) com

Episode file works with a little thank to SE :-)

ShadowGPW
Dec 27, 2017, 10:11 AM
finishing off final bits with PurpleJazz (Give him a billion medals please) then release is imminent.

luke11685
Dec 29, 2017, 09:50 AM
Is this ready? I mean Holiday Hare '17 I can't wait to play it.

ShadowGPW
Dec 29, 2017, 01:46 PM
PurpleJazz is working on the final bits of the code. Just hang on a little bit!

Roobar
Dec 30, 2017, 08:42 AM
OK...

https://i.imgur.com/41dhq96.png

XxMoNsTeRXM
Dec 30, 2017, 11:47 AM
OK...

https://i.imgur.com/41dhq96.png

I'd go for Christmas Chronicles 2

ShadowGPW
Dec 30, 2017, 01:37 PM
hahahaha, no all levels are done and will be released tonight. For a community project some delays are always bout to happen, especially with involvement with such a large ammount of people. It's going to be released any moment now. Tweaking the last few things. I assure you, it's worth it.

ShadowGPW
Dec 30, 2017, 05:45 PM
THERE YOU GO!

DOWNLOAD DOWNLOAD DOWNLOAD! (https://www.jazz2online.com/downloads/7795/holiday-hare-17/)

I want to personally thank EVERYONE involved in the project, it was amazing and at the end PJ worked his bunny butt off to get it done. So thank you!:lori::lori::lori:

luke11685
Dec 31, 2017, 06:01 AM
Why I can't play this new chapter of Jazz Jackrabbit it's all because of this error message what's wrong with it and how to fix it?
http://i.imgur.com/0o4hXIc.jpg

Stijn
Dec 31, 2017, 06:07 AM
Are you using JJ2+? It needs JJ2+, as indicated by the text "This file requires JJ2+" on the download page.

luke11685
Dec 31, 2017, 06:19 AM
As you see I was trying to install jj2 plus, but installer is thinking that I have too old version of jazz jackrabbit 2.I have version 1.24 so why it's not compatible under Windows 10?

ShadowGPW
Dec 31, 2017, 06:38 AM
it works on windows 10 (32 or 64 bits) if you install JJ2+

luke11685
Dec 31, 2017, 06:57 AM
It seems plusifier.exe isn't compatible with Jazz Jackrabbit 2 the secret files LK Avalon version.

Jelly Jam
Dec 31, 2017, 07:53 AM
Yep. You need the non LK Avalon version of TSF or version 1.23.

And thanks for doing this Shadow! It was fun! =)

Stijn
Dec 31, 2017, 08:00 AM
I played this earlier today and really enjoyed it (left a review on the download page too). Thanks for the effort everyone, good job :)

luke11685
Dec 31, 2017, 08:08 AM
I downloaded jazz jackrabbit 2 version 1.23 first cutscene is working fine, but it seems my jj2plus version is outdated according to jj2 map loading message I have version from 2015 is there version from 2017?

ShadowGPW
Dec 31, 2017, 05:15 PM
Dude a little searching on the site gets you somewhere.

https://www.jazz2online.com/jcf/showthread.php?t=19489

luke11685
Jan 1, 2018, 01:49 AM
So it seems I already have JJ2+ Beta version 5.5(2017.06.01) and btw the size of compressed file of Holiday Hare 17 is 17,2MB so I hope it's not broken file. The last time I played(when I used this file) this chapter was yesterday at 3:23:53PM it's the same time when files were created they were modified also yesterday at 3:24:07PM in seventh map this is the moment when that Access Violation error message is popping up.