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plunK

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Feb 11, 2012, 02:46 PM
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Quote:
Originally Posted by Sir Ementaler View Post
9) I suppose you mean the Invincibility carrot. .
No, I actually just discovered the effect. If you place 3 carrot crates with extraexevnt 215 amount 15 directly 1 block above eachother, then shoot them. When the 3rd breaks Jazz's sprite will dissapear. He is still there but due to a local animation overload caused by spawning 45 spike bolls on top of eachother it makes all players invisible in this area. It does not, however, make enemies or items invisible, making a cool, effect. The range is about 15 block radius from the crates.


Quote:
Originally Posted by Sir Ementaler View Post
Could you explain points 1 and 7 further?
I'm not sure what do you mean by "wires", perhaps some hints on how did they look like? And I have no idea what is point 7 about, probably something related to dying in Save & Run mode, but what do you want to achieve?
.
What I mean by number 1:


The effect is created by spawning within one screenlength of a mass of beeboy events. I used a 17w x 7h grid of beeboy events, set to swarm 255. It causes a massive ring of bees to spawn at (0,0) on the grid. I dont quite understand the behaviour of this mob. Sometimes it will slowly move towards you, sometimes it will fly away from you, and sometimes it will move along the x axis and slowly downwards. The "chains" are individual bees that are glitching and quickly blink from the sides of the map to the cluster. They are fast and hard to get a picture of. When I originally made the event they were doing this so rapidly it seemed like a solid string to the walls. Strangely enough, If you shoot even one single bee of the cluster, they all die at a rate of about 100/second until the whole cluster is gone,.


As for number 7, it appears that saving the game with the starting text such as "bust a move" at a certain point on the screen unusually inserts the text onscreen into the savefile displaying "level.jBUST A MOVE.j2l". These levels are similar in every way except sometimes they dont spawn/save at the time you originally did


Quote:
Originally Posted by Sir Ementaler View Post
Edit: Oh, and I've just found a foolproof way to get a flying spring. Place any (vertical) spring (I think that parameters don't matter as long as Ceiling=0, obviously) on the floor, then place any PU (excluding TNT), any working shield, a Jazz-Spaz Morph, a Bird Morph or a Trigger Crate above it. Then it is important that the pickup object spawns first, so you have to approach the area from above and only in SP. The springs will fly away as you get close. No other container-type objects seem to work so I suppose it has to do with the size of their sprite. Other than that I have no idea what makes it work.
Ill try this.

The way I originally did it was to put a horizantal spring on a 1-wide ledge, with a 127strength wind facing it. This changes the properties of weapons in weird ways(RFs can shoot through walls, If you hold the arrow key that faces the spring you can shoot bouncer bullets straight down with a curve towards the side the spring is on, weapons range increases to as high as 60 tiles). I havent found the key yet but I know this + RFS can cause the flying spring as well.

New Questions:

11)Does anyone remember how to make Jazz teabag everytime he fires his gun?

12)Does anyone remember how to get the gun that shoots the electonic helix/DNA looking thing

Last edited by plunK; Feb 11, 2012 at 03:01 PM.