Jan 27, 2017, 09:26 PM | |
Jazz1Enemies.asc
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This is an in-progress angelscript library, for use in single player levels, which will allow you to place any enemy from JJ1 in your levels as a fully functional enemy with just a single line of code. For instance, the following script replaces the JJ2 Diamondus enemies with the JJ1 Diamondus enemies, but you could replace any other event instead, e.g. replacing green springs with Marbelara dragons or whatever suits the need of your level design. Code:
#include "Jazz1Enemies v05.asc" void onLevelLoad() { Jazz1::MakeEnemy(OBJECT::NORMTURTLE, Jazz1::Enemies::Diamondus_TurtleGoon); Jazz1::MakeEnemy(OBJECT::BUMBEE, Jazz1::Enemies::Diamondus_BumblingBee); } These are not intended to be pixel-perfect recreations of the original enemy code (unlike in PlusOJ). Generally behaviors have been rewritten to move more smoothly, e.g. an enemy that previously moved four pixels every other tick will now move two pixels every tick. This is generally a good thing but I felt obliged to mention it. This library is still in development, though, and currently includes only the enemies from JJ1's first six episodes and HH94. The enemies introduced by JJ1 CD (episodes A-C) and HH95 are not yet implemented. Last edited by Violet CLM; Jun 11, 2019 at 08:21 PM. |
Jan 28, 2017, 06:01 AM | |
This is really awesome!
Tubelec blaster doesn't look right though. Originally it has the yellow lights flashing (those 3 little pixels). Also could you remind me how to rotate those hazards? So the blaster can be placed on walls and ceilings, not just on the floor. |
Jan 28, 2017, 09:45 AM | |||
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Jan 28, 2017, 11:52 AM | ||
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Not sure if the palette is 100% right though. Right, I see that. But still putting them on the walls seems extremely important to me. Do you think that would be possible in the next update? |
Jan 28, 2017, 11:04 PM | |
Hmmm. I'm trying not to go too far afield from the JJ1 originals besides making movement less jerky, but the tubelectric blasters are so unique as it is that I don't think putting them on walls would be letting myself in to make many other such changes. That's reasonable.
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Jan 29, 2017, 02:59 PM | |
HELPME.EXE comes with JJ1 and gives names and descriptions of all the enemies from episodes 1-6. If anything similarly official exists for the other episodes I don't know about it.
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Jan 30, 2017, 06:23 AM | |
I think there's a manual for the CD version which lists some info about enemies from episodes A-C, but I don't think all copies of it had that manual.
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Jan 30, 2017, 10:41 AM | |
Instructions include optional methods for slightly changing how the enemies behave, and also (if you scroll down just a bit) the full list of included enemy names.
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Feb 18, 2017, 02:30 PM | |
Updated to version 0.2. Changes:
Last edited by Violet CLM; Dec 10, 2017 at 11:15 PM. |
Dec 10, 2017, 11:17 PM | |
Download link
Updated to version 0.3. Changes:
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Dec 12, 2017, 07:58 AM | |
Just wanted to say this sounds like a really awesome project
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Don't say "cannot," say "why not?" IN DEVELOPMENT: Renascence: The Last Jackrabbit |
Jan 6, 2018, 06:20 AM | |
Thank you so much, the effort that goes into this really pays off!
Several questions/suggestions: * Do you plan to implement the sounds as well? As it stands, at least some of the enemies are completely silent. * Do you plan to implement boss battles? * Would you consider including an option for enemy sprites that are more similar to JJ2's style, (if an artist is willing to contribute some minimal effort to the project, that is) mainly fixing some horrible shading (no major edits), or you want to keep this as close to JJ1 as possible? |
Jan 6, 2018, 10:30 AM | ||||
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SetDeathSound , SetBulletFireSound , and SetBulletExplosionSound options already in the library, though you have to provide your own samples for those or use JJ2's native ones.Quote:
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Feb 8, 2018, 11:31 PM | |
The latest version has been uploaded to J2O. Changes:
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Jun 11, 2019, 08:16 PM | |
The latest version has been uploaded to J2O. Changes:
Fun fact that doesn't affect you in any way: almost all the enemies use shared behavior classes with no more specification than a few numbers and their animation structures. Only the following enemies require actual method overrides:
Last edited by Violet CLM; Jun 15, 2019 at 09:01 AM. |
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