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Well, lets make a Jazz2 1.25! What are we waiting for?

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n00b

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Sep 4, 2005, 05:56 AM
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Quote:
Originally Posted by Jerrythabest
NO. i will not pay:P I dont think you need money to program, so there's no reason why I should pay anoyone. If he only help us when he gets money for it, then I think we dont get any help of him.
Money Motivates.
When you pay someone, you get alot better work than when you don't.
I am in favor of paying someone to create a whole new engine from scratch, to reprogram the enemies,items,characters,weapons and gameplay of JJ2, to recreate a multiplayer mode, and to create a level editor that can use .j2l and .j2t files.
Theres also a less chance of the project dieing.
EDIT- And if you don't need money to program, why the heck do we still have to pay for video games?
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Sep 4, 2005, 05:59 AM
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I completely agree. BUT: how much does he want? And how do I give it to him?
And, how about the Game Maker 6 part?...

Pageclaim!
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Sep 4, 2005, 06:14 AM
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GM 6 sucks when it comes to having online programs, it would more than likely be very laggy.
Since most of the community plays online, it is best to ditch GM 6.
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Sep 4, 2005, 06:23 AM
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i tink i wont pay for a programmer if i dont know if he is good.
maybe he can show us some work of his. or make a quick and dirty start on the project to show us some examples of what he can do.
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Sep 4, 2005, 06:35 AM
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Quote:
Originally Posted by piet
i tink i wont pay for a programmer if i dont know if he is good.
maybe he can show us some work of his. or make a quick and dirty start on the project to show us some examples of what he can do.
With that logic you have probrally missed out on some very good video games.
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Sep 4, 2005, 08:29 AM
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maybe... remind me :P
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Sep 4, 2005, 11:22 PM
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Heh, I'm not really expecting anyone to pay me to do this. :P I'm not sure I could do that legally anyway. I do have the abilities to make a similar engine as JJ2, however I lack time because I have several other projects I'd like to be working on, and I lack money because I don't have a source of income right now.
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<div style="float: right; width: 100px; height: 70px; margin: 5px 15px;"><img src="http://madskills.org/monolith/idleserver.gif" style="width: 98px; height: 65px;"><img src="http://madskills.org/monolith/theserver.gif" style="width: 98px; height: 65px; position: relative; top: -65px;"></div><div style="margin: 0 3em; font-size: 80%; font-style: italic;">Love is patient, love is kind. It does not envy, it does not boast, it is not proud. It is not rude, it is not self-seeking, it is not easily angered, it keeps no record of wrongs. Love does not delight in evil but rejoices with the truth. It always protects, always trusts, always hopes, always perseveres.</div><div style="text-align: right; text-size: 80%;">1 Corinthians 13:4-7</div>
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Sep 5, 2005, 04:00 AM
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Let's pay Monolith in HUGS!



...seriously, I'd help pay if I had the means to. But I don't have an account or a Paypal account or the legal age to acquire the latter or money.
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Sep 5, 2005, 10:42 AM
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ehm... we want him to show his kills, not the stuff in his stomach:P
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Sep 5, 2005, 10:56 AM
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Originally Posted by Jerrythabest
we want him to show his kills
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Sep 5, 2005, 12:09 PM
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lol
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Sep 5, 2005, 07:40 PM
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I don't usually show off my kills... or the stuff in my stomach. Hugs are ok, but they don't help me get something like this done.
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Sep 6, 2005, 06:48 AM
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The new weapon system - part 1.

Code:
---| 0. Intro	 |--------

The weapons are a little bit tricky: you have 9 maintypes of ammo (as in 1.23), but you have some different weapons to shoot ammo. Different weapons support different ammo. With the Character's basic blaster, the interface update will make it possible to shoot more types of ammo. You CAN get ammo that cant be shot out, for if you find a weapon that CAN shoot it out. Each maintype has some upgrades for weapons.


---| 1. Blaster   |--------

Weapons
a) LFG-2000 (Jazz's basic).- Shoots light energy shots, which don't do much damage, but since the energy is drained from the environment into the gun's battery, the ammo is pretty much infinite. If you shoot fast enough you might use up energy faster than it recharges, but in such occasion hide for a moment or switch the weapon to let it recharge. You can also hold down the shoot key to charge a more powerful shot, but it'll take more energy (only with blaster shots, not with other ammo).
b) LFG-3000 (Spaz's basic).- The difference from LFG-2000 is that it shoots faster (only with blaster shots, not with other ammo), but the shots are less accurate. The battery is a bit stronger, so even with this fast shooting energy will run out with the same speed as in LFG-2000.
c) LFG-1500 (Lori's basic).- The difference from LFG-2000 is that it shoots energy bullets in a shape of a disc - they deal more damage, but use up the battery faster.
d) LFG-4000....(Pickup)....- Shoots three energy bullets at once - has thrice stronger battery than LFG-2000, so battery drains with same speed.
e) LFG-5000....(Pickup)....- Shoots an energy ball that spreads into 5 typical blaster shots on impact - has only twice stronger battery than LFG-2000, so needs to recharge pretty much.

Ammo
f) Blaster shot............- Standard shot. Damage: 1 (2 with Interface update).

Upgrades
g) Extra battery...........- Can be connected to character's basic blaster, lets you shoot longer before you'll need to stop for recharging.
h) Accumulator.............- Can be connected to character's basic blaster, increases damage dealt by shots but also uses up batteries faster. Basically more power -> bigger need for batteries, so hunt them down with same effort.
i) Interface update........- Can be connected to character's basic blaster, lets you use 2nd level ammo (powered-up ones from 1.23) in the blaster.


---| 2. Bouncer   |--------

Weapons
a) Basic Blaster..- Supports blue bouncy bullets, and purple bouncy bullets if you got the Interface update.
b) BBT-21.........- Supports blue and purple bouncy bullets, shoots them with big speed, but the rest is like blaster.
c) BBT-3:1........- Supports blue, purple and black bouncy ammo, shoots three bullets at once in different, random angles.
d) BBT-S15X.......- Supports blue and purple bouncy bullets, shoots with great power, so the bullets either fly very far or bounce off walls very aggresively.

Ammo
e) Blue bullets...- Damage: 1, bouncy: 1.
f) Purple bullets.- Damage: 2, bouncy: 2.
g) Black bullets..- Damage: 3, bouncy: 3.

Upgrades
h) Visor..........- Compatible with BBT-S15X, lets you zoom the vision for sniping far positioned enemies. Sort of targeting for far positioned enemies.


---| 3. Freezer   |--------

Weapons
a) Basic Blaster.........- Supports ice cubes, and N charged cubes (2nd level) if you got the Interface update. Needs to reload after each shot (temperature precautions), freezes enemies and you can crash them into pieces with a shot or hit (1.23 feature). You can also shoot the ground (by ducking) to make it slippy (for you too!).
b) Frostbiter N-11.......- Supports normal and N charged cubes, needs to reload after each 5 shots, you can charge up your shot to freeze the enemy for longer (feature borrowed from Metroid games).
c) Frosteater N12U08.....- Supports normal, N charged and U charged cubes, no need to reload.
d) Frostswallower N15U10.- Supports normal, N charged and U charged cubes, shoots 5 cubes at once. Charged shot takes up to whooping 50 cubes, becouse the 5 cubes will explode into 10 new ones, when hitting a wall.

Ammo
e) Ice cubes.............- Time: 1, doesn't work on certain enemies (heat-based?).
f) N charged ice cubes...- Time: 3, can even shortly freeze most resisant enemies.
g) U charged ice cubes...- Time: 2, deal small damage to frozen enemies.

Upgrades
h) T-Amplifier...........- You need a Frost-series weapon to use it. With it turned on, you slowly lose ice cubes, but your gun emanates with frost, freezing enemies that are close enough. Be careful, using it for too long will freeze you too!


---| 4. Seeker   |--------

Weapons
a) Basic Blaster.........- Supports red-white heat-seeking rockets (blue-orange also if you have the Interface update). Normally, just shoots the rocket straight forward. When you shoot it out, it will first just go straight (very slow). Then it locks at a heat spot (enemies, but you may accidently lock on fire or stuff like that) for two seconds to lock on, and then the rocket will slighty seek the object's movement. After 3 seconds, it'll explode.
b) HSRL-1 "Seeker".......- Supports red-white and blue-orange rockets. Has a better detection system, which means it won't lock on most environmental heat signs. The lock-on time is still 2 seconds, but rockets hunt down targets in a better manner.
c) HSRL-2 "Hunter".......- Supports red-white and blue-orange rockets. Hardly improved system decreases the lock-on time to 1 second and does not lock on lifeless objects, but that also means it LOST the ability to seek machines. Rockets now hunt enemies down very aggresively, so they'll need to hide behind a wall or something to don't get hit. And they better do that FAST.
d) SeeKannon XP4.........- Supports red-white, blue-orange and green-brown rockets. This is certainly a heavy weapon - it'll slow you down and make your jumps lower. However, it's size is mostly a system of advanced seeking devices, and that means immediate lock-on, no problems with environmental heat or finding robots.
e) SeeKrazy PTF..........- Supports only green-brown rockets. Immediately locks on enemies. Then the gun communicates with the rocket and it takes the aim. It's advantage is that it doesn't slow you down and still has the same intelligence features as SeeKannon XP4.
f) Rocket Pilot v3.01....- This small toy is compatible only with special black rockets. Once the rocket is shot, camera takes it's point of view and you can steer it. At any point (for example if your character is being attacked) you can push the shoot key and you'll lose control over the rocket, but will be able to move again. The rocket will work as a blue-orange one, but will still last 8 seconds.

Ammo
g) Red-white rockets.....- Damage: 1. Seeking time: 3 secs.
h) Blue-orange rockets...- Damage: 2, can avoid small objects less then 3 tiles heigh. Seeking time: 3 secs.
i) Geen-brown rockets....- Damage: 2, is covered in strong metal so they can bounce off objects for 3 times. Seeking time: 5 secs.
j) Black rockets.........- Damage: 2. Rare rockets that are the only ones working with Rocket Pilot v3.1. It's ability is worth finding them. Seeking time: 8 secs.


---| 5. RF-missle   |--------

Weapons
a) Basic Blaster......- Supports green rockets (and red with Interface update). Fires a single rocket at speed 1, but can shoot two if you hold down the shoot key for longer. That will count -2 on your ammo counter.
b) RF-missle Launcher.- Supports green and red rockets. Fires a single rocket at speed 2, but can shoot up to three rockets if you hold down the shoot key for longer. That will count up to -3 on your ammo counter.
c) T-B RF-RL..........- Supports green and red rockets. Fires three rockets at once with speed 2. Quite a heavy beast, it'll slow you down and make your jumps lower. That will count -1 on your ammo counter.
d) RapidRF............- Taken straight out of Bolly's left-overs, supports green and pink rockets. Shoots them at speed 3. But if you shoot too much it'll overheat and you'll need to wait until it cools off.
e) Sticky Launcher....- Supports red and pink rockets. Fires 2 red rockets and 1 pink rocket at once with speed 2, but they are sticked to each other, meaning they can hit only one target and deal massive damage to it.

Ammo
f) Green RF rockets...- Damage: 1, explosion radius: 1.
g) Red RF rockets.....- Damage: 2, explosion radius: 2.
h) Pink RF rockets....- Damage: 3, explosion radius: 1.

   Note 1.............- The explosions should also hurt you, if you are too close.
Note 2.............- If you shoot only one rocket, it will lose heigt pretty fast at speed 1 and less fast at speed 2. At speed 3, it will not lose any height.

Tools
i) RF Turret IP312....- You can have up to 3 Turrets running at the same time and you can own not more than 5. When it is empty, it becomes available for other players. Set it somewhere and give it up to 20 of your rockets (supports green only). It will shoot out one rocket in a preset direction when someone comes near it. Good for securing tunnel exits or any other places that are certain to cross by enemies.
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Last edited by Jerrythabest; Sep 6, 2005 at 07:23 AM.
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The new weapon system - part 2.

Code:
---| 6. Toaster   |--------

Weapons
a) Basic Blaster..- Supports red flames (and blue flames if you have the Interface update).
b) Toaster X6.....- Supports red and blue flames, but can also shoot the flames Jazz 1 styled if a Shareware disc is found. Shoots faster, but more speed is faster running out of ammo!
c) Burniator......- Supports red, blue and white flames. 'Sprays' them farther and with the speed of the Toaster X6.

Ammo
d) Red ammo.......- Damage: 1.
e) Blue ammo......- Damage: 2, also turns walls black (charred) if they are hit by this weapon.
f) White ammo.....- Damage: 3. Is very hot and some must be left behind (you lose a peice of ammo every once in a while) so the gun doesn't overheat. If used with the Back-up disc, this ammo fires three-way, and slightly grows the farther it goes. This growth adds no extra damage, but attracts nearby 'lesser' enemies to it.
g) Jazz1 ammo.....- Damage: 2. Fires a big 2-tile high flame that can kill  enemies; it doesnt stop at the first one, but when the first enemy is stronger than 2 hearts, it will stop.

Upgrades
h) Shareware Disc.- This old copy of Jazz Jackrabbit can be used with the Toaster X6 to add compatibility with its earlier form..
i) Back-up Disc...- Makes the white flames shoot Straight forward, up and down.
j) Wall of fire...- Ceates a wall of red flames behind you that lasts for 2 seconds. It will slowly count down your red flames, can be hit multiple times and does 1 damage.

   Note...........- Using underwater will couse some bubbles, just as in 1.23.


---| 7. TNT   |--------

Weapons
a) Basic Blaster............- If the weapon is set to the character's basic blaster, you will place Dynamite, sticky bomb or LaIB by hand. Jazz will throw the Rubber explosives.
b) TNT Launcher.............- Allows TNT to be shot out, where it then shoot forward till hitting something (at which case it will either fall (Dynamite), stick (Sticky bomb), or just stop (LaIB, Chaos bomb, or Pulse bomb) or will fall to the ground if its a Rubber explosive. Supports all varieties of TNT.

Ammo
c) Dynamite.................- Just a stick of dynamite. Falls to the ground normally, and explodes for moderate damage after 3 seconds. Damage spreading: 2 damage at the TNT itself, 1 damage at the 8 tiles around it (picture 1).
d) Sticky Bomb..............- A timebomb that sticks to whatever it hits/is placed on. Damage spreading: 3 damage at the TNT itself, 2 damage at the 8 tiles around it and 1 damage at the 12 tiles around them (picture 2). The corners of this last square are no-damage.
e) LaIB (light as air bomb).- Similar to 1.23 TNT. Floats in the air when you place it. Damage spreading: 2 damage at the TNT itself, 1 damage at the 8 tiles around it (picture 1).
f) Rubber Explosives........- Bomb that falls, and bounces similarly to bouncers. When it explodes, it explodes into several blue bouncer bullets in random directions.
g) Chaos Bomb...............- Floating bomb that can explode several times at somewhat random intervals. Also gives off a few shots of random weapons each time it explodes. Very rare. Damage spreading: 2 damage at the TNT itself, 1 damage at the 8 tiles around it (picture 1).
h) Pulse Bomb...............- Floating bomb that stuns enemies in a wide radius of 3 tiles in each direction when it explodes (picture 3).

............................-.........-...   111   -....   XXX
............................-.   111  -..   12221  -...   XXXXX
  Pictures..................- 1: 121  -  2: 12321  -  3: XXX-XXX
............................-.   111  -..   12221  -...   XXXXX
............................-.........-...   111   -....   XXX


---| 8. Blade Gun   |--------

Weapons
a) Basic Blaster.....- Shoots out one spinning Blade. Supports short blades, long blades too if you have the Interface update.
b) Blade SR1.........- Shoots out one spinning Blade, supports short and long blades. Speeds: short: 2, long: 1.
c) Blade SR2.........- This gun shoots out two short or long blades. Speed: short: 3, long: 2. Counts as -2 on your sword counter.
d) Mace CH1..........- Shoots out a mace on a chain. Supports Chain Maces.
e) Blade SR3.........- This is a black market edition of the SR1 and SR2. It shoots out 3 blades in a vertical '\|/' formation. It also supports Broad swords. Speeds: short: 3, long: 3, broad: 2. Counts as -2 on your sword counter.
f) Failerang.........- Jazz will throw the boomerang. The boomerang very weakly seeks out a target, the only downside is that you have to wait for the boomerang to return. A 'Speed Hack' can make the boomerang return faster.

Ammo
g) Short swords......- Damage: 1. (Push: 1.5). Short, weak swords used in specialized guns.
h) Long swords.......- Damage: 2. (Push: 3). Stronger, and longer than the short sword.
i) Broad swords......- Damage: 3. Wide, long, heavy and strong, these black market swords are the best way to go 'medevil' on an enemy.
j) Chain Mace........- Damage: 2. A weaker form of the Flailerang which can be rapidly shot out of a gun that supports it.
k) Boomerang.........- Damage: 3.

Upgrades
l) OEM Speed Hack....- This powerup makes the Flailerang move faster.
m) Defense Mechanism.- This black market addon turn the swords into sheilds which push enemies away instead of hurting them. Only compatible with the blaster.


---| 9. Electro Blaster   |--------

Weapons
a) Basic Blaster.....- Supports normal ammmo (and supercharged ammo too with the Interface update).
b) PlasmaNRGizer.....- Supports normal and supercharged ammo.
c) NitroBlast........- Supports normal and supercharged ammo. Doubles the speed of the used ammo, so they rest longer.
d) 13-36.9D..........- Supports TeraBlast only. Shoots VERY rapidly, but with all this power, you are pushed backwards while shooting!

Ammo
e) Normal ammo.......- Damage: 1, can go through walls.
f) Supercharged ammo.- Damage: 2, can go through enemies.
g) Tera Blast........- Damage: 2, can go through enemies and walls.

Upgrades
h) LightningBlast....- Powerup that can be used on the PlasmaNRGizer to shoot EXTREMELY RAPIDLY. Result is a 'lightning gun'. Be very careful, it can hurt you, too. Every 5 shots will result in -1 on your counter.

   Note..............- Using the normal ammo underwater will cause a 1-damage electric burst for 3 tiles around you. 5 Tiles for supercharged ammo and Tera Blast.
Recommended standard controls for keyboards.
Code:
Standard controls I recommend:

Keyboard 1:
1, 2, 3, 4, 5, 6, 7, 8, 9.- Choose the type (Blaster, Bouncer, etc.).
Number of current type....- If you press the number of the type that you are using, the weapon changes (Blaster, BBT-21, etc.).
Backspace.................- You can choose the used ammo with Backspace. Of course, you can only switch to ammo the current weapon supports.
Shift (both)..............- You can use the left or right shift to shoot. Of course, it is better to make it possible to change this key.
Ctrl (right)..............- Jump. Of course, it is better to make it possible to change this key.
Up, left, down and right..- Walk. Of course, it is better to make it possible to change these keys.
Enter.....................- Run. Of course it is better to make it possible to change this key.
Space.....................- List of available weapon upgrades and tools. Will pause the game, so you have time to turn them on/off. Of course, it is better to make it possible to change this key.

Keyboard 2:
F1 to F9..................- Choose the type (Blaster, Bouncer, etc.).
Button of current type....- If you press the number of the type that you are using, the weapon changes (Blaster, BBT-21, etc.).
S.........................- You can choose the used ammo with Backspace. Of course, you can only switch to ammo the current weapon supports.
A.........................- You can use the left or right shift to shoot. Of course, it is better to make it possible to change this key.
F.........................- Jump. Of course, it is better to make it possible to change this key.
Y, G, H and J.............- Walk. Of course, it is better to make it possible to change these keys.
D.........................- Run. Of course it is better to make it possible to change this key.
Tab.......................- List of available weapon upgrades and tools. Will pause the game, so you have time to turn them on/off. Of course, it is better to make it possible to change this key.
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Sep 6, 2005, 07:13 AM
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That sounds overcomplicated and unnecessary. The weapons should stay as they are, just more balanced.
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Sep 6, 2005, 07:32 AM
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Some other people find it fun, and you are the first one finding it complicated. It might be unnecessary, but it sure looks fun if you read it;P Just try to imagine that it is in the game, and how you would use it!
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Sep 6, 2005, 07:37 AM
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Quote:
Originally Posted by Jerrythabest
Some other people find it fun, and you are the first one finding it complicated.
Also the first one replying.
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Sep 6, 2005, 08:06 AM
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I viewed it some other people with MSn Messenger, and just take a look at Bagger's thread. The first post in this thread is the first one that finds it complicated.
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At a guess, the people you talk to on MSN are people who generally understand and like your ideas anyway. As for me, I find even JJ3's weapon system a little confusing. Yours isn't too bad at glance, but I'm concerned over how useful much of it is.
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Sep 6, 2005, 09:19 AM
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it was designed to be in 3D, but some things (like the Bouncers or the TNTs) are pretty nice. I find 1.23 bouncers sometimes bouncing not high enough, but with the black bullets (that are made to be rare...) you can get much higher! But for some things, it is better to let them bounce LESS high (If you want them to go down more and more)... Try to see the abilities with so many types of weapons!
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Sep 6, 2005, 09:34 AM
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Hmmmmmmmmm. Too many choices would decrease the speed of the game which JJ was originally known for.
Then again, all the puzzles and stuff that are used in levels do the same, I guess..
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Sep 6, 2005, 12:07 PM
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This is beginning to sound like an unofficial JJ3. In fact, I think that ditching the JJ2 mindset would allow you to reach farther.

*demands that Bouncers be called Launchers again
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Quote:
it was designed to be in 3D
You sir, fail at life. When the artist says he doesn't like the fact the game looks more advanced than what was originally conceived(Or at least, that's how I interpeted it) I don't think it was meant to be 3d.(This is assuming you are talking about JJ2, not Bagger's project)
Next, I'd like to request you do not add any of the weapon ideas I suggested for Bagger's project. That means say good bye to the Toaster and Blade gun.(I think I did more, but I am not sure).
Finally, I thought we were supposed to upgrade JJ2 not change the whole game(This is why I'm semi against having the source code released). ;[
Quote:
Originally Posted by Sonyk
*demands that Bouncers be called Launchers again
I think the JJ2's version is named Blue Bullet Bouncers. This isn't JJ1.
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Sep 6, 2005, 12:48 PM
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Quote:
Originally Posted by n00b
I think the JJ2's version is named Blue Bullet Bouncers. This isn't JJ1.
Quote:
Originally Posted by Me, Myself, and I.
This is beginning to sound like an unofficial JJ3.
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Sep 6, 2005, 12:52 PM
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It's only sounding like an unofficial JJ3 because Jerry took every weapon /idea/ from Bagger's thread and proclaimed "This be our weapon system" Get rid of that, and it's just JJ2 running on a fanmade engine.
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Sep 7, 2005, 12:24 AM
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I recognise these weapon designs from somewhere...
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Sep 7, 2005, 11:24 AM
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He took them all from Bagger's thread.
I know this because I remember making the Blade and Toaster ideas.
Which I refuse to be allowed to be used in this game.
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Sep 7, 2005, 01:07 PM
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Quote:
Originally Posted by Fawriel
I think you are only about the 78th person to suggest this.
You forgot to almost all other, Faw. ;p
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Sep 8, 2005, 06:02 AM
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Something is going wrong here. Lets explain.

The weapon system (yep, it IS taken out of the Baggers thread) was designed for 3D. This version, with some minor modifications, is for 2D. I never said it was made to put it actually in, but I just like the idea. We might make a seperate version.

Quote:
Originally Posted by n00b
every weapon /idea
only weapon system.
Quote:
Originally Posted by n00b
"This be our weapon system"
Never said that.
Quote:
Originally Posted by n00b
Which I refuse to be allowed to be used in this game.
then they will be replaced by other ones.
Quote:
Originally Posted by n00b
This is why I'm semi against having the source code released
thats... acceptable. I were thinking just the same. Thats why this project will be (I think) not open source.
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Sep 8, 2005, 06:26 AM
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Quote:
Originally Posted by Jerrythabest
The weapon system (yep, it IS taken out of the Baggers thread) was designed for 3D. This version, with some minor modifications, is for 2D. I never said it was made to put it actually in, but I just like the idea. We might make a seperate version.
Also, it is meant for singleplayer, as Baggers' game isn't supposed to have multi. Complex weapon systems in multiplayer are not welcome.
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It isnt complex at all. You just press [4] for seekers and then [4] again if you want to change weapon. You can press [Backspace] to switch to wanted ammo. Thats it. Nothing hard at all. You dont need to switch weapons all the time
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Sep 8, 2005, 11:20 AM
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The /s work as ittaliacs. I was not in the mood to type {i}(but with the proper brackers of course)
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Weapons need to be perfectly balanced and each one of them should be useful in other situation, at least for the multiplayer part. I also think that an accurated powered-up RF shot should be able to do even a 3 heart damage as well, that could make matches way more intense.
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Sep 8, 2005, 10:57 PM
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Quote:
Originally Posted by ?JSZ¿ JaZz!
Also, it is meant for singleplayer, as Baggers' game isn't supposed to have multi. Complex weapon systems in multiplayer are not welcome.
Baggers game is going to be multiplayer allso.

http://www.unseenconcept.net/Screens...etPlayPic1.png
just check this out.
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Sep 9, 2005, 08:14 AM
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Quote:
Originally Posted by R3ptile
Weapons need to be perfectly balanced and each one of them should be useful in other situation, at least for the multiplayer part. I also think that an accurated powered-up RF shot should be able to do even a 3 heart damage as well, that could make matches way more intense.
A good idea, though, would be to make a weapon system like in RTCW, where weapons in multiplayer mode work a whole lot different than in singleplayer.
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You mean in that game, the multilayer weapon system is more advanced? Or easier to use?
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Sep 10, 2005, 04:12 AM
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It is more balanced in MP. In SP, some weapons are just better than other, but in MP every weapon has it's good and bad sides (and the electric thingy doesn't even appear in MP).
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Sep 10, 2005, 01:35 PM
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Hello I'm a long time Jazz Jackrabbit fan.

I think the idea of another Jazz game is a great idea. But instead of creating a game from scratch, why not mod an existing game. Many games today allow users to modify game data and I'm sure it would be easier than programming a new game IMHO (In my humble opinion).

Anyways I'm looking forward to being apart of this community.
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Sep 10, 2005, 01:58 PM
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Been there, done that. Modding other games will not give the desired effect.
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In my opinion it would be the same effect if the mod was done really well. At least well enough to deserve a newspost on an often visted website. Then again, no fan game--excluding the small ones--has ever been completed so it's hard to say what will help.
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