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Jazz Jackrabbit 2 in Unreal Engine 4

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luke11685

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Aug 3, 2016, 04:51 AM
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Dude your jj2 reverse engineering is look interesting,but launching jazz Jackrabbit 2 Remastered deserves to spend money on selling jazz Jackrabbit licence from Epic Games.
Carpaintergeril

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Aug 25, 2016, 04:37 PM
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Just want to check in and say that we're still working on the project.
But we have to make money too, and the last two months were pretty tight.



So don't worry, we are still gonna make it happen. Just not in a hurry.

But, as always, share your ideas with us! What do you think we'll have to do/change to make this project better?
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SAMI

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Aug 25, 2016, 11:48 PM
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+Make sure the game doesnt stutter at 60fps.
+Slectable Refresh rate.
+21:9 and Multimonitor support.
+Instead of increasing the field of view, just scale up tge game when increasing reaolution.
+Some sorts of filtering options for higher resolutions.
+slight motion blur option (One like in Resident evil 6/Fifa 16).

+If its ever going to be released on Steam- please dont enable VAC cause it will ruin the modding part.

+Support for dual keyboards for double players. (I mean its already possible but the same buttons can't be used. So use raw input to maks it possible somehow).

+Support for seperate monitors for double player.


These are just some ideas I got in my mind. Maybe some of these can be implemented.
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Aug 26, 2016, 03:26 AM
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Jazz Jackrabbit 2 in Unreal Engine 4

Most important if it's really going to be JJ2, that level and tileset formats currently in use are going to be supported natively (or perhaps live-converted) in some way.

Really interested in this project as much as Project Carrot!
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Aug 26, 2016, 04:01 AM
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Wiivn: Epic doesn't really care about their old titles. They are busy making new ones, like Paragon.
Maybe if we complete this project, they'll notice us. But we won't hold our breath.

Sami: Unreal Engine 4 is taking care of those problems. We've added multiple controller support, and it has a splitscreen function.

Slaz: The tilesets are going to be interesting. At the moment we can make tilesets at up to 4096*4096 resolution, so we'll be able to fit multiple level's tilesets into one big tileset. Every tile that is on the same tileset will be able to appear on the same level.

Because it's a fairly simple game, we can probably make it streamable, so there will be no loading screens between levels. But who knows... I mean if we have to use a lot of 4k textures, there probably will be a loading screen at some point. We'll see.

We checked Project Carrot, and Soulweaver is doing really good work! We wish good luck to him.
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SAMI

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Aug 26, 2016, 04:09 AM
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You mean multiple controllers or keyboards? Cause controllers are already supported in JJ2, but not multiple keyboards.

Edit: and I meant seperate monitors, not splitscreen. Like if I have 2 monitors connected- then I can assign each monitor for each players. Not sure if its even possible.
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Aug 26, 2016, 04:18 AM
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What you're thinking of is two clients running the game on the same computer. That's not optimal, because it uses double the resources. We'll see what we can do, though.
And the multiple keyboards... well, it's possible, but we'd recommend a controller for player two. We'll see if we can add the option in any case.
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SAMI

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Aug 26, 2016, 04:26 AM
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Thanks for the informations

Appreciated a lot.

By the way, JJ2 feels much better playibg with keyboard. And I think most of the splitscreen players still use dual keyboards (player 2 uses numpad or something else). So I guess dual keyboards should have more priority over gamepads. Just my opinion.
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Gamerz31w

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Aug 28, 2016, 12:48 AM
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Excelent fangame i hope soon we'll be your beta testers when you give us a download link,but i guess not so fast.
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Sep 10, 2016, 03:32 PM
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Spaz is back!

Spaz is now playable, in his spastic glory!




And because he is done, the next logical step is the local multiplayer. So stay tuned.
(but not that much, we have a lot of things to do, so we may update late and such)
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Darkhog

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Sep 11, 2016, 04:43 AM
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Spaz isn't done. His moveset didn't include helicopter ears.
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Sep 11, 2016, 05:12 AM
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Quote:
Originally Posted by Darkhog View Post
Spaz isn't done. His moveset didn't include helicopter ears.
Well... playable is the right word.
We've replaced most of Jazz's animations, but we wanted to post an update before diving into scripting his unique abilities. So the heli ears will go (in fact we replaced it just after posting).
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Roobar

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Sep 11, 2016, 07:54 AM
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That's pretty cool! IMO, it would be great if both characters share each one of their unique JJ2 abilities. Or at least an option to enable/disable them.
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Quote:
Originally Posted by Darkhog View Post
Spaz isn't done. His moveset didn't include helicopter ears.


Excited to see this is still being worked on, and looking forward to the next updates.
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Sep 11, 2016, 12:14 PM
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Something I'd love to see is Jazz being able to double jump and Spaz being able to use helicopter ears. Simply because I like Jazz over Spaz and double jumping is better, in my point of view :\
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Treylina

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Sep 11, 2016, 03:17 PM
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Quote:
Originally Posted by Primpy View Post
Something I'd love to see is Jazz being able to double jump and Spaz being able to use helicopter ears. Simply because I like Jazz over Spaz and double jumping is better, in my point of view :\
You can do that in pluscharjump.j2l ;p Okay, it only works in the level, but it's possible in plus.
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SAMI

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Sep 11, 2016, 11:49 PM
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Spaz is looking red. Where's his yellow belly and chest?
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Sep 12, 2016, 02:54 AM
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Quote:
Originally Posted by Treylina View Post
You can do that in pluscharjump.j2l ;p Okay, it only works in the level, but it's possible in plus.
That's good to know, but an in-built feature like this in a JJ2 remake is much much appreciated

Quote:
Originally Posted by SAMI View Post
Spaz is looking red. Where's his yellow belly and chest?
It's because of the bloom effect. I think it looks ok nontheless.
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SAMI

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Sep 12, 2016, 04:38 AM
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Quote:
Originally Posted by Primpy View Post
That's good to know, but an in-built feature like this in a JJ2 remake is much much appreciated



It's because of the bloom effect. I think it looks ok nontheless.
No its not. He is looking completely red except a little yellow which can be seen slightly. He isn't lookin ok. But I guess it will be fixed.
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Carpaintergeril

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Sep 12, 2016, 06:09 AM
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Quote:
Originally Posted by SAMI View Post
He isn't lookin ok. But I guess it will be fixed.
Strange... I mean this is the original sprite.
The post process and the PBR materials probably change the coloring slightly, but on my screen, Spaz has an orange belly and jaw.
As @Primpy said the bloom (and other post process effects) makes it slightly discolored, but it depends on the environment.

I made some comparison shots:

Left is emissive and unlit (so it can't recive light) and right is the material we use:


With a point light between them on the ground:


With a spotlight in front:


And just for laughs this is what spaz looks like when he is hit by a maximum brightness light:


(sorry for the low framerate)

Here is a pic of the raw Spaz material:
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Last edited by Carpaintergeril; Oct 8, 2016 at 03:51 PM. Reason: typos
SAMI

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Sep 12, 2016, 10:22 AM
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Hmm, Spaz looks okay in the comparison screenshots. So I guess it's just the lightings.

Anyway, thanks for the details, appreciated.
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Carpaintergeril

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Sep 13, 2016, 04:55 AM
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Multiplayer!

Aaand we have splitscreen multi!





Well, there is no working interface and such at the moment, but it's a start. We also have a base menu system to select single or multi, but we'll have to figure out a way (more like decide on a way) to include the player select animations and graphics, because right now Unreal 4 interface widgets don't accept 2D animations.

We'll go on to implement full multiplayer functionality and player moveset customization.
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Last edited by Carpaintergeril; Sep 13, 2016 at 01:36 PM. Reason: Wrong Pics
Carpaintergeril

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Sep 14, 2016, 02:14 PM
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Spaz can now do his signature karate kick!


Oh, and we're trying to make the particle effects looks as bouncy and pixely as the original.
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Sep 14, 2016, 04:07 PM
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I'd recommend using gfycat instead of plain old GIFs. They will load a lot faster and if you upload as a short video clip, you can get better colour quality (the colour crunch does the footage no justice). https://gfycat.com/about
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Carpaintergeril

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Sep 15, 2016, 03:02 AM
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Quote:
Originally Posted by Treylina View Post
I'd recommend using gfycat instead of plain old GIFs.
Just tried it, and it's much better color-wise:


The problem is the size. It doesn't want to give me the "Large Gif"...
Well, if anyone is interested, here is the original clip for comparison (but a bit blurry somehow): SpazKarateKick
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Sep 16, 2016, 03:35 AM
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Can't wait for playable version. Maybe also you could open up donations or patreon to help alleviate some of money issues? Wouldn't be able to sub on patreon, but could donate every so often some bucks.
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Quote:
Originally Posted by Treylina View Post
I'd recommend using gfycat instead of plain old GIFs. They will load a lot faster and if you upload as a short video clip, you can get better colour quality (the colour crunch does the footage no justice). https://gfycat.com/about
The frame rate of the original GIF went down significantly. Isn't Imgur the best when it comes to images and gifs?
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Treylina

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Quote:
Originally Posted by Primpy View Post
The frame rate of the original GIF went down significantly. Isn't Imgur the best when it comes to images and gifs?
Imgur is weird, their GIFs don't always want to load for me.

All in all I'd rather have an actual short video clip over a GIF anything. That would also give sound too.
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Sep 21, 2016, 09:29 AM
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Originally Posted by Darkhog View Post
Maybe also you could open up donations or patreon to help alleviate some of money issues?
Thanks for the suggestion, but there are several problems with Patreon or any type of donation to us.
First, this game is not ours, Epic holds the game's rights, so we can't ask for money to do a remake.
Second, our country taxes donations beyond belief, so that is out of the question...

So we're working on this little project in our free time, step by step making it something that hopefully you all will like.

And every suggestion, idea, original game asset -or even kind words- helps.
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Sep 22, 2016, 04:35 AM
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Quote:
Originally Posted by Carpaintergeril View Post
And every suggestion, idea, original game asset -or even kind words- helps.
Keep it up, my friends c:
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Sep 23, 2016, 01:20 AM
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Keep it up, my friends c:
Thanks!
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Sorry for not checking here in a while, haha. You guys made amazing progress adding the local multiplayer and Spaz's kicking move! Keep it up!

And too bad donations won't work out otherwise I'd be willing to put in some bucks too. I understand the reasoning though, and hope you have fun spending your free time on this knowing this little community appreciates it!
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Dec 25, 2016, 03:29 AM
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We're still thinking about an analog aiming mechanism, but that would most likely be out of place as well. Maybe in another version.
I'm a bit late replying to this, but i guess a dedicated aim key would solve this problem. The player would be able to aim in eight directions with the direction keys. Something like in Axiom Verge or Contra.
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Dec 25, 2016, 11:40 AM
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With Project Carrot going on, I almost forgot about this. Is this project still going on or is it paused?
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@smol96 Never too late! The only problem with 8-direction or analog aiming is the sprite animations. We don't want to change the original sprites, or create new ones. At least not until the first public release or something...

@Primpy We haven't abandoned this little project. We just have to make money and other things so we're developing it in our spare time (that we're lacking lately).
But yeah, we should update it more frequently...



Oh and Merry Christmas to y'all!
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Merry (late) christmas Carpaintergeril!

Looking forward to more updates on this project in 2017.
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Hey first of all, sorry for the bump.
I wasn't there for a long time and this project gave me goosebumps and I can't wait for next updates ASAP.

Thanks so much for the effort, these images look exciting!
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Your work looks great

Hoping we will see more updates on this and possibly a way to fund / procure early access? kickstarter or another donation I'm sure many of us would be more than happy to donate to this cause - it looks fantastic!

* just saw the reasoning to no donations.
If i might add you guys could just do a generalized donations option - "buy us a coffee" etc as a work around?

Last edited by kiklanisune; Jul 1, 2017 at 05:27 PM. Reason: added to idea
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All I can say is.. WOW! Like holy hell, I've been dreaming for a JJ2 remake in a modern engine for years. Just awesome to see it's actually happening

Hoping this project doesn't get abandoned like they always do
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Please tell me that you're still working on this amazing project.
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