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n00b

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Jan 31, 2005, 03:21 PM
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I would like to see more enemies that shot at you if you were close enough. In Jazz 2 the only enemy that did that which I can think of was a monkey. Give Lizards, turtles, and the 'Demon Scourge'(What I call anything the somewhat resembles Bilsy and Bolly) guns or fire attacks or something.
Oh, and enemy concept: The Demon Scourge, which is an army commanded by Bilsy and Bubba and the soilders in someway resemble them. Two examples I can think of are the demons from Jazz 2 and the floating demon... things from HH94. I think the demonish things in Deserto could qaulify.
I dunno I'm thinking waaay to 12-year oldish on ideas right now.

Edit-Changed a name

Last edited by n00b; Feb 1, 2005 at 02:45 PM.
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Jan 31, 2005, 04:04 PM
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The mad hatters shot at you.

I say there should be enemies that 'shoot at you' by extending body parts. Like having an inspector gadget-esque extrendo-robotic arm. Maybe they could grab onto you and drag you to them.
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Jan 31, 2005, 04:16 PM
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No Noob, your ideas are perfect...lets me know what youd like to see and even if i dont do it exactly I can use it for inspiration for other ideas. Your idea obviously was valid though as risp wants something similar.
I like that idea Risp, yeah body part attacks would be cool, that would be interesting to code...hmm sparking a few ideas, well when i get onto enemy coding i'll have some good ammo !

Talking of ammo, i am working on the bouncers (i dont know what they are called the blue/puprle bouncy ammo) and the results so far have just been rather funny !...alot of chaos, so ive still got alot to do on that weapon !
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Jan 31, 2005, 05:59 PM
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That's what they're called, Baggers.

Also, what about enemies that can 'mirror' what you do? For instance, if you run towards it, it runs away. If you jump, it ducks. If you duck, it jumps. And so on.

Also, be sure it 'mirrors' as soon as it sees you, not at the start of the level. Otherwise, that would be bad.
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Jan 31, 2005, 06:04 PM
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Quote:
Originally Posted by Baggers
Talking of ammo, i am working on the bouncers (i dont know what they are called the blue/puprle bouncy ammo)
Blue Bouncer Bullets. But call them Bouncers and everyone will understand you.

Edit: Schwarzenguard uses a Flailerang.
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Jan 31, 2005, 06:51 PM
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Thanks,
Odin, the mirror idea i like, and would be easy enough to make too, i'll have to work on the challenge though because if he''s running away from you he's not really a threat!...however if he shot things he'd be a real pain !

Oh i finished the Bouncers, i couldnt do the gravity moving in the end...well i guess thats not true, i did it...but in 3D its harder to make the constraints so they ended up being kinda annoyin, so now they just bounce. I have a little video of it here, as always feel free to comment on it !
http://www.unseenconcept.net/JazzJac...3d-Video04.avi
Thanks for the help
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Jan 31, 2005, 07:11 PM
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Gah! How could I forget my favorite enemy could shoot? Well technically it's the dormouse that shoots at you... but no matter or something.
Building on what Risp said with the mechanical body parts, it'd be cool to see that in a boss. Like a cross between the Mech Turtle from JJA and the Schwazengaurd...
First it'd use it's tried and true Something-rang(can't think of the name) and if that misses, he'll try to attack you with a super arm until the 'rang came back. Once he's low on health he'll throw more than one 'rang at different times. If all else fails, he uses a cannon in his stomach and mimics your ammo to attack you. Only the ammo would be a pwered up version.
Edit- And it seems the BBB has made a nice transition into 3d, I wonder how it plays
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Hmm, if you need enemy ideas, there was a thread or two about what kind of bosses we'd make if we could.. I'll go look for them later.
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Quote:
Originally Posted by Baggers
p.s. '?JSZ¿ JaZz!' I am going to impliment your cluster shot idea and possibly the chargeup of weapons aswell, the thing then is the interface, I loved the minimilistic approcah in the first game, how you you think it should be veiwed in this game, would just a little icon next to the gun surfice ? the icon could show what style of shot ie: Normal, Cluster, Power shot...etc. Any ideas?
You know, I have A LOT ideas for weapons. Though they're not very conservative, but still I think they fit JJ well. Here's an example weapon list.

1. Blasters
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.
b) LFG-3000 (Spaz's basic) - the difference from LFG-2000 is that it shoots faster, 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 - shoots three energy bullets at once - has thrice stronger battery than LFG-2000, so battery drains with same speed.
e) LFG-5000 - shoots an energy ball that spreads into 10 typical blaster shots on impact - has only twice stronger battery than LFG-2000, so needs to recharge pretty much.
f) extra battery - can be connected to character's basic blaster, lets you shoot longer before you'll need to stop.
g) 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.
h) interface update - can be connected to character's basic blaster, lets you use 2nd level ammo (powered-up ones from Jazz2) in the blaster.

2. Bouncers
a) using in your basic blaster - you can use basic bouncy bullets (blue), or 2nd level (purple) if you got an update for it. That way you shoot them like in Jazz2, with normal speed (even in LFG-3000).
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 ammo, shoots with great power, so the bullets either fly very far or bounce off walls very aggresively.
e) blue ammo - slightly more damage than blaster shot, lightweight.
f) purple ammo - more damage, heavier than blue, but also more bouncy.
g) black ammo - highly explosive, heavier than purple, but as bouncy as it is.
h) visor - compatible with BBT-S15X, lets you zoom the vision for sniping far positioned enemies.

See as I just killed the Fast Fire pickup. ^^ There will be more to come if you like my ideas. Now, about the HUD appearance - anyone remember the weapon box from JJ1? How it contained the weapon's name and an example of bullet's track? That's the option. I'd also implement a pause feature from Ratchet & Clank, that lets you read weapons' descriptions in the pause menu (there was also same thing for special moves, but I doubt we'd need it).
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Feb 1, 2005, 08:36 AM
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Quote:
Originally Posted by n00b
The Demon Scourge, which is an army commanded by Bilsy and Bolly
And Bubba? You forgot Bubba.

Since when Bolly is a demon, anyway?
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Feb 1, 2005, 01:33 PM
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I think he was confusing bolly and bubba.
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Feb 1, 2005, 01:38 PM
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Bolly is certainly more demonic looking than Bubba.
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Feb 1, 2005, 02:45 PM
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I did get them confused, I seem to rgister Bolly with Bilsy because the two names are somewhat simillar.
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Feb 1, 2005, 03:34 PM
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Christ, this thread is really picking up speed !

Ok a little progress: I have included the little puffs of smoke when bullets are deleted. ok that wasnt much but it looks cool, especially when lots of bouncers get deleted, I have also checked that the gun system could handle the flame thrower and that will be easy, all i have to do is rip the sprites now...ugh its so boring doing that, I much prefer the coding !

Not exactly sure what to work on now, maybe more weapons but when I get to rockets i'll need some enemies, hmm we shall see ! ...WAIT got it !...im going to get the blocks working ! excelent !
Laters people, keep up these ideas they are great, im learning a fair bit from them.
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Feb 1, 2005, 04:23 PM
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If you want, i'll come up with other bullet ideas.
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Feb 1, 2005, 05:15 PM
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Hey again, just another brief update with a pic of the shootable blocks working. Its great seeing the Bouncers take out the blocks!

@Odin: Feel free man, all ideas welcome here!

Heres the Piccy:
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It would be interesting to have more block types. Like blocks that must be shot at from a certain distance, or blocks that normally are unsold but become sold when you shoot them. Also, enemies that pretend to be blocks would be interesting.
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Quote:
Originally Posted by Risp
blocks that normally are unsold but become sold when you shoot them.
How much do they cost? =D
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Hey Baggers, I could rip for you. I actualy like ripping.
Idea for the Flamethrower!
Basing it off of the Weapon system thought up by JSZ Jazz
Flamethrower
a) The Basic flamethower can fire Red and Blue flames, at a slow speed.
b) BBT-21 - supports blue and purple bouncy bullets, shoots them with big speed, but the rest is like blaster.
c) Toaster X6- Supports Red and Blue flames flamethrower-esque with speed, but can also shoot the flames Jazz 1 styled if a Back-Up disc(Or a Shareware disc) is found.
d) Burniator(I couldn't think of another name)- Supports red,blue, and white flames, 'sprays' them farther and with the speed of the Toaster. Blue ammo used with this gun shoots out like meteors to cause mini-explosions.
e) red ammo - 1&3/4 more damage than the blaster
f) blue ammo - more damage, also turns enemies black(charred) if they are killed by this weapon
g) white ammo - White ammo is very hot and some must be left behind(you lose a peice of ammo every once in awhile) 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.
h) Back-Up/Shareware Disk - This old copy of Jazz Jackrabbit can be used with the Toaster X6 to revert the gun back to an earlier form. This disk can be ejected (but not nesercairly retreived) if the player no longer wants this function.
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Feb 1, 2005, 11:43 PM
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@Noob: I like the idea of using the old Cd as a key to bonus features, ill have to have a look at that, for the bits when you say JJ1 style please explain as I only played the second one, thanks.....oh almost forgot, if you do like ripping graphics i would be so grateful if you woud for me, at the moment i would love the little animations of the weapons for the hud (the stuff that apears in the bottom right corner) from JJ2 if thats ok with you ?

@Risp: The enmies that descise themselves as blocks is a great idea, and will definatly be in the game, thanks for that!
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Quote:
Originally Posted by Baggers
@Noob: I like the idea of using the old Cd as a key to bonus features, ill have to have a look at that, for the bits when you say JJ1 style please explain as I only played the second one, thanks.....
http://www.dutchfurs.com/~haze/?cat=...s/pc/shareware
Quote:
oh almost forgot, if you do like ripping graphics i would be so grateful if you woud for me, at the moment i would love the little animations of the weapons for the hud (the stuff that apears in the bottom right corner) from JJ2 if thats ok with you ?
http://www.angelfire.com/ga3/jazzworld/jj2guns.html
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Whoa. Sorry. I forgot.

http://www.jazz2online.com/jcf/showthread.php?t=11094
http://www.jazz2online.com/jcf/showthread.php?t=5593

( ..don't mind my post in the second link. It's old. I was young and needed the money. )

Also, it would be interesting to see an enemy you'd have to run into at full speed to defeat..
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As said before, more for the list.

3. Freezing guns
a) character's basic blaster - supports ice cubes and N charged cubes, needs to reload after each shot (temperature precautions), freezes enemies and you can crash them into pieces with a shot or hit (Jazz2 feature), but you can also shoot the ground 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 cubes and U charged cubes, no need to reload.
d) Frostswallower N15U10 - supports normal, N charged cubes and U charged cubes, shoots 10 cubes at once, giving a diffusion effect to normal shots. Charged shot takes up to whooping 50 cubes, spreading packs of 10 into a regular shape. Each of these gets a diffusion effect.
e) 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!
f) ice cubes - freeze enemies shortly, and they even don't work on certain enemies (heat-based?).
g) N charged ice cubes - freeze enemies for longer, can even shortly freeze most resisant enemies.
h) U charged ice cubes - freeze enemies shorter than U charged ones, but still longer than normal. Deal small damage to frozen enemies.

No time to write more right now, but be prepared for my crazed seeker propositions! My goal - stop them from being so freaking boring!
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Feb 2, 2005, 05:41 AM
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Hey there, your talk about the ice is very cool (god i didnt even notice that pun till i re-read this post..) and i have an idea to check with you.
If you have seen demolition man you will get a good image of this, you spray round a solution which does nothing speicial on its own but can then be activated and it all freezes... i guess similar to lighting napalm in unreal2 (that was cool !)
What do you think, any good ?
Those links are great aswell, youll be seeing those animations in the game very soon!
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Yeah, might be a very cool idea. Maybe some sort of frosty pipe bomb (I sensed similarity to DN3D pipe bomb therefore I came up with such name, shame me), containing 10 ice cubes or so - first throw it like a grenade, then use the shoot key once more to detonate it. And now...

4. Seekers
a) character's basic blaster - supports white heat-seeking rockets (orange also if you have the upgrade). Normally, just shoots the rocket straight forward. Aim at a heat spot (enemies, but you may accidently lock on fire or stuff like that) for two seconds to lock on, then fire and the rocket will slighty seek the object's movement.
b) HSRL-1 "Seeker" - supports white and 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 white and 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 white, orange and 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 (just aim at the target), no problems with environmental heat or finding robots.
e) SeeKrazy PTF - supports only brown rockets. Immiediately locks on enemies, but you can lock on only AFTER you shot the rocket. 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 v3.1 - 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.
g) white rockets - take only a bit more damage than blue bouncy bullets. They have no special features.
h) yellow rockets - more damage than white ones, they have the ability to slightly avoid obstacles such as walls or pillars.
i) brown rockets - deal the same damage as orange ones, but they are covered with material used for bouncy bullets, so they can bounce off obstacles few times before explosion.
j) black rockets - rare rockets that are the only ones working with Rocket Pilot v3.1. It's ability is worth finding them.
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Feb 2, 2005, 09:21 AM
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How about using bumpmapping for the textures?
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It makes textures look worse IMO.
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Feb 2, 2005, 09:54 AM
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NINJAJAZZ character for game... he is dressed in black suit and he has a sword in scabbard on his back!
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Feb 2, 2005, 10:11 AM
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You better go to Razz Arena.
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Feb 2, 2005, 11:17 AM
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Quote:
Originally Posted by Cooba
It makes textures look worse IMO.
In some games yes.

The only reason Doom 3 looked nice was because of bumpmapping.
i mean, count the polygons in Doom 3´s models. The lightning also made it looks nice.

Offtopic, but whatever.
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Feb 2, 2005, 11:58 AM
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You guys forgot RF missiles.

a) DualMissile - Fires two missles at once; hold down to shoot the missles faster. Must press shoot button multiple times in order to shoot multiple times.
b) TriMissile - Fires three missles at once; hold down to shoot the missiles faster. Must press shoot button multiple times in order to shoot multiple times.
c) SiMissile - Fires one missile at a time. Can be used if you are low on ammo.

d) Green Missiles - Low damage
e) Red Missiles - High damage
f) Blue Missiles - High damage, multiple explosions; useful for taking out huge amounts of enemies at once

g) Guider - All missiles have a special upgrade chip area, where one can attach a chip that can enhance a missile. These (pack of 10) turn missiles into guided missiles, only works if enemy is within a certain range.
h) Fuel Saver - All missiles have a special upgrade chip area, where one can attach a chip that can enhance a missile. These (pack of 12) make missiles use less fuel, when they're closer to the ground, making them go faster.

Also, will you make better graphics when you're done? :P
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I really liked the way RF missiles were implemented in Razz Arena. And bumpmapping makes stuff look better when it's use in the right way, Cooba
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Quote:
Originally Posted by Odin
You guys forgot RF missiles.
I did not, I wouldn't forget my favourite. ^.^ I just don't write much at once. I'll come up with more tomorrow. It takes more to that than just write it.
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Groovy ! lots of comments, okidokey an update for you

* Firstly a personal one: I will not be working on this project from the 5-12th as I wont even have a computer, I’ve got training for my gap year and so I’ll be very busy, but you can be sure I'' be right back on track when i do get back, especially as one of the guys on the DarkBasic forums has just offered to make the jazz and spaz models, don’t know how great they’ll be but anything is better than my ball!...he's a great guy and has been programming WAY longer than me.

Back to suggestions
* Wow '?JSZ¿ JaZz!' you are just streaming ideas out here, very impressive though !...defiantly a good few of these are making it in...Which ones we shall see.
The idea of flying a missile is one I’ve wanted to use in a game for ages so ill try that one out (PLUS its really easy to code!)

* Graphics: @Odin ... I will definitely not make the graphics better as i cant, I will however get others to help me, and so yes we will have good graphics, If you want to make some models please say and ill be more than happy for you to join in...plus at the end this project is going to be open source so you can fiddle with any of the code (assuming you have darkbasicpro) and any of the models you like!

@all those commenting on bump mapping: I am not planning on bump mapping for a few reasons:
(1) Though it looks nice this is a home coding job and though while I could do it would be hard and VERY speed costly, I want as many people as possible to be able to play this game.
(2) Style wise... this is not DOOM3...doom3 did look fantastic however i don’t think we need it to have a perfect looking game, we would jus be sacrificing speed for a little eye candy that probably would not fit in.
(3) Has anyone got pictures or links to razz area, as last time i saw, the site was down.
(4) Um I cant remember what was to be in 4...never mind, on with the show

Thanks so much for the interest, I will probably post a few more times before training so i'll see you soon.
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Feb 2, 2005, 02:26 PM
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TNT-

At default, TNT is simply hand placed.
a. TNT Launcher- allows TNT to be shot out, where it then shoot forward till hitting something (at which case it will either fall, stick, or just stop, depending on what type of bomb you are using). Otherwise, the TNT works just the same. Supports all varieties of TNT.
b. Dynamite- Just a stick of dynamite. Falls to the ground normally, and explodes for moderate damage after a set time.
c. Sticky Bomb- A timebomb that sticks to whatever it hits/is placed on. Stronger then dynamite.
d. LaIB (light as air bomb)- Similar to JJ2 TNT. Floats in the air when you place it. Strong as Sticky Bombs.
e. Rubber Explosives- Bomb that falls, and bounces similarly to bouncers. When it explodes, the explosion is stronger then Sticky Bombs and it explodes into several blue bouncer rounds in random directions.
f. Chaos Bomb- Floating bomb that can explode several times at somewhat random intervals into low-damage explosions. Also gives off a few shots of random weapons each time it explodes. Very rare.
g. Decoy- A floating 'bomb' that counts as a heat source and thus attracts many seeking attacks.
h. Pulse Bomb- Floating bomb that stuns enemies in a wide radius when it explodes.
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Feb 2, 2005, 02:33 PM
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If you don't want to play the JJ1 demo for a few seconds, the toaster was a faster(i think I havn't played JJ1 in a while), bigger varity of the Blaster, it's ammo looked like flame.
I like the 'blade gun' from the OEM version of Jazz 2...
Blade Gun
a)Blade SR1- Shoots out one spinning Blade, supports short and long blades, but long blades move a bit slower than short.
b)Blade SR2- This gun shoots out two short or long blades in the same fashion as the SR1, however these blades move faster and there is no slowdown for a long blade.
c)Mace CH1- Shoots out a mace on a chain. Works like the SR1 and supports Chain Maces
d)Flailerang- this is a melee variety of the Mace gun and does not run on ammo. The 'rang very weakly seeks out a target, the only downside is that you have to wait for the 'rang to return. A 'Speed Hack' can make the 'rang return faster
e)Blade SR3- This is a black market addon to the SR1 or SR2, once equiped to either one it shoots out 3 blades in a 'V' shape formation. This addon also supports Broad swords. This addon also slows you down and the broad swords face the same problem the Long swords did in the SR1
f)short swords- short, weak swords used in specialized guns
g)long swords- stronger, and longer than the short sword.
h)broad swords- wide,long,heavy, and strong, these black market swords are the best way to go 'medevil' on an enemy
i)Chain Mace- a weaker form of the Flailerang which can be rapidly shot out of a gun that supports it.
j)OEM Speed Hack- This powerup makes the Flailerang move faster
k)Defense Mechanisim- This black market addon to the sword guns turn the swords into sheilds which push enemies away instead of hurting them. Useful with the Sword SR3, and can be taken out, but not nessecarily retreived.

EDIT- Images:
Blade Gun Shot from Jazz 2 OEM
[IMG]http://img.photobucket.com/albums/v5...adegunshot.bmp[/IMG]
'V' Formation talked about with the Sword SR3(Overhead perspective, crappy paint drawing)
[IMG]http://img.photobucket.com/albums/v5...vformation.bmp[/IMG]

Last edited by n00b; Feb 2, 2005 at 02:54 PM.
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Feb 2, 2005, 04:21 PM
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Electro Shooter:

a) PlasmaNRGizer - Basic electroshot weapon. Same damage as normal blaster, but immune to walls.
b) NitroBlast - Same as PlasmaNRGizer, but does twice as much damage.
c) 13-36.9D - Experimental weapon, shoots VERY rapidly, shots do thrice as much damage. Shots able to travel through walls.

d) Normal ammo - Same damage as blaster.
e) Supercharged ammo - Twice as much damage as blaster (use with a weapon like the NitroBlast to get 4 times as powerful, 13-36.9D to get 6 times as powerful!)
f) Tera Blast - Thrice as much damage as blaster (use with a weapon like the NitroBlast to get 6 times as powerful, 13-36.9D to get 9 times as powerful!)

g) 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.
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Feb 3, 2005, 07:11 AM
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@ Baggers, http://www.eckhart.da.ru/jazz2/razz or http://www.eckhart.a.la/jazz2/razz

dunno if they work though
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This looks so more promising than Razz Arena, Bagger. Keep it up.
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Feb 3, 2005, 08:27 AM
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Time for more weapon suggestions! I hope I didn't get annoying yet. ^^

5. RF type rockets:
a) character's basic blaster - supports green rockets (and red if upgraded). Fires a single rocket at big speed, but can shoot two if you hold down the shoot key for longer.
b) RF Type Rocket Launcher - supports green and red rockets. Fires a single rocket at huge speed, but can shoot up to three rockets if you hold down the shoot key for longer (just like the UT2k3 Rocket Launcher).
c) T-B RF-RL - supports green and red rockets. Fires three rockets at once with huge speed. Quite a heavy beast, it'll slow you down and make your jumps lower.
d) RapidRF - taken straight out of Bolly's left-overs, supports green and pink rockets. Shoots them at high duration speed, but if you shoot for too long it'll overheat and you'll need to wait until it cools off.
e) Sticky Launcher [limited RF edition] - supports red and pink rockets. Fires three rockets at once with huge speed, but they are sticked to each other, meaning they can hit only target and deal massive damage to it.
f) green RF rockets - take as much damage as purple bouncy bullets. They have a small explosion radius.
g) red RF rockets - take more damage and have a big explosion radius, but are heavy and slowly lose height as they fly.
h) pink RF rockets - take even more damage, but have an explosion radius of green rockets. Their weight is somwhere between red and green rockets.
i) RF Turret IP312 - set it somewhere and give it up to 20 of your rockets (supports green only). Use a pilot to make it turn on/off. Good for securing tunnel exits or any other places that are certain to cross by enemies. Approach it and push a proper key (I'd suggest not programming the shoot one for that) to take it back with you.
Note: Explosions should hurt the player aswell as the enemies.
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