JazzJackrabbit Community Forums  

Go Back   JazzJackrabbit Community Forums > Open Forums > Future Jazz Jackrabbit games

Reply
 
Thread Tools
Old July 28th, 2017, 05:33 AM   #41
DeathKiller
JCF Member
 
 
Join Date: Jun 2017
Location: Czech Republic
Reputation: DeathKiller is doing well so far
Try to put Jazz2.Android directory to HTC 10\Internal shared storage\Jazz2.Android\ (so Internal directory will be in HTC 10\Internal shared storage\Jazz2.Android\Content\Internal\).

/proc/mounts is special file and can be found only by apps on device. If this issue still remains, I will create new version of the game that will show this information automatically.


Quote:
Originally Posted by Slaz View Post
I played some levels with this yesterday. Would like to point out some issues with the characters:

1: You should be able to fire your guns as fast as you can tap the button. The current interval feels off especially for enemies that require more hits.

2: While doing a buttstomp, you should be allowed to steer it slowly horizontally as soon as the animation starts, until you hit something. You should also be able to cancel the animation that plays when hitting the ground and start moving right away.

3: Once you reach horizontal momentum by walking or running, you should be able to lose that momentum and turn around quicker if you move to the opposite direction.

4: Jumping momentum is slightly too floaty while top height is reached.

I'm sure fixing these things (with 1 being highest priority) can make gameplay a lot more pleasing. That said, I'm amazed by how far this remake has come. I'm sure this can at some point exist alongside JJ2+ like OpenJazz did with JJ1.
Thanks.
The issue number 1 is already fixed on Github (new version will be released later). I think that the issue number 4 is bug in the original game. The rest of issues will be investigated later.

Last edited by DeathKiller; July 28th, 2017 at 06:37 AM..
DeathKiller is offline   Reply With Quote
Old July 28th, 2017, 07:44 AM   #42
umisery
JCF Member
 
Join Date: Jul 2017
Reputation: umisery is doing well so far
Thanks, that fixed it!

On-screen gamepad is transparent, is it meant to be like that?

umisery is offline   Reply With Quote
Old July 28th, 2017, 09:52 AM   #43
DeathKiller
JCF Member
 
 
Join Date: Jun 2017
Location: Czech Republic
Reputation: DeathKiller is doing well so far
I hope the game is enjoyable for you. Yes, gamepad is transparent. I know it's a bit ugly, but it's provisional. When you get used to it, you will not need to see it anyway.
DeathKiller is offline   Reply With Quote
Old August 2nd, 2017, 04:17 AM   #44
DiarrheaBird
JCF Member
 
 
Join Date: Aug 2017
Reputation: DiarrheaBird is doing well so far
Will the game include cut and unused content in the future?
DiarrheaBird is offline   Reply With Quote
Old August 2nd, 2017, 06:36 AM   #45
DeathKiller
JCF Member
 
 
Join Date: Jun 2017
Location: Czech Republic
Reputation: DeathKiller is doing well so far
What features would you like to see? I want to implement all features from the original game and JJ2+, but some additional easy-to-implement features could be implemented first. I know that Tweedle and Rocket Turtles are not used in the original game. These enemies probably will be implemented, but I don't plan to create new levels for them.
DeathKiller is offline   Reply With Quote
Old August 3rd, 2017, 02:29 PM   #46
GoGi
JCF Member
 
Join Date: Jul 2001
Reputation: GoGi is doing well so far
Send a message via ICQ to GoGi
For the exact physics, you could do a clean-room implementation.

Someone who is familiar with the disassembled JJ2 code should write a precise specification. Maybe someone working on JJ2+ could help you. Then, someone who has never looked at the code (!) should implement the physics from that specification. In this way, you do not infringe on the copyright of the original version.

https://en.wikipedia.org/wiki/Clean_room_design
GoGi is offline   Reply With Quote
Old August 4th, 2017, 08:53 AM   #47
DeathKiller
JCF Member
 
 
Join Date: Jun 2017
Location: Czech Republic
Reputation: DeathKiller is doing well so far
New version released (v0.4.6) in first post.
  • Added experimental Thunderbolt weapon (with ammo) - but there is no ammo for it in any level
  • Player can shoot as fast as you can tap the button
  • Player can shoot up on Hook/Vine
  • Added a few Player animations (Fire to Idle, FallFire to Fall, HookFire to Hook, CopterFire to Copter)
  • Decreased V-pole force and jump distance
  • Added boss health bar
  • Applied fix to Toaster PowerUp to match other PowerUps
  • 1up (and other collectibles) supports illuminate surroundings
  • Added lights to some objects
  • Adjusted animation of Collectibles
  • Added ability to limit camera view
  • Missing animations/sound will be skipped instead of crash
  • All Retail versions can be imported (even Shareware Demo, with limited functionality)
  • Shareware Demo can be automatically downloaded and imported by running Import without any parameter (double-click)
  • MainMenu looks better
  • Fixed destructible tiles
  • Adjusted movement of camera
  • Changed internal event numbers
  • Fixed Airboard Generator, TNT, Queen, Devan, Pepper weapon, particles and tiles
  • Fixed collision detection (partially)
  • Fixed Linux-specific glitch in MainMenu and issues with filename case-sensitivity
  • JJ2 data have to be Imported again, don't use data from previous versions!
  • To enable all animations, import first base game (v1.20/1.23) and then TSF with JJ2+

Quote:
Originally Posted by GoGi View Post
For the exact physics, you could do a clean-room implementation.

Someone who is familiar with the disassembled JJ2 code should write a precise specification. Maybe someone working on JJ2+ could help you. Then, someone who has never looked at the code (!) should implement the physics from that specification. In this way, you do not infringe on the copyright of the original version.

https://en.wikipedia.org/wiki/Clean_room_design
Physics is not so bad in the latest version, but it's still different. It would be good, if someone could help me with this.
DeathKiller is offline   Reply With Quote
Old August 4th, 2017, 09:17 AM   #48
GoGi
JCF Member
 
Join Date: Jul 2001
Reputation: GoGi is doing well so far
Send a message via ICQ to GoGi
Does this indeed not build with Mono 4.6?
GoGi is offline   Reply With Quote
Old August 4th, 2017, 09:25 AM   #49
DeathKiller
JCF Member
 
 
Join Date: Jun 2017
Location: Czech Republic
Reputation: DeathKiller is doing well so far
It's built with Visual Studio 2017 and I think these 2017 features are available only in Mono 5.0, but building on Linux is not tested (I don't even know how to build it on linux yet). I only test that every executable I release can be run on Linux with Mono 5.0.
DeathKiller is offline   Reply With Quote
Old August 4th, 2017, 10:50 AM   #50
GoGi
JCF Member
 
Join Date: Jul 2001
Reputation: GoGi is doing well so far
Send a message via ICQ to GoGi
I tried to build it with Mono 5 on Linux, but when running it says that it cannot find "Lidgren.Network".
Also, your build process tries to call "copy" somewhere, which obviously will not work on Linux, but that should not be a big problem. By the way, your own build runs fine even under Mono 4.6.

Unfortunately, I have not much experience with Mono. I will try to setup a clean environment with all dependencies when I have the time.
GoGi is offline   Reply With Quote
Old August 4th, 2017, 10:59 AM   #51
DeathKiller
JCF Member
 
 
Join Date: Jun 2017
Location: Czech Republic
Reputation: DeathKiller is doing well so far
Download new commit, please. "Lidgren.Network" was removed, because multiplayer is not completed yet. "copy" command is Windows-specific, you have to copy these files manually, but it should work then.
DeathKiller is offline   Reply With Quote
Old August 5th, 2017, 08:33 AM   #52
Primpy
JCF Member
I can't believe the story HL2:Ep3 is out.
 
 
Join Date: Nov 2014
Location: Romania, Buzau
Reputation: Primpy is an asset to this forum
Send a message via Skype™ to Primpy
Once again, I'm trying to help you with this project by explaining the bugs and issues I have with it. Due to a headache and to Schwartzenguard being broken, I couldn't play more than 4 levels.
  • Lori's buttstomping sound is most likely incomplete. I remember that in the original JJ2 it's just slightly longer and actually feels finished.
  • You can't chain Lori's special attack. Lori is already objectively the worst character, removing that just makes her completely useless.
  • Animations in general are still buggy, sorry for bringing this again. Things such as jumping in a direction yet being displayed the regular jump animation is pretty weird. Also, falling on a spring with helicopter ears doesn't change the animation into the spring one.
  • You can kinda build some speed while pushing walls towards the push direction. It's a tad strange to see character glued to the wall for like one second when trying to run in the opposite direction.
  • The turtle shell physics are not really accurate and don't feel right. It's like the shell is on ice or something, has exaggeratedly much momentum after shooting it.
  • In the first level, you can move while the pole animation is playing. The blue spring is required for that to happen though.
  • Ropes in general are still pretty glitchy but I don't think it's necessary to explain why.
  • When eating a carrot, the sound played when playing as Lori is Jazz's "Yummy!" sound.
  • The large gem in level 2 is missing, yet the one in level 4 is there and fully functional.
  • Both The Queen and Schwarzenguard are very buggy (it's just a statement, I hope it doesn't offend you in any way). You can shoot projectiles between The Queen and her shield and it just keeps being deflected by both, causing an annoying sound. You can jump over her rather easily, get behind her etc. The camera transition for bosses is too sudden. They remain active after death, their health and music is still there. Schwartzenguard's animation is too quick compared to the one in the original game. If you die to Schwartzenguard, you're pretty much screwed because of his throwing attack coming at you at an insanely fast speed while you're trying to return to the boss arena.

That's all I could find this time, I hope this helps.
__________________
Primpy is offline   Reply With Quote
Old August 5th, 2017, 10:19 AM   #53
DeathKiller
JCF Member
 
 
Join Date: Jun 2017
Location: Czech Republic
Reputation: DeathKiller is doing well so far
Thank you for report, again.
  1. Sound was different. - Fixed!
  2. I already know, it will be fixed later.
  3. I don't know what you mean, jump animation is correct. Copter ears are fixed now!
  4. I already know, it will be fixed later.
  5. Fixed! (At least I think it's better now.)
  6. I don't know how did you glitch it, I can't reproduce that. (but it could be already fixed somehow...)
  7. Physics is glitchy, it's more visible at higher speeds/low FPS. I tried to fix it in past, but unsucessfully.
  8. Fixed!
  9. There should be Gem Ring in level 2 and Gem Rings are not implemented yet. (but it could be better to spawn Giant Gem at least)
  10. Issue with the shield will be fixed. I know that you can jump over the queen, but I don't know how to fix it yet... If you don't try to glitch it, it works well
    There is no camera transition yet, only camera lock and it's a bit buggy, but better something than nothing.
    I know, all bosses aren't (can't be) despawned/deactivated now.
    I think Schwartzenguard's animations looks better now and at least it's not so easy but still possible to beat him.
DeathKiller is offline   Reply With Quote
Old August 20th, 2017, 10:57 AM   #54
DeathKiller
JCF Member
 
 
Join Date: Jun 2017
Location: Czech Republic
Reputation: DeathKiller is doing well so far
New version released (v0.4.7) in first post.
  • Jazz and Spaz can climb ledges, if the base game (v1.20/1.23) is imported first, just press directional arrow against the wall in the air. Lori can't do this, because there are not sprites for this...
  • Episodes have to be played sequentially (episode unlocks next episode, progress and lives/ammo/upgrades are saved and carried over to next episode)
  • Added Gem Rings
  • Added 3D Spike Boll
  • Gems have the original colors now
  • Updated water shader (water looks better now)
  • Updated textured background shader (textured backgrounds look better now)
  • Asynchronous resource loading (should eliminate lags)
  • True palette-based rendering support, but not used much, because it can't be linearly filtered then
  • Bosses are deactivated properly when player dies
  • Fixed Springs and Poles ("springs combos" from the original game are now possible) + smaller Spring hitbox
  • Fixed "gluing to walls", smaller Player hitbox and some other physics-related and animations-related fixes
  • Particles of dead enemies flys in the direction of bullet
  • Reworked TurtleTube enemy
  • Reworked Electro weapon
  • Partially implemented Caterpillars
  • Added Shield PowerUps, Stopwatch (shields are not implemented yet)
  • Added boss health bar animation
  • Fixed Robot boss
  • Fixed Sucker deflating
  • A lot of bugfixes
  • Android: Vibrations can be turned off in Settings
  • JJ2 data have to be Imported again, don't use data from previous versions!
  • To enable ledge climbing and all animations, import first base game (v1.20/1.23) and then TSF with JJ2+
DeathKiller is offline   Reply With Quote
Old September 7th, 2017, 02:53 AM   #55
paulix96
JCF Member
 
Join Date: Sep 2017
Location: Czech Republic
Reputation: paulix96 is doing well so far
Hi DeathKiller! I'm also a C# programmer, can I help you?
paulix96 is offline   Reply With Quote
Old September 8th, 2017, 02:08 AM   #56
DeathKiller
JCF Member
 
 
Join Date: Jun 2017
Location: Czech Republic
Reputation: DeathKiller is doing well so far
Of course, I sent you a private message, so I hope you get it.
DeathKiller is offline   Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -8. The time now is 04:37 PM.


Powered by vBulletin®
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.
JCF © 2001-Infinity Jazz2Online