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White Rabbit

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Dec 6, 2005, 08:15 AM
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If we're keeping Spaz exactly the same as Jazz, then the only difference would be the looks. Gameplay would be the same.

...except, er, it's not Spaz who rescues Eva.

I claim page 3 in the name of Jazz! >O
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Dec 6, 2005, 09:01 AM
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Make it possible to play as Devan instead.
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Dec 6, 2005, 10:23 AM
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Quote:
Originally Posted by R3p
And I still don't get it.. why was it re-written and stuff?
Quote:
Originally Posted by Toxic Bunny
Two reasons: JJ1 doesn't run on my computer without DOSBox, and it lacks any real support for new levels.

There's a lot more to be gained from this project, for example:
-Multiple OS support. OpenJazz can theoretically be compiled under any operating system supported by SDL, including MacOSX and Linux.
-Higher resolutions
-Multiplayer
-If you know C, anything else you can think of. It will be open source, after all
R3ptile

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Dec 6, 2005, 11:42 AM
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If you already bother to add a Spaz model, you could also add Devan, Lori, Eva, etc..
White Rabbit

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Dec 6, 2005, 12:37 PM
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...Lori in JJ1? The world as we know it will implode! D:
...I'm not that opposed to change, really.
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Dec 6, 2005, 12:59 PM
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Eva saving Eva? That sounds Dumb.
And how are supposed to explain Devan fighting himself on an ostrich?
The whole boss fight makes even less sense!
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Dec 6, 2005, 01:22 PM
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If you're going to change the person doing the saveing, you could also change who they fight/save..

e.g.:

eva saving jazz
devan fighting a jazz end boss..
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Dec 6, 2005, 03:48 PM
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Quote:
...Lori in JJ1? The world as we know it will implode! D:
Hey, Lori saving Eva? Meh, I'm open minded.
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Alister

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Dec 9, 2005, 11:02 PM
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I've uploaded a new version. There are a bunch of changes I made when I should have been working.

Among the not-so-immediately-obvious features are the following:
You can press Alt+Enter to go full screen,
You play as Spaz in the '94 Christmas Edition!!!*

This version needs some credits.
Unknown, for the palette effect indices
Feline and the rest of the JCS94 team, for helping me find stuff in the level files


*This feature is a joke.
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Sun Fun Dude

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Dec 10, 2005, 05:56 AM
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Seems to randomly crash a lot while skipping levels.
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TaZaR

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Dec 10, 2005, 01:04 PM
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Quote:
Originally Posted by n00b
Eva saving Eva? That sounds Dumb.
And how are supposed to explain Devan fighting himself on an ostrich?
The whole boss fight makes even less sense!
Not saving anybody, but just playing trough the levels. What's the problem with it?
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Grytolle

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Dec 10, 2005, 02:10 PM
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I don't get what's weird about saving yourself. Isn't that a very logical thing to do, as opposed to trying not to be saved?
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Dec 10, 2005, 03:19 PM
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I've experienced no crashes while playing through any of the levels. I like the improvements.

You rock, TB. I've probably said that already..
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Dec 10, 2005, 04:07 PM
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It stops after the first episode for me. Or is that supposed to happen?
I don't think it did in the first version
Odin

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Dec 11, 2005, 05:26 PM
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This is very awesome. I hope this leads to more creativity with JJ1, and eventually a multiplayer JJ1.
R3ptile

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Dec 12, 2005, 03:40 AM
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Is there really any possibility to create a multiplayer for JJ1? If so, it would make the game a lot better than JJ2 for sure (imagine faster paced and less buggy gameplay, more characters, better netcode, etc..).

Last edited by R3ptile; Dec 12, 2005 at 04:18 AM.
Risp_old

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Dec 12, 2005, 04:09 AM
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JJ1 TNT would unbalance battle mode.
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R3ptile

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Dec 12, 2005, 04:17 AM
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So don't put TNT's in your levels
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Dec 12, 2005, 04:36 AM
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Quote:
Originally Posted by Risp_old
JJ1 TNT would unbalance battle mode.
How?
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Dec 12, 2005, 06:29 AM
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TNT in JJ1 attacks everything on the screen, so...
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Dec 12, 2005, 06:36 AM
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That's aw3some!
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White Rabbit

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Dec 12, 2005, 08:26 AM
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Maybe...maybe not. We should definitely implement a blast radius of 320x120 because...we should.
cooba

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Dec 12, 2005, 08:37 AM
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The blast radius is 12 tiles long.
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Dec 12, 2005, 09:58 PM
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But still, an awesome wepon.
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R3ptile

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Dec 13, 2005, 05:18 AM
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Quote:
Originally Posted by Cooba
The blast radius is 12 tiles long.
Thanks for the information, Cooba.
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Dec 19, 2005, 07:28 AM
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Any progress yet?
Alister

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Dec 19, 2005, 12:42 PM
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What do you mean? There's been a small amount of progress in cleaning up my code. I only have one more file left. Unfortunately, it's nearly as big as the rest of the files put together.

As of 5:00pm on Friday, my academic pressures were no more, so I finally have free time. I've been using that time to recover. I will get around to OpenJazz, eventually.

I'm sticking to a Christmas deadline, so if I get it cleaned up early, I'll keep adding stuff until the 25th.
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TaZaR

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Dec 19, 2005, 02:13 PM
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I've got a question: Is this engine will be a full remake of JJ1? I mean, will it have menu, level introduction with the planet introduction, episode selection, episode ending cutscene & bonus levels, too? Will the "objects" work exactly like in jj1, or similar?
Sorry, if I was rude, I'm just curious. I love the idea of the whole project, and if it's finished, I'm sure, I'll contribute for the addons with sprites. (e.g. Spaz-addon )
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Odin

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Dec 19, 2005, 03:51 PM
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Quote:
Originally Posted by Toxic Bunny
What do you mean? There's been a small amount of progress in cleaning up my code. I only have one more file left. Unfortunately, it's nearly as big as the rest of the files put together.
IT'S THE BOSS FILE.*

Boss file as in the hardest one in the hypothetical game you're playing :P
Monolith

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Dec 19, 2005, 07:05 PM
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Quote:
Originally Posted by Toxic Bunny
What do you mean? There's been a small amount of progress in cleaning up my code. I only have one more file left. Unfortunately, it's nearly as big as the rest of the files put together.
Bad coder. ;P
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Alister

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Dec 20, 2005, 10:44 AM
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Quote:
Originally Posted by TaZaR
I've got a question: Is this engine will be a full remake of JJ1? I mean, will it have menu, level introduction with the planet introduction, episode selection, episode ending cutscene & bonus levels, too? Will the "objects" work exactly like in jj1, or similar?
That's the idea. The menus will probably be different, to accomodate new features such as custom levels that don't replace original levels.

Quote:
Originally Posted by Monolith
Bad coder. ;P
I know ;P
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WaterRabbit

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Dec 20, 2005, 01:00 PM
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Will it have music, unlike the current version?
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Dec 20, 2005, 01:23 PM
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Quote:
Originally Posted by TaZaR
Not saving anybody, but just playing trough the levels. What's the problem with it?
You poor soul, you haven't realized theres a story to go with your gameplay.

Quote:
Originally Posted by R3p
(imagine faster paced ... gameplay,...)
Explain how you would make the Gameplay faster since I think the speed JJ2's gameplay goes at is as fast as 2d multiplayer can get.

Quote:
Originally Posted by Grytolle
I don't get what's weird about saving yourself. Isn't that a very logical thing to do, as opposed to trying not to be saved?
If you get kidnapped I doubt you'd save yourself by going through dozens of planets to get to where you are kidnapped.
Old Dec 20, 2005, 01:25 PM
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Alister

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Dec 20, 2005, 02:11 PM
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Quote:
Originally Posted by ßlõöðråbbït
Will it have music, unlike the current version?
If someone can figure out the music file format, yes.
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Dec 20, 2005, 02:46 PM
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Quote:
Originally Posted by n00b
If you get kidnapped I doubt you'd save yourself by going through dozens of planets to get to where you are kidnapped.
... so, why did Jazz go through so many planets? It wasn't like he was saving any time by traveling on foot.
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Dec 20, 2005, 02:49 PM
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Quote:
Originally Posted by Radium
... so, why did Jazz go through so many planets? It wasn't like he was saving any time by traveling on foot.
He more than likely wanted to loosen Devan's hold on the Galaxy.
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Dec 20, 2005, 03:06 PM
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Quote:
Originally Posted by Radium
... so, why did Jazz go through so many planets? It wasn't like he was saving any time by traveling on foot.
Two reasons... first, Eva was just a small part of his mission, the rest was to liberate the huge area of the galaxy which Devan had taken over, returning them to rabbit rule. Second, Eva kept getting moved around. JJ1's plot is well-explained and for the most park does make sense.
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Dec 22, 2005, 08:13 AM
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Quote:
You poor soul, you haven't realized theres a story to go with your gameplay.
No, you haven't realized this is an opensource project, and you can remove the storyline stuffs, if you don't want them for a custom character, or you can add even new cutscenes & change or make a new story. Or new characters should be like alternate models/skins in 3d games. I don't mean that, the official release should have new chars, or something, but they can be added later as a mod. And I think that should be entertaining to play trough the game as . By the way, I think the story is not so important, that's never was the strong point of JJ series, and it's not an RPG game where everything dephends on a logical builded storyline.
Quote:
Originally Posted by Toxic Bunny
If someone can figure out the music file format, yes.
You can save PSM files with modplug tracker as a different module fileformat, but you can't listen the raw files with winamp, etc. So it must be some special type of module format. And if you can't figure out how it works, you can still, us the normal s3m format jj songs.
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Last edited by TaZaR; Dec 22, 2005 at 08:26 AM.
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Dec 22, 2005, 08:36 AM
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I've been a Jazz Jackrabbit fan for more than ten years now, and I just now found out about this place.....

Wow.... Open source JJ1....

This is really cool!!!!!!

OK, I have to figure out how to port this to GP2X (shouldn't be that hard since there is an SDL library for the 2X, and it's OS is Linux).

Man.... If this'll run on the 2X it'll fulfill my dream of seeing the original Jazz Jackrabbit on a handheld.
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