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What would you like to see in a brand new JJ2 level editor?

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Nor interest.
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Event copy-ing

An event copy-ing thing, something that can copy events with b like tiles, but without them havingto be on tiles.So, copy-ing events with b on a regular, empty, tile...
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Just hold shift when placing 'empty' tiles with events that you've copied with "b".
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Thanks for reading the thread!

Quote:
Originally Posted by Unknown Rabbit View Post
  1. Find an event you would like to copy. Move the mouse over it. Press Ctrl+E.
  2. Find the area in JCS where you would like to paste the event, and press or hold Shift+E.
Quote:
Originally Posted by jam View Post
Iam Canadian: To copy and paste events, hover over it, press b twice, go to where you want it and hold shift and click

You can do that with multiple events, and tiles.
Quote:
Originally Posted by Stijn View Post
hold shift
Quote:
Originally Posted by St. Louis View Post
Just hold shift when placing 'empty' tiles with events that you've copied with "b".
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-_-....

I feel quite stupid now...
...
...

...

Stupid mood is over!
Ok, I should have searched, but I didn`t really feel like searching 200 posts for if this was answered allready...
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If searching threads is too hard

Quote:
Originally Posted by JCS Help File Bundled With Game
Shift+E:
Put the active event to the tile under the cursor. This key also associates an event with the tile under the cursor, but it doesn't use the event selection dialog, it uses the active event instead. You can set the active event using the E or Control+E keys.

Ctrl+E:
Grab event under mouse cursor and make it the active event. First position the mouse over a tile with an event on it and press Control+E to grab that event as the active event. You can then use Shift+E to copy this event to other tiles.
or...
Quote:
Originally Posted by JCSref article "JCS Hotkeys"
SHIFT+E
This pastes the event that is currently active on the tile your mouse pointer is at. The active event is the last event you selected. For example, if you place a "fast fire" event on a tile the "fast fire" event is the active event until you select another event.
How to use?
Press SHIFT+E while your mouse pointer is at the tile you want to place an event on. You can click on the tile to make sure you selected the right one, but that's not needed.

CTRL+E
This makes the current active event the event that's currently under your cursor. It works like the "grab event" option you can choose from the drop-down menu that drops down when you right-click in the level window.
How to use?
Place your cursor on a tile with the event you want to choose on it. Then press CTRL+E. The event that was under your cursor is now set as the active event.
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shame. Neo, why did you have to leave?!
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... Isn't Neobeo in the Military? I think that answers your question right there.
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Nobody said anything about leaving. I'm just in a state of not being here for an indefinite amount of time.
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<TABLE border=1><TR><TD>Facts:
Jazz Sprite Dynamite (JSD)
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Neobeo's Firetruck

</TD><TD>Myths:
Jazz Creation Station Plus (JCS+) - 10%
Coming soon - a dedicated server! - 25%
Jazz Sprite Dynamite v2 (JSDv2) - 2%
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When JCS+ is finished I bet jazz2 will get another spark like jj2+.
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Wow! I thought they were just saying what we`d like if a new JCS was made. But they are actually CREATING a new JCS?? That`s pretty awesome.
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If you look at the guy above me (neobeo) is currently makeing one , it's 10% done. But I think he's doing other things at the moment so you just have to wait.
It's not a new jcs as such , more like a mod.
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Well, but it`s with all-new excellent features, I guess?
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Yeah , I think one of the features is making long text , instead of only 2 lines ;( , and more than 16 text strings are aloud.
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And I guess all the features mentioned here
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Quote:
Originally Posted by JangoCF View Post
they they



We are a small community you know.. no "they" just "these guys"...
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But these guys is aldo a "them" thus also a "they" . Isn`t that true?

Anyway, we`re wandering off topic now. So, what I`d like in a new JCS too:
A way to put certain events in diffrent layers. As in for example the trigger event. That`d be major cool if you could make trigger events in multiple layers. I AM aware there is a technique for this, by doing something really smart in the top-left of a lvl. But that only works if it`s been there since the first time you saved. Say, you`re in the middle of making a lvl, and you suddenly want a background trigger event, that`d be impossible...
Also, I discovered that that method doesn`t always work flawlessly either.
So, I`d suggest making some events like that into diffrent layers. No actual interactive events like pickups, because you simply can`t jump to another layer, just other type`s of events like Trigger Scenery.(I know triggers are also "interactive" events, I just didn`t know any way to say it diffrently...)
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Or actually make it so you can jump to other layers! Put warp targets in other layers!
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I don't know how that would be possible due to the engine jj2 runs off of.

But I was thinking something that allowed you to choose how long the text stays up when you hit a trigger text.
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Maybe multi events would be cool! You know, like a hurt-trigger zone. It triggers something so you can(not) become hurt!
Or a pickup-warp(target). So you pick it up while warping. That one would be a mean trap by the way: "OOH! a 1-up! Let`s pick it up! WAA? I got warped..."
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Quote:
Originally Posted by JangoCF View Post
Maybe multi events would be cool! You know, like a hurt-trigger zone. It triggers something so you can(not) become hurt!
Or a pickup-warp(target). So you pick it up while warping. That one would be a mean trap by the way: "OOH! a 1-up! Let`s pick it up! WAA? I got warped..."
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Quote:
Originally Posted by Dermo View Post
I don't know how that would be possible due to the engine jj2 runs off of.

But I was thinking something that allowed you to choose how long the text stays up when you hit a trigger text.
Quote:
Originally Posted by Dermo View Post
I don't know how that would be possible due to the engine jj2 runs off of.
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Quote:
Originally Posted by Dermo View Post
I don't know how that would be possible due to the engine jj2 runs off of.
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Quote:
Originally Posted by Dermo View Post
I don't know engine that would be jj2 due to the how possible runs off of..
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Been mentioned proberply , but more background layers >(.
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Well, as an editor JCS already works very well...

But few things I'd like to add if I could:
- How much momery used on tileset and animations, how many tiles/events will Jazz 2 still handle.
- Random background generator (Would be nice for those starry backgrounds)
- MCE and SCE list to easily make them
- Jazz 2+ only events (Activate pits, control points)
- Pacman Ghost Enemy
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Frog morphing isn`t able in MP. Maybe that too?
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Quote:
Originally Posted by Speeza View Post
Been mentioned proberply , but more background layers >(.
Quote:
Originally Posted by cooba View Post
If you have anything to say, keep in mind that this is for plausible stuff, not "adding more layers to jcs
That said, everything listed on this page so far can't be solved by a new JCS but by recoding JJ2.. but then again that happens every single time here so I'm not surprised.
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Oh, well... sorry...

Or was you only talking about his ideas?
BTW, another REALLY cool thing, would be triggered lighting. You know, when you enter a room some parts of it suddenly get lit while they didn`t when you entered earlier in a diffrent way.

But I guess those double events aren`t possible then. Pitty.
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Quote:
Originally Posted by JangoCF View Post
Or was you only talking about his ideas?

Quote:
Originally Posted by cooba View Post
everything listed on this page so far
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Quote:
Originally Posted by JangoCF View Post
BTW, another REALLY cool thing, would be triggered lighting. You know, when you enter a room some parts of it suddenly get lit while they didn't when you entered earlier in a different way.

But I guess those double events aren't possible then. Pitty.
Right Click, 'Select Event', Environment -->Lighting -->Set Light
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Quote:
Originally Posted by Jimbob View Post
Right Click, 'Select Event', Environment -->Lighting -->Set Light
Nooo... TRIGGERED lighting. Okay, let me explain:
There`s a room right? when you walk into it the light turns to say 30 intensity. There is NO light at all, except the bubble surrounding you. But, when you activate a trigger, the set light events which were allready in the room would suddenly appear.
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Quote:
Originally Posted by JangoCF View Post
Nooo... TRIGGERED lighting. Okay, let me explain:
There`s a room right? when you walk into it the light turns to say 30 intensity. There is NO light at all, except the bubble surrounding you. But, when you activate a trigger, the set light events which were allready in the room would suddenly appear.
what? The Set Light event IS for triggered lighting.
If you want different areas to light up when you touch it, use it with the Steady Light event.
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OK Jimbob imagine this

You are in a level with lighting 50%. So it's dark all round, but there's a circle of light around you. Now you hit an event which "triggers" a steady light event to turn on, so suddenly there's another circle of light!

aka:

Instead of a trigger for the global lighting (set light), allow the player to trigger local lighting (flicker, steady light).
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oh lol now I get it
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Beach+ Tropical - tropical_beach.s3m
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i have good ones:
1. let the layer 8 (textured) background NOT USE layer 5 speeds but just layer 8
2.let the layer 8 (non-textured) background handle the speeds set (not that it only forces speed 0)
3. be able to choose when you darken the level(lightning stuff, event or properties) not making a lightly ring around jazz/spaz.
4.a one way that goes down! "if you come from above and you touch the ground you go trough it and then you are not able to jump up from beneath again"
5.more background layers
6. more foreground layers
7.maybe an extra sprite layer, which makes the layer 4 and the extra 1 both letting you walk on the masks.
8.let the springing shoes stuff work. that it actually MAKES you higher jump after picking this pickup (like in jj1)
9.maybe this also for a faster running etc.

i think most is impossible but some maybe can handled.
anyway, think about it guys.

** EDIT: 10. a spring event that doesn't fall down if set on air running the level.
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faster running is definitely possible, but that's a jj2 edit too, not just jcs
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maybe if you edit (jj2+ for example) right that so there is an event possible for that.
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Quote:
Originally Posted by FawFul View Post
** EDIT: 10. a spring event that doesn't fall down if set on air running the level.
Just use solid trigger scenery events under the springs, then make the player hit a trigger zone.
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Big Landscape Evening - aws_anew.xm
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Quote:
Originally Posted by FawFul View Post
i have good ones:
1. let the layer 8 (textured) background NOT USE layer 5 speeds but just layer 8
2.let the layer 8 (non-textured) background handle the speeds set (not that it only forces speed 0)
3. be able to choose when you darken the level(lightning stuff, event or properties) not making a lightly ring around jazz/spaz.
4.a one way that goes down! "if you come from above and you touch the ground you go trough it and then you are not able to jump up from beneath again"
5.more background layers
6. more foreground layers
7.maybe an extra sprite layer, which makes the layer 4 and the extra 1 both letting you walk on the masks.
8.let the springing shoes stuff work. that it actually MAKES you higher jump after picking this pickup (like in jj1)
9.maybe this also for a faster running etc.

i think most is impossible but some maybe can handled.
anyway, think about it guys.

** EDIT: 10. a spring event that doesn't fall down if set on air running the level.
These are all issues that cannot be changed by simply creating a new level editor. They require changing JJ2's engine.

(like 99% of the suggestions in this thread)
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The "more layers" idea was in particular mentioned in the First Post Of The Thread as the Idea Not To Post.
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