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Nov 19, 2011, 03:43 AM
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Suggestion, an arrow or two to tell the direction of the warp? Like W-->--Wt
It would help showing if the events aren't visible (and make it clearer with multiple warps and warp targets near each other)
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Quote:
Originally Posted by Jake View Post
Suggestion, an arrow or two to tell the direction of the warp? Like W-->--Wt
It would help showing if the events aren't visible (and make it clearer with multiple warps and warp targets near each other)
I made so that lines gradient from green to red, adding arrows will get cluttered.
Also some other new stuff, like layer-panning.

http://www.jazz2online.com/downloads/6796/webjcs/
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Nov 21, 2011, 01:41 AM
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How to used flipped tiles for destruct/stomp/collaps/trigger scenery
Not only flipped tiles but also flipped animations!

This only works with WebJCS.

The result:


Behind the scenes:


If you want flipped animations for your destruct/etc-scenery, just edit Anim 1.
To place animations as frames, place the cursor where you usually would, hold Ctrl and click the animation you want to use. Hold F to make it flipped.

In future versions of WebJCS i will probably do so you don't have to put that extra tile (Anim 1) manually. For now, you can place it ANYWHERE in the level, for example behind some layer 3 scenery.

Screenshots of WebJCS running on Windows XP and Ubuntu 11.04 (click for larger version):


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Sounds like you might know something about how to prevent nested animations from crashing TSF? Care to share?
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I think it's (or not) a bug, but if you Save the map when trying to use Tile Cache (e.g. for Triggers in background) it won't really work.
Are you planning to add a feature to make Tile Cache stuff easier (Such as you can place Triggers in layer 8 and it automaticly places the Tile Cache tiles.)?

Also what about adding a shortcut for changing the tiletype to normal (e.g. making fog and want to remake it back to normal, then you have to spam rightclick, so what about holding e.g. shift+n to change all back to normal)?
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Last edited by RedMser; Nov 24, 2011 at 07:46 AM. Reason: Idea
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First level made with WebJCS collaboration released!
http://www.jazz2online.com/downloads...sinine-armory/
Thanks to Sean and MSD.
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Nov 30, 2011, 02:53 PM
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I made a short demo of WebJCS on youtube:
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Last edited by djazz; Dec 4, 2011 at 08:32 AM. Reason: New video, with music and playing the level in JJ2
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Undo and redo functions are now working! Expect a new version soon!

Only stuff drawn in the layers view can be undone/redone. Undo is also disabled for collaborations, gets tricky with multiple people drawing (on maybe same spot).

Edit:
Made a G+ page for WebJCS, see it here:
https://plus.google.com/107569713951933401034
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Last edited by djazz; Dec 1, 2011 at 01:36 PM. Reason: G+
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WebJCS 1.2 released, download here: http://www.jazz2online.com/downloads/6796/webjcs/
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WebJCS 1.2.1 released:
Fixed a major bug related to undo/redo.
Animations, tile types and level properties now gets synced while editing in realtime.
New hotkeys for Run, Save As and Open. I can't override Ctrl+N, so it's Alt+N.

Well, 5th post in a row :P
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Dec 3, 2011, 04:32 PM
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C-c-c-c-c-c-c-combo breaker!

Love how it's all gone so far, and I will be posting up a review once the final version is released!

One thing to note:

I run JJ2 and my normal JCS from a pendrive, and so the path for JJ2 is not consistent. I tried setting the JJ2 path in settings.ini to have two possibilities since they will be the most occuring ones:

1=F:\Applications\Jazz 1.23\Jazz2\
2=G:\Applications\Jazz 1.23\Jazz2\

I then ran WebJCS, but the tilesets didn't show up. Since the drive letter of my pendrive at the time was G:\, I quit and swapped the paths around in settings.ini so that G:\ got scanned first. The tilesets still didn't show up. Once I removed the F:\ drive from settings.ini though, it worked. Maybe add a clause for missing paths?

It should be worth noting at the time that F:\ is a FAT32 partition to swap files between Mac and Windows, and that no Applications folder exists there, much less a Jazz folder.
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Dec 6, 2011, 10:03 AM
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Quote:
Originally Posted by Sean View Post
Sean's post
Fixed.

Here's something I'm making for next version (you can't see it, but the lizards are animated).
I made a PHP script to create a simplified JSON version of Anims.j2a, with only the images. JavaScript then renders the data.
Thx Neobeo!
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Dec 6, 2011, 10:43 AM
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Now all that's left to do is to run the JJ2 engine in the parallax view \o/.
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Dec 6, 2011, 10:44 AM
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Yeah, let's wait for it to be released!
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It's looking alright but can you perhaps make that optional?
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How do you find out at what position to draw the object sprite? And what happens with events like the Bolly Boss?
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Quote:
Originally Posted by cooba View Post
It's looking alright but can you perhaps make that optional?
There's a switch, "Events", on the Parallax View toolbar, just as there is for the layer view.

Quote:
Originally Posted by Stijn View Post
How do you find out at what position to draw the object sprite? And what happens with events like the Bolly Boss?
All sprites/animations are centered on the position of the event for now. I won't make anything physics/mask related, it would be too slow. For example horizontal springs won't get flipped near a masked tile on their right side.
As for multi-sprite/multi-anim events such as Bolly Boss, CTF Base etc. I will have to make special cases. Also, some animations require palette index changing, such as gems to make gems all colors.
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Quote:
For example horizontal springs won't get flipped near a masked tile on their right side.
Why
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Quote:
Originally Posted by Jake View Post
Why
Quote:
Originally Posted by DJazz View Post
...it would be too slow.
I'm not trying to rebuild the JJ2 engine into WebJCS :P
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There aren't that many springs in levels. Couldn't you do something per-spring?
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Quote:
Originally Posted by DJazz View Post
There's a switch, "Events", on the Parallax View toolbar, just as there is for the layer view.
Ah, missed it.
Quote:
Originally Posted by Jake View Post
There aren't that many springs in levels. Couldn't you do something per-spring?
Save and Run?
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But KDE crashes with save + run when I stop JJ2...
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Quote:
Originally Posted by Jake View Post
There aren't that many springs in levels. Couldn't you do something per-spring?
Quote:
Originally Posted by 1.23 Source Code
A horizontal spring is flipped if and only if the pixel at (-17, 15) is unmasked and the pixel at (47, 15) is masked. The reference point (0,0) is given by the top-left corner of the tile on which the spring event is placed.
You'd really only need to check two pixels.
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Dec 7, 2011, 10:32 AM
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Quote:
Originally Posted by Neobeo View Post
You'd really only need to check two pixels.
Oh, thanks neobeo! Next WebJCS gets good-looking horizontal springs! It's not perfect, but it should work 99% of the use cases.


With these animations, when compressing all files, it grows above J2O's 2Mb limit, so I'll probably start host it on my site again. Soon.
Also, the multisprites Bolly Boss, Floating Lizard and CTF Base all look pixel perfect! All poles work! Moths gets correct type. Ceiling springs. Gems not in weird colors!
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Psst, your red springs are floating two or three pixels too high.
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Quote:
Originally Posted by cooba View Post
Psst, your red springs are floating two or three pixels too high.
No gravity, no physics, no JJ2 engine.
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Well, if you can figure out how to render a flipped horizontal spring, you can probably figure out how to display a regular spring at the bottom of its tile.
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Quote:
Originally Posted by Neobeo View Post
Quote:
Originally Posted by 1.23 Source Code
blah blah
wat
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Quote:
Originally Posted by cooba View Post
Well, if you can figure out how to render a flipped horizontal spring, you can probably figure out how to display a regular spring at the bottom of its tile.
This is actually a lot harder than it would seem. The hotspot/coldspot/whatever it was called that is stored for each sprite is not consistent (or at least not in any way I've been able to find) so you need to either implement some crude physics simulation (find mask beneath object spawn point) or store the offset at which to start drawing for each individual event.
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Most objects have their sprite drawn at (15, 15). There are a small number of exceptions. In partcular, for springs:
Quote:
Originally Posted by 1.23 Source Code
Ceiling springs are drawn at (15, 11).
Also, for objects that "fall to the ground" at the start, these are divided, for whatever reason, into two classes:
Quote:
Originally Posted by 1.23 Source Code
First type: Tuf Turt, Lizard, Hatter, Dog, Skeleton, Turtle, Lab Rat, Sucker, Helmut, Fat Chick, Demon, Monkey, Stand Monkey, Eva, Warp, Birdy, Crab, and a bunch of bosses. These fall by checking every pixel underneath a certain "starting point" which is calculated using a mix of frame size and hotspot values and stops when it hits a mask.

Second type: Steam, (Vertical, Non-Ceiling) Springs, Sign posts, Monitors, Crates, Big Rock, Big Box, Dragon, Fencer, Moth. These fall by moving a certain "starting point" down 4 pixels until it hits a mask. This point is calculated by using a mix of frame size, hotspot and coldspot.
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What the hell? 1.23 source code? You have it?
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No, he's just stating what it does. No one in this community has the source code, if we had we'd immediately share it.
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Problem, JRU?
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Shut up about the source code in the WebJCS thread please
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Quote:
Originally Posted by cooba View Post
Well, if you can figure out how to render a flipped horizontal spring, you can probably figure out how to display a regular spring at the bottom of its tile.
Once again, thank you neobeo!

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You can now preview different ambient light levels in the Parallax View!
Steady and pulze lights works at the moment. Flicker is harder, but i could just put a less luminating circle for them
You can change the preview-level by dragging the slider on the parallax's toolbar.

Screenshot:

(ignore the 5 in top left corner, just debugging how many lights that are visible)
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Woo @ the level!
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Now all that's left... is the release.
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Quote:
Originally Posted by Sean View Post
Now all that's left... is the release.
It's on my server, until an admin can put it on J2O, as it's bigger than 2 Mb.
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Me, Cirno and Sir. Ementaler made a screencast of realtime level collaboration in WebJCS! Enjoy!




Quote:
ÐJazz: green springs are better
SE': Racist.
ÐJazz:
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Last edited by djazz; Dec 17, 2011 at 05:40 AM.
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