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Mar 28, 2015, 04:32 AM
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Originally Posted by AvalancheMaster View Post
I was thinking something along the lines of this:

Lori's heliears combined with Spazz' doublejump.



When she "jumps" again mid-air, the heli ears propel her upwards, keeping the X-momentum as well. The player cannot control Lori until she's down on the ground, to make up for balance and to keep things interesting.

I recon it could be done in AS.
That's actually one cool idea! Too bad it will most likely not be accepted.
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I would like to make a suggestion: the ability to rebind weapon keys.

I think i can say on behalf of the community that play right-handed and use arrow keys it's pretty damn difficult to reach out to the numbers 7, 8 and 9 effectively. JJM had this feature back in the day where you can switch weapon keys around. It was a blessing to have electro(gun9) and ice(gun3) swapped around. However, that program is really outdated now and it's annoying to run tools aside from jj2.

Now with the addition of scripts and therefore new weapons and whatnot I started to feel this urge even more. I've just did a playtest in forgotton civilization (new map from PJ) and that level has custom weapons for gun8 and gun9. It was a pain in my butt to ever use these weapons effectively in a competitive mindset game by using the weapon change numbers.

I feel JJ2 needed this from that start..please make it happen jj2+ team.
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FawFul: I don't think that'll happen this release, but I do feel the need for a much better options screen, and that's a good candidate for something that would be really impractical to implement n any other way (e.g. commands, dropdown menu).
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Hello, hello. I'm new to JJ2+. Very new. Like, I've always had it downloaded but I don't think I've ever actually used it besides running a few example levels that Blacky, Violet or FS made and I was like WHOA THIS IS NOT JJ2 WHY AM I USING A MOUSE and got freaked out. Anyway, I think what JJ2+ calls for is some replayability factor added into the single player campaign. I'm sure we veterans have all beat the four episodes back to back at least a hundred times over. I'm not saying I'm bored of them, but how about something to keep us playing. Some incentive to reach higher and higher scores and eventually compete.

So here's an idea.

Let's fix the score system. In other words, when you die, reset the score so it's not possible to keep grabbing a one up, killing yourself, grabbing a bunch of gems, repeat. Let's make it impossible to cheat the system here.
Now let's add a game clock... A kill count (or percentage) perhaps? Par times?
All in all, since JJ2+ is a leap toward the newer generation of games, I want to be "graded" on how I do in JJ2. My score means nothing to me, and if I want to tally up how many gems I've collected, goodluck, the game shows you that but only for about half a second because it's irrelevant.
So, what am I trying to say, well, may the best turtle slayer win
Let's get a completely revamped highscore table which streams to J2O to compete against other users.

ALSO: An idea, but not so much as to what I was getting at; a grading system, similar to ones such in Devil May Cry, operating on a D, C, B, A, S, SS, SSS scale. (If ya haven't played Dmc, go play it, it's fun)


SECOND EDIT: Perhaps this would call for an OPTIONAL "login" when you play single player. You could use your J2O account to log in.
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Last edited by Lark; Apr 6, 2015 at 05:01 PM. Reason: sldkj
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I would like to make a suggestion for a later release.

Fireball still uses the pepperspray sprite at the bottom right of the screen. Is there a possibility to change that sprite into a fireball sprite?
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Quote:
Originally Posted by Loon View Post
Fireball still uses the pepperspray sprite at the bottom right of the screen. Is there a possibility to change that sprite into a fireball sprite?
Pepper Spray has been using Fireball's sprite since 1997.
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Suggestion: Change the menu's music with what ever music you like
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Originally Posted by cooba View Post
Pepper Spray has been using Fireball's sprite since 1997.
It actually looks like both pepper and fireball.

But, its a good idea to make new sprites which look more like fireball. Also one which looks like pepper.
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Originally Posted by XxMoNsTeRXM View Post
Suggestion: Change the menu's music with what ever music you like
You may be looking for a more permanent solution, but JJ2+ has a Music->Load Music File... menu item that seems to work fine in the menu.
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Originally Posted by Violet CLM View Post
You may be looking for a more permanent solution, but JJ2+ has a Music->Load Music File... menu item that seems to work fine in the menu.
Oh, didn't realize that, sorry.
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XxMoNsTeRXM: This is pretty ill-advised, but you can use mod2j2b on most module files you want, then remove Menu.j2b and rename your new j2b to Menu.j2b.

Nobody should be using mod2j2b in 2015 though.
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speaking of which I never put it to the test but does JJ2+ fix music loops? i.e. if a channel on a mod has a sample that does not stop before the song ends it will continue to loop after the song restarts. KNITPICKING
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http://www.jazzjackrabbit.net/?leagu...8&page=1#16345
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Yes, we read jjnet (though every time I do I wish I was not), and as far as I can tell there is no clear consensus there either.
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Yes, we read jjnet
My condolences.

Anyway, I'm loving the new Plus.
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I'm a native Cyrillic user (Bulgarian is actually the first language to adopt this alphabet), and I don't give a stinking rabbit poo about Cyrillic in JJ2+.

Then again, I'm not keen on multiplaying.

And then again, I'd help with the graphics, if this idea comes to life.
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Quote:
Originally Posted by Lark View Post
speaking of which I never put it to the test but does JJ2+ fix music loops? i.e. if a channel on a mod has a sample that does not stop before the song ends it will continue to loop after the song restarts. KNITPICKING
Blame j2bs. BASS.dll doesn't support them.

In other words, this is one reason why you shouldn't use the j2b format. I have found the original version of most converted j2bs.
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Originally Posted by AvalancheMaster View Post
And then again, I'd help with the graphics, if this idea comes to life.
Same.
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Same.
I'm not the best at editing stuff, but I could give you a hand as well.
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http://www.jazzjackrabbit.net/?leagu...1&page=1#16356
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Quote:
Originally Posted by AvalancheMaster View Post
I was thinking something along the lines of this:

Lori's heliears combined with Spazz' doublejump.



When she "jumps" again mid-air, the heli ears propel her upwards, keeping the X-momentum as well. The player cannot control Lori until she's down on the ground, to make up for balance and to keep things interesting.

I recon it could be done in AS.
I don't really like the idea of taking control from the player like that, sounds like it could get irritating. How about making it like Yoshi's flutter-jump in Yoshi's Island? (Where you get pulled up like in your diagram, but only for a second or so and fall at normal speed, while still retaining control.)
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Ya know how the player warp color gets changed depending on his/hers fur?
Well for Jazz it stays default (green)

short story even shorter: i think you should make jazz's warp color depended on the player's fur.
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Add wait/delay function. Example:
Code:
jjAlert("You will die in 5 seconds.);
jjWait(5);
player.kill();
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That is not how code works.
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Presumably it would look more like this:
Code:
jjAlert("You will die in 5 seconds.);
jjWait(5000, function(){
    jjLocalPlayers[0].kill();
);
(That simple sort of use case is what jjPLAYER::timerStart() and accompanying methods/properties are for, but I can see the appeal of a more general way of delaying things that doesn't make the scriptwriter do all the timekeeping themselves. That said, I think it could probably be a library instead of a built-in script feature.)
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What do you guys think of making the trigger scenery event available in all of the layers in JCS?
Example: when you break a trigger box or go through a trigger zone, it will make some blocks in layer 3 appear/disappear.
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You can't literally place events in other layers because that's just not how level files work, but that is what jjTileSet and/or jjLAYER::tileSet are for.
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(Also Reworder is still available and functional, if you're not into scripting.)
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(With that said, scripting it is faster and easier, and by learning how to script, you do yourself a favor)
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Yeah I know it's probably possible in AS. I was just wondering if it's worth adding it as a JCS function so everyone can use it. Thanks for the reply tho
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Make a setting in JCS that makes all of the objects which are pushable in single player pushable in multiplayer as well (big box, big rock, pickup crates, trigger crate, barell, ammo boxes, powerup TV's, morphs, and everything else I haven't mentioned). These items are not pushable in multiplayer, so the player just passes through them, making the box and rock almost useless.
The setting would be optional, of course, like the 'Hide level in Home cooked levels list' setting.
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Hey everyone!

I have a suggestion. If i want to select another music for a level. Lets you select outside from the Jazz2 folder. When i choose my favorite song or whatever outside the game folder it's display a message: 'The file does not exist'.

Thank you if you listening me.
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Hey everyone!

I have a suggestion. If i want to select another music for a level. Lets you select outside from the Jazz2 folder. When i choose my favorite song or whatever outside the game folder it's display a message: 'The file does not exist'.

Thank you if you listening me.
At that point, just use a music player? It's what I do.
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burnout92: that problem was addressed in version 5.2. Just add any folder you want to be able to load music files from to your Additional File Folders list.
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Thanks Violet and sorry to asking this again.
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I'm late, but I think it should be possible to "lay" Events on top of each other.
If that could be pulled off, I'd be so happy!
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I'm late, but I think it should be possible to "lay" Events on top of each other.
If that could be pulled off, I'd be so happy!
That is possible via MCEs and probably scripting too.
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Hi, I got reeled into the Discord community because I speedrun JJ1, and I gave JJ2 a shot today. According to BinaryBlob and TreyLina, both vanilla JJ2 and JJ2+ are eligible for running. I stumbled into two issues/missing features.

Pixel doubling

I'm happy with JJ2's field-of-view at 640x400. But this generates an extremely small window on my physical screen. I'd like the window twice as big, showing the 640x400 image at 1280x800. I don't have to see more of the map, so Bigjazz doesn't help. Fullscreen is not an option during a run, I'd read the run timer and twitch chat meanwhile. Even for casual play, fullscreen is too large on a 34-inch screen.

While I can enlarge the window by mouse-dragging its border (Archlinux with the xfce4 desktop, JJ2 runs via Wine) and get the desired pixel-scaling, this has severe drawbacks:
* It's laborius pixel-precise mouse-movement, or I'd have to script the window manager.
* The window size instantly resets when the first level starts, the window must be re-dragged.

The feature wish, thus, is pixel-doubling supported by the game.

I didn't find any option or discussion on pixel doubling. Has this ever come up in the past? Does anyone play with a 4K display, which would generate an even smaller window at 800x600?

Remap A and S (edit 5 hours later: solved, it was the collision prevention with player 2's keys)

The keys A and S are exactly on physical keys that I prefer for game input. JJ2+ doesn't let me bind anything to A or S. I understand that this isn't possible even in vanilla JJ2, which may well be weird design that you must inherit.

Can you make these keys rebindable? Are there already workarounds within the game?

---

BinaryBlob mentioned that JJ2+ has fixed a bug to kill bosses fast, but the speedrun relies on that bug. This makes the pixel-doubling issue more general than a JJ2+ feature wish. <_<;

-- Simon

Last edited by Simon; Dec 30, 2016 at 09:11 PM.
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In Windows, pixel doubling doesn't reset across level transitions and the A and S keys are perfectly usable, so I think the problem/s must be in Wine (or your configuration thereof) somewhere. Do A and S just not work for you at all? Even while chatting?
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In Windows, pixel doubling doesn't reset across level transitions
Yes, pixel doubling is preserved across level-to-level transistions here, too. The size resets on the transistion from menu to first level, on selecting the first episode.

If even that doesn't happen on Windows, I'll look into a scripting workaround. I'm happy that the window scales nicely at all, that's 90 % of the work.

Quote:
and the A and S keys are perfectly usable, so I think the problem/s must be in Wine (or your configuration thereof) somewhere. Do A and S just not work for you at all? Even while chatting?
I can enter the player name "AaSs" for a JJ2 hotseat game just fine. Still, I should investigate my setup -- thanks for confirming that it works on Windows. (All 26 letters work for player name entry. A, S, W, F, G aren't bindable, but Q, Z, X, C, V, T are. Weird. Still likely that the issue is on my side.)

I apologize for rushing to conclusions that the game doesn't allow remapping A/S at all. I'm biased by JJ1, which hardwired functions to S, M, T and some other keys.

Edit: Oh my, A/S issue solved. JJ2 prevents for player 1 exactly the keys that player 2 is using. Obvious in hindsight, JJ2 is a multiplayer game. <_<;;

-- Simon

Last edited by Simon; Dec 30, 2016 at 09:08 PM.
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