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Old June 1st, 2016, 11:38 AM   #1
Carpaintergeril
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Jazz Jackrabbit 2 in Unreal Engine 4

Me and my teammate have decided to port Jazz Jackrabbit 2 to Unreal Engine 4. We're doing it for practice, but it's fun so we will probably develop it until it's playable.http://s5.postimg.org/el3wn9ih2/Screen_Shot00023.jpg
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Old June 1st, 2016, 11:48 AM   #2
lukaszdamianpiotrrygal
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It seems you have big luck.Actually with my Blender 2D maps I guess I can spread further progress.
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Old June 1st, 2016, 11:54 AM   #3
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Thanks, but we have all the assets that we need, from the original games.
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Old June 1st, 2016, 12:44 PM   #4
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Like these ones?
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Old June 1st, 2016, 02:11 PM   #5
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Well, no. We use the original low resolution assets, with extra shaders, like normalmaps, emission and such.
In Unreal Engine 4 we can tweak it and add some nice visuals to it, but we're staying true to the original style.
http://s5.postimg.org/u45xy4g5j/Screen_Shot00041.png
http://s5.postimg.org/5ellzzd8l/Screen_Shot00020.png
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Old June 1st, 2016, 05:22 PM   #6
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That..blur effect in the background makes the level look misty. Not sure if that really works for carrotus, but I think it could work for the christmas environment (the tileset from Holiday Hare/Christmas Chronicles) and jungle.
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Old June 1st, 2016, 11:31 PM   #7
lukaszdamianpiotrrygal
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Well listen up it's not basic gaussian blur image experiments and alpha masking on gimp or even paint.net that's how Backbone Entertainment was doing and that are also stuff for pc emulators(render plugins) maybe 3DS Max and something else is supporting pixel graphics like jcs itself.You should focus on 3D modelling in 2D perspective view.So it's very important to start modelling things like vertices,geometry,polygons,rigging of skeletal meshes,ik bones,cutscenes,game engine,animations(ue4 2D side scroller mode) and in-game hud.Keep this in mind dude.You can try to recreate this Diamondus map in jj2 style on ue4
http://www.mediafire.com/?kmwdoitmjpc56id it's still unfinished,but at least sort of example.
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Old June 2nd, 2016, 12:20 AM   #8
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Looks interesting. I'm not sure how much I like the blurry background effect, but I suppose one of the advantages of using UE4 is that you can easily try out other effects. Looking forward to seeing where this goes.
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Old June 2nd, 2016, 01:24 AM   #9
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UE4 reminds me blue manequin npc in basic maps.This fangame reminds me sorta SDL game engine clones of famous side scroller games even more like Super Mario Maker.Reminder you can't just clone AngelScript game engine to unreal engine 4.It's not even PC(maybe PC Engine SDK 2016-name came from nowhere)Engine 2 Anyways goodluck with your fangame.
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Old June 2nd, 2016, 04:05 AM   #10
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The blurry post process depth of field is just a test, it's dynamic so we can change it even in runtime.
http://s5.postimg.org/n0ksk7006/Screen_Shot00073.jpg

We are 3D artists and game developers, this is just a project we do in our free time for fun.
We can add new effects, dynamic lighting and materials so it can be a little more, but still the good ol' JJ2 in all its pixely glory.

http://s5.postimg.org/rj0vhik7b/Dark_Coin.gif
http://s5.postimg.org/jrk5iyg1z/Jazz_Stomp_Crate2.gif
http://s5.postimg.org/d7lyqcrev/Jazz_Up_Pickup.gif
http://s5.postimg.org/5ikj0w1jb/Jazz_Stomp_On_Grass.gif
http://s5.postimg.org/scdha4q87/Jazz_Heli_Pickup2.gif
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Old June 2nd, 2016, 05:31 AM   #11
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Well it looks promissing.Instead of lovely pixel graphics you should check lurking in indie games darkness of ubiart petitions I'm wondering how then jj2 suppose to look like via avoiding copyright trademarks.
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Old June 2nd, 2016, 06:45 AM   #12
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It all looks great.
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Old June 2nd, 2016, 07:11 AM   #13
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yeah it's fine,but all i expected were maps and character models like in sonic the hedgehog 4 episode 1 or at least sonic generations.I guess Carpaintergeril you're only trying to make render plugins pc engine emulatation inside unreal engine 4,but I guess jazz jackrabbit revival got awesome map designs i guess jazz jackrabbit 3 in 2D on deviantart.Game mechanics is almost the same from jazz jackrabbit online adventure taken from rayman legends.Now I'm just fangame critic so Carpaintergeril your is still looking very well.
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Old June 2nd, 2016, 07:15 AM   #14
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Looks good, I like the particle effects when you stomp on the grass.
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Old June 2nd, 2016, 07:36 AM
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Old June 2nd, 2016, 08:03 AM   #15
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Thanks @Robo4900 it's always fun to make advanced cascade particle systems in a stylised enviroment.

I'm sorry @lukaszdamianpiotrrygal, but I have no idea what are you talking about. We are remaking the game mechanics in Unreal 4 blueprints, using art assets from the original second game plus some from us... So we're not gonna make a sequel, or anything, we're doing it for our own amusement.
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Old June 2nd, 2016, 08:32 AM
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Old June 2nd, 2016, 11:07 AM   #16
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Dude I'm so sorry I was apodictic and egocentric.Honestly this fangame refreshment method is incredible.I don't want any troubles I should avoid negative consequences.To be honest I can't wait to play a demo.
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Old June 3rd, 2016, 09:27 AM   #17
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Firstly, what you're doing with your teammate is amazing in my point of view. I'm looking forward to see more of this, everything looks great so far.

Secondly, I'm astonished by the fact that there's a third Jazz related project going on. First "jazzjackrabbit.org", then "Project Carrot", now this? Is this a dream? Please don't wake me up.
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Old June 3rd, 2016, 10:12 AM   #18
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Thanks @Primpy!

Here are some more animated gifs:



Last edited by Carpaintergeril; June 4th, 2016 at 07:48 AM..
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Old June 3rd, 2016, 11:40 AM   #19
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Dude i love it I want to do the same as you with jj1,jj3.
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Old June 3rd, 2016, 12:22 PM   #20
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Nice project! If possible, do use Normal and Specular maps on the characters and enemies. Would make a hell lotta difference with dynamic lighting.
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Old June 3rd, 2016, 02:08 PM   #21
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Hi @SAMI they already have normalmaps (and metallic, roughness, emissive, cloth and ambient occlusion). But because it is so pixely and sharp, it's pretty hard to notice, especially on an image, or low res gifs.
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Old June 3rd, 2016, 02:29 PM   #22
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I see. Thanks. Hmm, you guys might wanna try adding support for widescreens and with custom screen resolution support. And with a reaolutionnof 1920x1080 it should upscale the game, not increase the field of view. That'd be great.
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Old June 3rd, 2016, 02:50 PM   #23
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Quote:
Originally Posted by SAMI View Post
I see. Thanks. Hmm, you guys might wanna try adding support for widescreens and with custom screen resolution support.
This is an UE4 game we're talking about, so I'm pretty sure those things are taken care of...
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Old June 3rd, 2016, 02:59 PM   #24
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It's in Unreal Engine 4, so all of the above is possible, and planned. The upscaling... well, the camera is dynamic, the player's speed and direction determine how much you see, not the resolution.
In fact, the whole game is in Unreal 4's 3D environment - meaning multiple 2D planes and sprites in front of each other in 3D.

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Old June 3rd, 2016, 05:04 PM   #25
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dude cartaintergeril shall i'll send you pm message?i don't remember if jazzgruff sent pm to me.This could be way to continue jj3 unofficial patch,but jj3d from ue1 is unfinished.

Last edited by lukaszdamianpiotrrygal; June 4th, 2016 at 06:41 AM..
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Old June 4th, 2016, 09:25 AM   #26
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We're tinkering with the weapon system and pickup item movement. So far it's very basic, but we're making progress.




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Old June 4th, 2016, 09:29 AM   #27
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The thing that really amazes me about this is how accurate it is while still improving the particles, lighting, etc.

Quote:
Originally Posted by lukaszdamianpiotrrygal View Post
dude cartaintergeril shall i'll send you pm message?i don't remember if jazzgruff sent pm to me.This could be way to continue jj3 unofficial patch,but jj3d from ue1 is unfinished.
This is entirely unrelated to Jazz 3 and its unofficial patch.
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Old June 4th, 2016, 10:47 AM   #28
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But..blaster doesn't pierce through box ammo crates?
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Old June 4th, 2016, 11:35 AM   #29
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@Treylina:
Yeah, we know. The box collision was a bit glitchy when I made the gif. It's good now.

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Old June 5th, 2016, 07:43 AM   #30
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goodluck carpteinter
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Old June 5th, 2016, 10:00 AM   #31
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Is it too early to ask when will you release a public alpha of this project?
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Old June 5th, 2016, 10:37 AM   #32
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@Primpy... well, we'll try to make the core elements and multiplayer work in the next few weeks, then yeah, its possible.

Does anybody know anything about the legality of this? Some says JJ2 is abandonware, but we don't think so.. We don't want to do anything illegal, and our goal isn't to make money with this. It might be best if we consulted an employee of Epic first.
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Old June 5th, 2016, 11:34 AM   #33
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Quote:
Originally Posted by Carpaintergeril View Post
@Primpy... well, we'll try to make the core elements and multiplayer work in the next few weeks, then yeah, its possible.

Does anybody know anything about the legality of this? Some says JJ2 is abandonware, but we don't think so.. We don't want to do anything illegal, and our goal isn't to make money with this. It might be best if we consulted an employee of Epic first.
As far as I'm concerned, JJ2 is NOT abandonware. I'm not very sure though so you'd better consult an employee of Epic Games (or wait for other members of JCF to answer, I'm much of a dummy)
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Old June 5th, 2016, 12:04 PM   #34
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As far as I'm concerned, JJ2 is NOT abandonware.
"Abandonware is a product, typically software, ignored by its owner and manufacturer, and for which no product support is available."

Sounds like JJ2 to me.
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Old June 5th, 2016, 01:46 PM   #35
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Native stereoscopic and analygraph 3d support. Nvidia does it by itself but sometimes there still can be compability problems. Maybe add 3d support in future? And a shadow under the characters (not thw circle shadow, shape should be sonewhat similar to the characters) can be a good addition aswell.
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Old June 5th, 2016, 03:15 PM   #36
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@SAMI the surfaces are flat, so projected shadows aren't really an option under the character. However the layer behind may receive the projected shadow. For now, there's only ambient occlusion under the character (because it's actually a bit closer to the camera than the background), but we don't think anything more is necessary.


We'd rather use shadows when there is a custom light source present inside the level.
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Old June 5th, 2016, 04:01 PM   #37
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This is a fan project; as long as you don't sell it, you're fine. If Nintendo made Jazz, this would be a different story, but it's Epic, they don't mind/care. Besides, doesn't this just read the original game's files to generate levels and such? Or am I misremembering?
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Old June 5th, 2016, 06:49 PM   #38
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Quote:
Originally Posted by Carpaintergeril View Post
@SAMI the surfaces are flat, so projected shadows aren't really an option under the character. However the layer behind may receive the projected shadow. For now, there's only ambient occlusion under the character (because it's actually a bit closer to the camera than the background), but we don't think anything more is necessary.


We'd rather use shadows when there is a custom light source present inside the level.
Awesome. Keep this up, hopefully this project will get completed and release on steam. Epic should support this project.
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Old June 6th, 2016, 12:21 AM   #39
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I guess not.It's not like Nintendo own support of Super Mario Maker.It's still abandonware game.Anyways I can't wait to play online mode.
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Old June 6th, 2016, 01:42 AM   #40
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@Robo4900 Nintendo has always been overprotective, yes, but Epic still has the rights to JJ, so it's their right to shut down this project if they want to.
We are only using the art assets (and sounds, but that's very WIP - pretty hard to extract in fact) so it's not really a port but rather a remake in Unreal Engine 4.
We're trying to remain faithful to the original games but we can add more stuff, and use previously unused assets. And we can create more complex environments, puzzles, even connected maps.
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