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-   -   WebJCS (http://www.jazz2online.com/jcf/showthread.php?t=19193)

Jgke Nov 19, 2011 03:43 AM

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)

djazz Nov 20, 2011 10:40 AM

Quote:

Originally Posted by Jake (Post 471837)
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/

djazz Nov 21, 2011 01:41 AM

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:
[IMG]http://i.imgur.com/MvGlW.png[/IMG]

Behind the scenes:
[IMG]http://i.imgur.com/0aHWs.png[/IMG]

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):
[IMG]http://i.imgur.com/HCEoz.png[/IMG]

[IMG]http://i.imgur.com/tgCyH.png[/IMG]

Violet CLM Nov 21, 2011 11:18 AM

Sounds like you might know something about how to prevent nested animations from crashing TSF? Care to share?

RedMser Nov 24, 2011 07:35 AM

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)?

djazz Nov 25, 2011 10:19 AM

First level made with WebJCS collaboration released!
http://www.jazz2online.com/downloads...sinine-armory/
Thanks to Sean and MSD.

djazz Nov 30, 2011 02:53 PM

I made a short demo of WebJCS on youtube:

djazz Dec 1, 2011 12:55 PM

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

djazz Dec 2, 2011 09:12 AM

WebJCS 1.2 released, download here: http://www.jazz2online.com/downloads/6796/webjcs/

djazz Dec 3, 2011 11:40 AM

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

Sean Dec 3, 2011 04:32 PM

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.

djazz Dec 6, 2011 10:03 AM

Quote:

Originally Posted by Sean (Post 472269)
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!
[IMG]http://i.imgur.com/3smIE.png[/IMG]

Neobeo Dec 6, 2011 10:43 AM

Now all that's left to do is to run the JJ2 engine in the parallax view \o/.

Jgke Dec 6, 2011 10:44 AM

Yeah, let's wait for it to be released!

cooba Dec 6, 2011 01:01 PM

It's looking alright but can you perhaps make that optional?

Stijn Dec 6, 2011 01:04 PM

How do you find out at what position to draw the object sprite? And what happens with events like the Bolly Boss?

djazz Dec 7, 2011 12:04 AM

Quote:

Originally Posted by cooba (Post 472433)
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 (Post 472434)
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.

Jgke Dec 7, 2011 02:17 AM

Quote:

For example horizontal springs won't get flipped near a masked tile on their right side.
Why :(

djazz Dec 7, 2011 02:42 AM

Quote:

Originally Posted by Jake (Post 472468)
Why :(

Quote:

Originally Posted by DJazz (Post 472465)
...it would be too slow.

I'm not trying to rebuild the JJ2 engine into WebJCS :P

Jgke Dec 7, 2011 03:17 AM

There aren't that many springs in levels. Couldn't you do something per-spring?

cooba Dec 7, 2011 05:24 AM

Quote:

Originally Posted by DJazz (Post 472465)
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 (Post 472471)
There aren't that many springs in levels. Couldn't you do something per-spring?

Save and Run?

Jgke Dec 7, 2011 05:43 AM

But KDE crashes with save + run when I stop JJ2...

Neobeo Dec 7, 2011 07:09 AM

Quote:

Originally Posted by Jake (Post 472471)
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.

djazz Dec 7, 2011 10:32 AM

Quote:

Originally Posted by Neobeo (Post 472477)
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.
[IMG]http://i.imgur.com/9dDVP.png[/IMG]

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!

cooba Dec 7, 2011 10:47 AM

Psst, your red springs are floating two or three pixels too high.

djazz Dec 7, 2011 11:06 AM

Quote:

Originally Posted by cooba (Post 472481)
Psst, your red springs are floating two or three pixels too high.

No gravity, no physics, no JJ2 engine.

cooba Dec 7, 2011 12:12 PM

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.

GoldRabbit Dec 7, 2011 03:13 PM

Quote:

Originally Posted by Neobeo (Post 472477)
Quote:

Originally Posted by 1.23 Source Code
blah blah


wat

Stijn Dec 7, 2011 04:39 PM

Quote:

Originally Posted by cooba (Post 472487)
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.

Neobeo Dec 8, 2011 12:58 AM

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.


Toni_ Dec 8, 2011 02:49 AM

What the hell? 1.23 source code? You have it?

Sean Dec 8, 2011 03:55 AM

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.

Jgke Dec 8, 2011 03:56 AM

Problem, JRU?

cooba Dec 8, 2011 05:43 AM

Shut up about the source code in the WebJCS thread please

djazz Dec 8, 2011 06:44 AM

Quote:

Originally Posted by cooba (Post 472487)
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! :cool:

[IMG]http://i.imgur.com/5S5Gf.png[/IMG]

djazz Dec 9, 2011 02:20 AM

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:
[IMG]http://i.imgur.com/ZP9Ao.png[/IMG]
(ignore the 5 in top left corner, just debugging how many lights that are visible)

Jgke Dec 9, 2011 02:54 AM

Woo @ the level!

Sean Dec 9, 2011 07:10 AM

Now all that's left... is the release.

djazz Dec 9, 2011 08:00 AM

Quote:

Originally Posted by Sean (Post 472561)
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.

djazz Dec 17, 2011 04:12 AM

Me, Cirno and Sir. Ementaler made a screencast of realtime level collaboration in WebJCS! Enjoy!




Quote:

ÐJazz: green springs are better
SE': Racist.
ÐJazz: :D


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