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I find the many levels designed for them to be bad. Annoying dead-ends, incredibly cramped paths, and overcomplicated. Or worst case, not being able to attack the frogs at all. With the way the levels are made, they're a glorified hide and seek.
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Oh yes, dead corpse. This is the best update ever made in JJR+ in my opinion. This made me really excited for next release of JJR+
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It's called JJ2+
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Ok, the best JJ2+ version of the best game JJR2. Correct enough I guess.
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It's called JJ2
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Dude, why is it so much troublesome to you if I call it JJR2? Jazz JackRabbit= JJR to me.
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hehe, sneaky little command hidden, right? |
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a) Jazz Jackrabbit is a full name of the protagonist and therefore its initials are J.J. and can under no circumstances be anything else (unless he has an unknown middle name, in case of which however it goes in the middle, as in J.X.J.); b) "Jackrabbit" is a word in the English language written always as a single word and never separately or with a hyphen; c) Official sources regarding Jazz Jackrabbit use "JJ" as its abbreviation, for example Jazz Jackrabbit 2 cheat codes. Therefore shortening "Jazz Jackrabbit" to "JJR" is always incorrect and doesn't make any more sense than shortening it to "JZJKRBT" instead. It's a matter of incorrect usage of English, plus a matter of misspelling the title of the game this forum focuses around; there's absolutely no capital "R" in Jazz Jackrabbit. |
who cares
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Does he? How about I Don't Know?
Anyway, Cooba, Sir Ementaler, me, and possibly a few others do(Although IMHO, -- despite the fact that it annoys me -- it doesn't really matter that much). And getting back on topic, is there any chance of a JCS patch in the future which allows exporting tilesets in both 1.23 and TSF format? |
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@SE: I know JJR doesn't make sense and I already wrote "JackRabbit" without any space between them. Even then I call it JJR because I call it JJR because I do call it JJR which shouldn't be a problem I suppose. I can't find any rules about not calling it JJR. Worst of all, I'm even telling that JJR is correct. I just call it JJR cause I like it. I can't find any reason about why you all are having problems with it. Who cares? We are just arguing for a silly thing.
Back to topic, how about an option to add bots? Bots can be enabled by the server only so that others can't abuse it. Would be great to have optional bots in JZJKRBT2 |
If you want bots, by all means write one! It's pretty straightforward AngelScript; all you need is to figure out the actual strategies.
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Since we can take screenshots of JJ2 without any unnecessary capture programmes; how about add the function for recording videos? I know you may think why its needed, we can record with Fraps or or some capruring sodtwares like that. But that causes frame droppings, sound problems and sometimes even slow motion or freezing if done with just average spec laptops. So if its possible to record within the game itself which would create less errors would be great. Maybe not, just asking anyway.
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That sounds great. And for screencapping, that would be really good because if you could record from the Macro, and if there's a recording problem, you can just record the same thing again exactly as it was originally.
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I have TSF JJ2, so I can't make 1.23 tilesets. What I'm suggesting is an option to save in either 1.23 or TSF format instead of being locked to whichever version(s) of JJ2 you happen to have. |
Ah, for that you want zapS' TSF to 1.23 J2T Converter.
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@ Treylina: Yup, thats what I was trying to say. That would save a lot of space and it will record just fine. But will it record the ping stats too or it will just run in 0 ms even if the player had 350 ms ping? Having the ping stats would be good as we can see that lags that was happening while playing.
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A quickie - can we make Lori jump as high as Jazz' upercut in singleplayer? I suppose it's a simple fix and would allow us to play a lot of the levels which were not intended with her in mind.
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Jump height is easy to set in AngelScript, but that's not the universal setting you're looking for. |
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I'd like to change her special jump one day, which feels like the more sensible solution. It would grant height of some kind. However, there's a thing part of the game called golden jump that allows you to jump as high as uppercut (it can be performed by all characters). Infact, it's marginally higher. You can make it work by making sure the always run button is off, then standing and tapping shift roughly 7 times, and holding on jump the last shift (and don't let go of jump when you release shift!). It's not really the best solution since it pulls you to the left/right though. Quote:
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As a legitimate suggestion, I want a foot massage for each time I accomplish something useful in the game. Beat a level, that's a foot massage. Kill a boss, that's another foot massage. Get sugar rush mode; yes, I would love olive oil for my next foot massage.
And I want the masseuse to be female. That will be all. |
We implemented that in 4.2 and it works for me. If it malfunctions for you, you should probably head to the JJ2+ bug reports thread instead. Include info about your operating system, JJ2 version and sexual life.
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I remember that feature when it was in vanilla 1.25. It had to be taken out in 1.3 for budget reasons, but Plus re-adding it in Plus 4.2 was great. :)
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Mmm, yeah, a foot massage sounds pretty good.
Sir Ementaler, are you sure this was implemented in 4.2, because I didn't receive any masseuse. I think I'm using the Avalon version. |
Plus doesn't even work on Avalon version :3
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It was bad anyway. |
I'd love to see a /changemusic random function. Sometimes i want to switch music in levels but can't think of any filenames :).
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If you can't think of any filenames, the menu item
Music->Load Music File will bring up an Open File dialog, so you can see every filename you've got. |
Since people were discussing Lori's Down+Jump move... How about making it so it's an upward-diagonal kick? (It would fit the animation)
Since she can't jump as high as Spaz, and cannot uppercut like Jazz, it would still give her the ability to smash some blocks above her or to the side of her without granting a jump that is too high. (Basically putting her in the middle of Jazz and Spaz, considering Jazz can only smash above, and Spaz to the side). |
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I actually kinda like Striker's idea.
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I was thinking something along the lines of this:
Lori's heliears combined with Spazz' doublejump. [img]http://i.imgur.com/gZMGMAw.png[/img] 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. |
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