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Jazz1Enemies.asc
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This is an in-progress angelscript library, for use in single player levels, which will allow you to place any enemy from JJ1 in your levels as a fully functional enemy with just a single line of code. For instance, the following script replaces the JJ2 Diamondus enemies with the JJ1 Diamondus enemies, but you could replace any other event instead, e.g. replacing green springs with Marbelara dragons or whatever suits the need of your level design. Code:
#include "Jazz1Enemies v05.asc"These are not intended to be pixel-perfect recreations of the original enemy code (unlike in PlusOJ). Generally behaviors have been rewritten to move more smoothly, e.g. an enemy that previously moved four pixels every other tick will now move two pixels every tick. This is generally a good thing but I felt obliged to mention it. This library is still in development, though, and currently includes only the enemies from JJ1's first six episodes and HH94. The enemies introduced by JJ1 CD (episodes A-C) and HH95 are not yet implemented. |
This is really awesome!
Tubelec blaster doesn't look right though. Originally it has the yellow lights flashing (those 3 little pixels). Also could you remind me how to rotate those hazards? So the blaster can be placed on walls and ceilings, not just on the floor. |
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[IMG]http://i.imgur.com/7U3t5W8.png[/IMG] Not sure if the palette is 100% right though. Quote:
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Hmmm. I'm trying not to go too far afield from the JJ1 originals besides making movement less jerky, but the tubelectric blasters are so unique as it is that I don't think putting them on walls would be letting myself in to make many other such changes. That's reasonable.
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I tried out the basic code you put on this thread. This is cool! Please keep this up! I like many of the JJ1 enemies.
Also, is there a list of the JJ1 enemies' names of some sort? |
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Aw, cuz IIRC those airboard turtles with guns are from episode A
Thanks anyway :) |
I think there's a manual for the CD version which lists some info about enemies from episodes A-C, but I don't think all copies of it had that manual.
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Ah, well I actually meant names such as Diamondus_TurtleGoon, so i can load the enemies. I don't even know how to load the JJ1 sparks.
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Oh, looks like I missed it. Thanks again.
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Updated to version 0.2. Changes:
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Updated to version 0.3. Changes:
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Just wanted to say this sounds like a really awesome project
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Thank you so much, the effort that goes into this really pays off!
Several questions/suggestions: * Do you plan to implement the sounds as well? As it stands, at least some of the enemies are completely silent. * Do you plan to implement boss battles? * Would you consider including an option for enemy sprites that are more similar to JJ2's style, (if an artist is willing to contribute some minimal effort to the project, that is) mainly fixing some horrible shading (no major edits), or you want to keep this as close to JJ1 as possible? |
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SetDeathSound, SetBulletFireSound, and SetBulletExplosionSound options already in the library, though you have to provide your own samples for those or use JJ2's native ones.Quote:
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The latest version has been uploaded to J2O. Changes:
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The latest version has been uploaded to J2O. Changes:
Fun fact that doesn't affect you in any way: almost all the enemies use shared behavior classes with no more specification than a few numbers and their animation structures. Only the following enemies require actual method overrides:
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Wow amazing library. Are you still up to add A,B,C and HH95 enemies?
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