Nov 6, 2013, 08:50 AM | |
Congratulations team on this release of plus, you have really gotten it right this time.
Now I'm just wondering about the diminished range of power bouncer, and why is the toaster power up color changed? |
Nov 6, 2013, 09:22 AM | |
I don't know about the bouncer, but the colour of the toaster powerup (the monitor) has been changed because it was the only powerup that used the colours of the not-powered up version instead of the powered up one. (Compare purple bouncers, red RFs, yellow/blue seekers, etc.)
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Nov 7, 2013, 06:58 AM | |
Depends. Are you playing with Spaz, perhaps?
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Nov 7, 2013, 07:31 AM | |
I'm pretty sure powered bouncers got fixed in the hotfix. Or perhaps only vertical got fixed. Sigh.
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Nov 7, 2013, 10:38 AM | |
Powered-up bouncers are fired with exactly the same
xSpeed/xAcc/ySpeed/yAcc/counterEnd values they ever were.
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Nov 8, 2013, 12:44 AM | |
I think they're just trying to get us to change powered-up Bouncers so they would bounce through the level indefinitely.
Now that I think of it, that's a nice idea for a scripted level. Give every player 10 bouncer bullets that, once shot, keep on bouncing around until hurting someone or destroying something. When the player fires an 11th bullet, the oldest disappears. Could make levels very dangerous! ![]()
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Nov 8, 2013, 12:53 AM | |
I was thinking recently that it wouldn't be very hard to introduce a third level of powerups via scripting.
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 8, 2013, 05:51 AM | ||
Quote:
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"So unless I overwrote my heart with yours, I think not. But I might have." - Violet CLM Two Games Joined releases: Control / Splinter (twin singles) || Ballistic Bunny (EP) || Beyond (maxi-single) || Beyond: Remixed (remix EP) || Inner Monsters OST (mini-album) || Shadows (album) |
Nov 8, 2013, 06:27 AM | |
How about an RF Powerup that makes it have infinite range like in JJ1? Because I never find JJ2 RF useful outside of a few multiplayer situations, but JJ1 RF is infinitely useful(Especially on the harder difficulties).
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Nov 8, 2013, 07:19 AM | |
I find powered RF useful against the Devan boss (2nd stage).
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Nov 8, 2013, 08:30 AM | |
Usually, if I want to destroy Devan, I abuse Seekers, Bouncers, or the powered up Blaster, depending on what's available.
However, my Jazz playstyle is unique in many ways, so maybe I'm alone in my lack of interest in the way RFs work. But my primary reason for not liking it is that the range is way too tiny. |
Nov 8, 2013, 08:55 AM | |
Spaz's gun is green, as you can see in the bottom right corner when using blaster. In October JJ2+, the fastfire and blaster powerup sprites now reflect this. (Fastfire made this distinction in vanilla JJ2 as well, but only for fastfire gained from shooting enemies, not for events simply placed in the level.)
Robo: RFs have a much, much larger range if you move horizontally while firing them. |
Nov 8, 2013, 12:17 PM | |
Terrible idea: palshift the fastfire sprites in accordance to the player's gun color.I've done this but it's too beautiful for this world. Will need to do some hardcore nerfing.
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 8, 2013, 12:54 PM | |
I was thinking that if some shield bullets were to be replaced with custom behaviors, they would work with jjPLAYER::fireBullet.
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 8, 2013, 03:13 PM | |
You'd need to use
jjPLAYER::hurt , though, since bullets can't do more than two damage without DA turned on.
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juanpablo123 |
This message has been deleted by Stijn.
Reason: make better posts
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Nov 9, 2013, 11:59 AM | ||
For me, the color change to toasty power-up crate is game-breaking... Light blue and red looked better! Plus is meant to fix bugs, but instead plus takes away what made Jazz2 a good game to start with. Sike nää, I'm just trolling a bit, sorry.
Anyway, Borgia posted the following on JJNet, I think people in this thread would like to read Borgia's comment: Quote:
Last edited by KRSplatinum; Nov 10, 2013 at 02:55 AM. |
Nov 9, 2013, 12:14 PM | |
#2 happens because the Sucker Tube in question has had "Trig Sample" set to 2 (for no reason at all), which is equal to setting "Become Noclip" to 1 in JJ2+. Not much can be done about it other than editing the level, sorry.
I can't reproduce #1.
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 9, 2013, 08:22 PM | |
...JJ2 absolutely has a sprite-drawing mode tailor-made for this very purpose and I never thought of it.
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Nov 10, 2013, 04:17 AM | |
Hi guys!
I have problem with the Mouse Aiming. The Mouse Aiming is don't work in Single Player mode, because I'm vainly switch on the Mouse Aiming option and switch to Kbd/Mouse control scheme the game is doesn't care about it. Thanks if you can fix it.
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"Where I walk, I walk alone. Where I fight, I fight alone" Akuma from Street Fighter Alpha The Animation |
Nov 10, 2013, 10:46 AM | |
That's working as intended. If you consult the readme, you'll notice there are in fact two separate settings,
/mouseaim and /allowmouseaim . You can turn on the first one at any time in any gamemode, but the second one must be turned on by the server or (in a local game) the level. Otherwise you'd be able to use the mouse in any level you pleased, completely messing up the gameplay.
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Nov 10, 2013, 11:04 AM | |
You can use mouse aim in SP freely if you host the level in a local coop server. (It has some unwanted side effects but you're already changing the gameplay, so whatever.)
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Nov 12, 2013, 02:00 PM | |
Sorry again for trolling, I just have to report some bugs.
Playing CTF online with mouse aim: -I switched mouse aim off and I couldn't chat anymore. Turned mouse aim on again and could chat again -At one point during some 3v3 randomly, I suddenly couldn't use any keyboard controls at all (mouse controls still worked) and had to close JJ2 and rejoin |
Nov 13, 2013, 07:26 AM | |
Keys randomly stopping to work... have you checked the batteries of your keyboard? (if applicable)
Sorry, lame question! Couldn't resist ![]() Anyway, if that's not it, then hmm, interesting =)
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Nov 13, 2013, 07:34 PM | |
No trouble there, I didn't use battery power.
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Nov 14, 2013, 09:06 AM | |
Hi guys. I bumped into a problem when I was writing a custom gun script. When noFire is True, AS won't let me test for keyFire. Can you please solve this one for me? Thanks in advance...
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All your base are belong to us. |
Nov 14, 2013, 10:28 AM | |
That's how it works, yes. If you don't want keyFire to be disabled, don't set noFire to true.
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Nov 14, 2013, 10:52 AM | |
Then set keyFire to false.
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Nov 25, 2013, 01:32 PM | ||
Quote:
This reminds me, I've been thinking it would be good to refill Spaz' double jump when he touches the ground, instead of when he jumps. It's rather annoying when I want to walk off a cliff but have to jump straight up first. Last edited by minmay; Nov 26, 2013 at 03:29 PM. |
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juanpablo123 |
This message has been deleted by juanpablo123.
Reason: zepect was helping me on skype
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Nov 27, 2013, 09:15 AM | |
I didn't mean "jumped and landed", just jumped. For example, Spaz doesn't need to reach the ground to perform his double-jump.
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All your base are belong to us. |
Nov 27, 2013, 10:27 AM | ||
Quote:
I'm also confused as to what you intend to do with this information in the first place... |
Nov 27, 2013, 10:34 AM | |
Perhaps a script which fixes Spaz's double-jump? Or gives Jazz/Lori a double-jump?
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Nov 28, 2013, 06:58 PM | ||
Quote:
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juanpablo123 |
This message has been deleted by juanpablo123.
Reason: alright he now has accepted me
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Dec 8, 2013, 09:36 AM | |
I have a question. How can I do in AngelScript to know what player number is using. Like:
jjChat("/ptrigger " + *PLAYER NUMBER* + " 1 on"); |
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