An Angelscript Library, for use in single player levels, which allows you to place fifty-nine different enemies from JJ1 in your levels as fully functional enemies with just a single line of code each. JJ1 enemies are generally a lot simpler than JJ2 ones, of course, but there are a lot of them, and adding a few non-standard enemies (with little to no scripting skill required of you) is a good way to make your SP level stand out from the crowd.
Assorted options are provided to play with the enemies’ speeds, directions, etc. You may also choose whether you want to draw any given enemy using its original palette or JJ2’s sprite palette, and you may resize any given enemy to a larger size if its original sprites look too small next to regular JJ2 sprites.
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.
The enemies currently available for use are all those from JJ1’s original six episodes and HH94: fifty-seven original JJ1 enemies in total, plus two new minor variants (Tubelectric_BlasterHorizontal and Holidaius_HandHorizontal).
(Discuss in this JCF thread. If you’ve been following there already, this is a more recent version; notably, it fully integrates the latest versions of my TrueColor and Resize libraries.)
You must log in to write a comment or review.
Jazz2Online © 1999-INFINITY (Site Credits). We have a Privacy Policy. Jazz Jackrabbit, Jazz Jackrabbit 2, Jazz Jackrabbit Advance and all related trademarks and media are ™ and © Epic Games. Lori Jackrabbit is © Dean Dodrill. J2O development powered by Loops of Fury and Chemical Beats.
Eat your lima beans, Johnny.