Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
City and Hotel | pinkyeye | Custom / Concept | N/A |
1. Level Info 2. Mistakes 3. Rooms and houses 4. Simple tutorial 5. Useful stuff XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 1. Level Info cityhotel.j2l City of the Lost Trees Made by PinkyEye Should be played on jj2+ version. Not much to say. It's a hotel/city level, which some people detest. Well that can't be helped. Anyway the purpose of most hotel levels is for relaxation and talking activities. For me, it's also some sort of a "hall of fame" for those that don't make tilesets or a brand new level, neither are the best in the game. Also I'm leaving this level with some tutorials for begginers, as on a hotel level it should be easier to see what exacly happens. (ofc those will be basics and common knowledge) Best played on coop or sp, but other settings possible as well. Because: It has test section that mosty tested if passable, a simple golf game, retarded pinball, small battle zone, small no shoot zone (for "karate" battling), a bird transform fight zone. The coop/sp is mosty for the monsters appearance, but at those setting the player will be faced with a small "single player level", that they need to pass to get further. If you go there from the other entrance of the level the place will be named as the "PARK". On "hard mode" there will be a Queen Boss fight, without the game ending, so you can continue the exploration of the lvl. Still there is a little mistake that won't let you go under the Queen's position. Thankfully, I've left an extra object, that makes the way to the end of the park shorter on normal modes and on hard possibility to go to the Queen. And ofc the level has examples of diffrent ways to make a "room/house". XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 2. Mistakes A) a little rambling I haven't been playing this game for ages! So forgot some basic stuff in JCS and lost my own levels and hotels, as I've never bothered with placing them on the site. I thought, that I will never ever again play this game, but suprisingly, I decided to have a look in this year again. And I find myself with people acutally playing the game. Big suprise! But anyway the few hotels that I also find are well... Let's just say that the people didn't know the "Secret Techniques" of a good hotel. So I'm sharing my lost knowledge and never shown stuff that were impossible to do on previous versions of jj2, because the game always crashed before I could end the level. B) the planning problem The level has some mistakes because I didn't plan how exacly I want the level to look like. So I present you a level that was made with no plans, but with a little vision of trees. And I mean it! I only thought that I want to have a tree here. C) the size problem The level has: height:1000, width:600, It's a big mistake! Without the plan, I've made a gigatnic level and it was hard to fill it up with content. D) water problems The height is 1000, so the swimable water (Event->Water level) is only possible to make, if it has a parameter of the: height 1; and has an extra Event with parameter: height 0, above it, that changes the water to a slowmotion jumping. The limit for swimming water is on height 255. So anything below is underwater at this position. E) unactive existing objects Passing the position width: 440, some objects don't work, while the level is hosted on server. It isn't a big problem. But in players' houses some stuff don't appear. F) almost 200 warps ID in total Yeah... There are so many houses with my special "get in a house" warp function that makes so many warps in the game. G) downloading from the site While testing some people were unable to download the newest version of the level, they've got download error. Probably, because the level is so big in size. If downloaded from the site, it shouldn't make problems. XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX 3. Rooms and houses There are 5 examples of accommodation in this level. A) House - a normal house, with added warp function B) Hotel Room - a room that is placed in a hotel, which would be a normal room if the level was just a hotel, without the city part. C) Simple Room - a simple room that appears in hotel levels D) Corridor Passage Room (flat) - it has a warp to the house looking building, where you're met with a corridor with doors. Every door has a warp to the actuall room. E) Rabbit Hole - just in the floor or wall there is an entrance to the place with house accessory, has no warps to get there. 4. Simple tutorial Well there is no password to the level so you can look at it and do with it whatever you want in a way. But some effects may be impossible, if you don't know the basics you won't be able to do anyway... Now time for those basics, while looking at my level: A) Layer properties: 1,2,3,5,6,7 - are the layers that you can change them however you want 4,8 - for events, background 1 - not used in this level, could be used fo raining animation, and candyeye effects, or in the same way as 2 and 3 2 - it's purpose is to be above 3 and 4 and etc, the same as 3, 3 - being above 4, example: hiding stuff walls, door passages, curtains 4 - layer that lets your rabbit move on it and interact with events 5 - background, used for windows, small elements that can't be on 4 and should be visible before background wall 6 - background, used for walls 7 - scenery background, example: mountains 8 - sky background, the best setting is 8x8 as most tileset have ready sky at such sizes, but it can be also 4x4, 2x2, 16x16, but such "sky" needs to be symmetrical. The sky can have a 3d like impression if you tick "texture mode" and for extra moving give auto x, y speed with some number. EXAMPLE: look layer 8 and the sky My layers 2,3,5,6 always have the size of layer 4 and x,y-speed 1. They became static, so at the same position you can place diffrent objects. EXAMPLE: the bathtube On 4, the rabbit feels the walls, on 3 it hides the fact that the rabbit stands in it, at 2 a curtain that hides the rabbit in the bath, on 5 you can place a cupboard so you see some extra stuff behind the rabbit before the background, and 6 the actuall background, so he's in a room. The x,y-speed is responsible for displacement of the actuall stuff on the layer. EXAMPLE: look layer 7 and find mountains near "Game Center". B) shortcuts "," - copy one block B - press B move the mouse then press B again, now you have copied an area that you showed with your mouse and/or a block/blocks with an event F - when you have a choosen block, before placing it press F and it will change directions, left or right 1,2,3,4,5,6,7,8 - change layer, usefull when you want to place something at the same position C) clicks on Windows: - The sprite window: right mouse button - the mini menu to layers, properties, events and other; - if you choose properties you go to layers properties - select event, choosing objects like ammo for placing in the lvl - grab event - the exisintg Event will be copied - paste event - the last grabed event will be placed in this place where you want to paste - Tileset Window: right mouse button ->Type ->Transculent - the selected object will be transparent right mouse button ->Type ->Caption - in the game in window mode, you'll see the selected objects visible in the window's frame EXAMPLE: transparent curtains, grass visible in game played in window mode - Animating Tiles Window select the first dark block in this window, now hold "ctrl" and with mouse select blocks one by one in the Tileset Window; now on the animated block right click and choose your speed or effect EXAMPLE: speed 0, makes the animation perfect for trigger scenery events, destroy scenery events, etc; other speeds are for the effect of movement, example -> the moving fire D) tools - level password - set your password - level properties - settings for the lvl In properties normally you just add the music, text, the name of the level and bunch of other settings, but it's also a place where some signs give some extras to the text stuff for lvl. "|" - in level name, it will gain color, doesn't work for text section "@" - the appearing text, while playing the game, will be placed lower by one line (section in Help String) "2" - the first symbol squeezes the text, while number decides by how much "#" - colorfull text E) Events (right click in layer->select event-> a widnow pops up with 4 categories) Not going to describe it, because it's easier to find out what happens, if you do it by yourself. 5. Useful stuff In the level near bank and "chamber of choices", you will find a small example of eyecanding and example of F and B shortcuts in use. The events Belt left/right can move ammunition and other objects, but only in left, right direction or to the situation that the object falls down. The turtle shell is the only object that if thrown in the event belt left/right that end on a wall, will shoot the shell up till there will be no wall, but empty space. Also a list of useful MCE: MCE[] _ _ [] lecute [] belt right MCE: select event->gameplay->area->MCE Event; in the Event block write a number; (this number will decide what kind of effect will show up in the game) Lecute: select event->pickups->food->Lecute; mark "create a generator for this event"; (it could be also a diffrent object from the 4 basic categories, but with it the event could change) Belt Right: select event->gameplay->modifier->Belt Right; add speed; (example 5, it appears every 5 seconds, if there was no object, or was killed) _ _ - two blocks, distances away from events MCE number and the event: 1-19 - self shooting bullet of diffrent kind, normal, power up, or from shield 21 - smoke circle in jazz look 25 - red gem, that disappears if you won't instantly collect 26 - laser ray 27 - hurt effect with an appearance of jazz on airboard 28 - birdy that gets hit and flies away 29 - bubbles 33-40 - collectable ammo 41 - turtle shell 43 - bomb 44 - silver coin 45 - gold coin 46 - ammo box 47 - 3 carrots box 48 - 3 power ups in a box 49 - barrel with 2 kinds of gems 50 - carrot barrel 51 - multiple bomb box 53-57 - ammo box 58 - tnt bomb 59 airboard 60 - frozen spring 61 - fast fire 62 - box of springs 63-66 - gems 67 - big gem 68 - birdy, works on battle settings 69 - barrel 70 - box of gems 71 - morph 72 - carrot 1 life 73 - carrot 5 life 74-76 - shields 79 - fast movement 80 - 1 up 81 - sign next/end level, but with strange animations 83 - checkpoint 85-87 - springs 89 - extra time 90 - froze 91,92,93 - hor springs 94 - morph birdy, not shooting version, works on battle settings 95 - trigger box 96 - fly carrot 97-99 - gems 101 - invisible something, but you can get hurt 102-108 - monster that appears as letters, can kill it 109 - flying jazz/letters, can kill it 110 - for a while flying jazz, then letters, if shot can hear a sound 111 - pink cat/letters 112 - pink cat hook/letters 113 - shooting letters 114 - invisible something, can get hurt on it 115 - "running away" letters 116 - moving letters 117 - turtle monster, it looks as a turtle also on battle settings 118 - moving letters 120 - monster/letters 124 - a while jazz, later letters, it shoots, can be killed 125 - queen boss/letters 126 - monster/letters 128 - monster/letters, flying up 129 - steam 131-136 - power up 137-140 - pinball stuff 141-147 - food 151 - boss queen, jazz (both as letters) 152 - letters, if killed change into a "rain" of multiple airboard jazz 153 - bridge 154-182 - food 183 - monster/letters 184 - hurting multiple letters that change into flying jazz 185 - shootable block 186 - invisible object, that can be shot 187 - crushed walls 190 - monster/letters 192 - gem ring 193 - small tree, works on battle settings 196 - stomping jazz/monster, works on battle settings 197 - letters, they follow your rabbit, but don't do anything 202 - letters that throw multiple jazz 209 - fruit platform (maybe works on battle setting) 250 - following letters 2201, 221 - power up 226 - coppter 227 - laser shield, falling down letters 228 - extra time 231 - rock 232 - big box 236 - "!" going up 241 - invisible something that can hurt 243 - airboard 244 - flag base 248 - monster, looking like a stomping jazz, if not killed changes into letters, if killed shell 249 - monster/letters 251 - hurting effect of the size of 4 blocks 252 - movving letters, that are bellow the floor
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