Name | Author | Game Mode | Rating | |||||
---|---|---|---|---|---|---|---|---|
Sparkz | Doubble Dutch | JJ1 Level | 7.7 |
This little file contains misc information for the J1CS for those who want to make their own levels. **** Apparently nothing Events **** Event property 23 is lose airboard. Event property 32 is pull Jazz right. For this event magnitude 0 is move jazz up and magnitude 251 is pull jazz left. ***** Background modifiers ***** 0 Tileset default color, eliminates event 128 and above * tubelectric animating backgrounds don't animate but look normal *invisible water 1 Tileset default color * tubelectric animating backgrounds don't animate but look normal *invisible water 2 'normal background' * Tubelectric animating backgrounds animate when jazz moves up/down and are set at animation value 0 *Some tiles look weird *invisible water 3 normal background less shading * tubelectric backgrounds are color shifted green-yellow *Some tiles look weird *dark greenish water 4 normal background less shading * tubelectric backgrounds are color shifted green *Some tiles look weird *green water 5 normal background less shading * tubelectric backgrounds are color shifted green-purple *Some tiles look weird 6 normal background less shading * tubelectric backgrounds are color shifted pink *Some tiles look weird * purple water 7 normal background less shading * tubelectric backgrounds are color shifted yellow *Some tiles look weird *yellow water 8 Tileset default color, eliminates event 128 and above, allow color tubelectric style color animation and tiles Invisible water 9 Tileset default color, eliminates event 128 and above allows tubeletric style color animation and tiles * some tiles will now color animate that don't normally *allows 128+ events in tubelectric style levels *invisible water 10 normal background less shading * some tiles will now color animate that don't normally *allows 128+ events in tubelectric style levels *invisible water 11 normal background less shading * tubelectric backgrounds are color shifted green-yellow *Some tiles look weird *Visible blue water, colours darken as jazz sinks Here some tiles are those that shift as Jazz moves, like the moving backgrounds in Jazz 2 *** Bridge length *** Defines the length of a bridge. The bridge will always use the same number of bridge sprites, the spacing varies. For shooting events, defines how far down from the top of an animation the shot appears. *** Enemy Shot* *** Enemies that shoot in J1CS always end up shooting blaster bullets when the level is saved. This is because 1 place before the 'Enemy shot*' value there is a value determining what bullet is shot. The bullets animation and behaviour are referenced from outside the level. For example in Tubelectric the Enemy shot is 75 which J1CS writes as $00 $4B making the turrets shoot blasters. This should be changed to $05 $4B This is what I've found for the values: $00 -Blaster $01- Toaster $02 -RF Missile $03 -Launcher, can be modified somehow. $04 -Tubelectric shot down $05 -Tubelectric shot up $06 -Boss related? Needs extra modification $07 -Same as above $08 Shoot two different sprites, 1 left, 1 right; modifiable $09 Pauses as if shooting, but produces no sprite. **** Multipurpose **** For fastfeet, invincibility, defines how long in seconds the event lasts. For springs and other 'flip animation, no movement' objects, defines the animation that is flipped. [For springs the animation that appears when Jazz bounces on it.] For destructible blocks, defines the block that will replace the event when the event is destroyed. **** Sucker tubes: **** If the Y-axis value is 1 the tube will suck Jazz upward, 0 is left/right The Multipurpose value determines how much and upwards sucker pushes Jazz up, it will also push Jazz slightly left/right depending on the Magnitude value The magnitude defines how much it pushes, less than 128 is left, more is right. For values greater than 128, the larger the number the smaller the push. 254/1 is pretty much just a one way event.
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