I uploaded a few video's showcasing my work-in-progress Opensource rewrite of Jazz Jackrabbit 2.
The vids show a few levels being rendered at 1920x1080, while mantaining a high framerate.
This is not the final version, which will use a more optimized OpenGL renderer written by me. Also, things like animated tiles will be displayed correctly.
The project name is just that, A PROJECT NAME. No need to whine. kthxbai.
This is NOT the final version which will of course be more like JJ2 and less like a plain levelviewer.
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Ok, news
I have decided to write the program in C++ instead of JAVA, for improved speed and stabillity.
Currently, I'm working on the network functionallity.
If you want the old, ugly JAVA source used in the video's up here, send me a PM here or nag me on skype.
It's not that commented, so use at your own risk. also, no (official) support for the old javacode. I've got a project to complete :p
Hello everyone,
I uploaded a few video's showcasing my work-in-progress Opensource rewrite of Jazz Jackrabbit 2.
The vids show a few levels being rendered at 1920x1080, while mantaining a high framerate.
Technodus Cargo Station (olctcs) on a 22-inch monitor:
[url=http://www.youtube.com/watch?v=dcoi72X7T9o]http://www.youtube.com/watch?v=dcoi72X7T9o[/url]
Battle1 on a 42-inch led-TV:
[url=http://www.youtube.com/watch?v=xJsutbvsPkE]http://www.youtube.com/watch?v=xJsutbvsPkE[/url]
Battle3 on a 42-inch led-TV:
[url=http://www.youtube.com/watch?v=payULG2ZN2o]http://www.youtube.com/watch?v=payULG2ZN2o[/url]
This is not the final version, which will use a more optimized OpenGL renderer written by me. Also, things like animated tiles will be displayed correctly.
[color=red]The project name is just that, A PROJECT NAME. No need to whine. kthxbai.[/color]
This is NOT the final version which will of course be more like JJ2 and less like a plain levelviewer.
------
Ok, news :)
[s]I have decided to write the program in C++ instead of JAVA, for improved speed and stabillity.
Currently, I'm working on the network functionallity.
If you want the old, ugly JAVA source used in the video's up here, send me a PM here or nag me on skype.
It's not that commented, so use at your own risk. also, no (official) support for the old javacode. I've got a project to complete :p[/s]
Java again. Renderer pwns.
(This post has been helpful to 2 of the forumers.)
Name sux. I don't undestand japanese. Ban you all for talking on languages I don't understand even if that's allowed. Joke ofc.
It is good someone wants to spend his free time on coding. This would be great if the gameplay and everything (gameplay) stays as it is now. Well, fix airhits, please I heard it's possible. Include all bugs like walljump, wallclimb etc.
Will JCS and WebJCS and all other custom levels and MCEs work in Fuckatsu?
Name sux. I don't undestand japanese. Ban you all for talking on languages I don't understand even if that's allowed. Joke ofc.
It is good someone wants to spend his free time on coding. This would be great if the gameplay and everything (gameplay) stays as it is now. Well, fix airhits, please :D I heard it's possible. Include all bugs like walljump, wallclimb etc.
Will JCS and WebJCS and all other custom levels and MCEs work in Fuckatsu?
(This post has been helpful to 1 of the forumers.)
This would be great if the gameplay and everything (gameplay) stays as it is now
The game will be split up in 2 modi: One that simulates jj2 as closely as I can get (with airs and stuff fixed, ofc) so working walljump, mce's, etc; and one mode that adds new features (Gamemodes, etc.) but isn't compatible online with the old jj2.
Quote:
Will JCS and WebJCS and all other custom levels and MCEs work in Fuckatsu?
MCE's will be a pain to add, but will be added as not doing so would break some levels.
Every level that works in JJ2 will work in here. As for WebJCS, if DJazzy agrees I will incorporate it once the game is working a bit, so you can collaborate from wherever you run fukkatsu.
Quote:
You got the order all wrong, walKie-talKie. First make textured backgrounds work and move, then show off your fps.
Fine :p
(The reason they didn't make it in is that this renderer is a third party one, only supporting 2D sprites and stuff. Once I get the physics and stuff working, Ill write my own graphics engine which will render textured backgrounds like they should look)
Thanks for your kind words, everyone.
[quote]This would be great if the gameplay and everything (gameplay) stays as it is now[/quote]
The game will be split up in 2 modi: One that simulates jj2 as closely as I can get (with airs and stuff fixed, ofc) so working walljump, mce's, etc; and one mode that adds new features (Gamemodes, etc.) but isn't compatible online with the old jj2.
[quote]Will JCS and WebJCS and all other custom levels and MCEs work in Fuckatsu?[/quote]
MCE's will be a pain to add, but will be added as not doing so would break some levels.
Every level that works in JJ2 will work in here. As for WebJCS, if DJazzy agrees I will incorporate it once the game is working a bit, so you can collaborate from wherever you run fukkatsu.
[quote]You got the order all wrong, walKie-talKie. First make textured backgrounds work and move, then show off your fps. [/quote]
Fine :p
(The reason they didn't make it in is that this renderer is a third party one, only supporting 2D sprites and stuff. Once I get the physics and stuff working, Ill write my own graphics engine which will render textured backgrounds like they should look)
Maybe add a option to disable/enable walljumps? Just like JJ2+ did with wallclimbing. Though, this should be a server option instead of a personal option, I suggest.
Maybe add a option to disable/enable walljumps? Just like JJ2+ did with wallclimbing. Though, this should be a server option instead of a personal option, I suggest.
@Wumpa: Still, walljumping is a major bug which is absolutely not intended by JJ2 creators.
Bouncy through wall / Lori sidekick through wall aren't either, but those are abused too often nowadays (and in fact, they are related to the same issue, namely the subject being a fast moving object that ignors thin masks and therefore gets through), and the JJ2 creators knew of this bugs existance but decided to leave it in when they came with TSF.
@Wumpa: Still, walljumping is a major bug which is absolutely not intended by JJ2 creators.
Bouncy through wall / Lori sidekick through wall aren't either, but those are abused too often nowadays (and in fact, they are related to the same issue, namely the subject being a fast moving object that ignors thin masks and therefore gets through), and the JJ2 creators knew of this bugs existance but decided to leave it in when they came with TSF.
Well, that's only with very thin walls if RF's fly through (I did not count the blast effect, as that's something entirely different), and well, if RF's can, blaster can do it too. (The trees at JE come to mind)
Well, that's only with very thin walls if RF's fly through (I did not count the blast effect, as that's something entirely different), and well, if RF's can, blaster can do it too. (The trees at JE come to mind)
How would that be compatible with 640x480 resolution though: by a factor of tao-tres. It's not in gameplay of JJ2. bullets would hace to travel further to māke 't realistic. otherwise, downgrade and demolish healthy visión with computar monitors?@.@
How would that be compatible with 640x480 resolution though: by a factor of tao-tres. It's not in gameplay of JJ2. [b]bullets would hace to travel further[/b] to māke 't realistic. otherwise, downgrade and demolish healthy visión [i]with computar monitors?[/i] [u]@.@[/u]
How would that be compatible with 640x480 resolution though
Simple. It won't.
When playing with people who use the original jj2, the max resolution will be plain old 640x480. (Maybe things like text, hearts etc. will be overlayed at a better resolution)
When playing on a fukkatsu-only server, the host (server) will set the max resolution.
Bullets will behave the same as in vanillia jj2, but I might include options to change this. More info on this when I start to code that part of the engine.
The same goes for 'useful' bugs like walljump and bouncers-through-walls, these will be toggle-able ala JJ2+ (some server-side only).
[quote]How would that be compatible with 640x480 resolution though[/quote]
Simple. It won't.
When playing with people who use the original jj2, the max resolution will be plain old 640x480. (Maybe things like text, hearts etc. will be overlayed at a better resolution)
When playing on a fukkatsu-only server, the host (server) will set the max resolution.
Bullets will behave the same as in vanillia jj2, but I might include options to change this. More info on this when I start to code that part of the engine.
The same goes for 'useful' bugs like walljump and bouncers-through-walls, these will be toggle-able ala JJ2+ (some server-side only).
Next week I'll make a begin at the physics engine :)
Well, i don't know if I will do that. But exactly because it's open source, others will be able to, and even when it's finished and I'm not actively developing it anymore I will add (good, stable) contributions of others to the 'official' version.
The reason there will be an official version, will be to prevent people from modifying the game in order to hax like a boss. Whether to allow all clients or only the official version will be a server-side option. More on this later, on the wiki.
Well, i don't know if I will do that. But exactly because it's open source, others will be able to, and even when it's finished and I'm not actively developing it anymore I will add (good, stable) contributions of others to the 'official' version.
The reason there will be an official version, will be to prevent people from modifying the game in order to hax like a boss. Whether to allow all clients or only the official version will be a server-side option. More on this later, on the wiki.
(This post has been helpful to 1 of the forumers.)
Fraps itself claims it has no problem with OpenGL Applications, which is what Fukkatsu will use.
So according to Fraps itself, it should work.
I'm currently working on the network functions, after that I'll code a new, better graphics renderer.
Once that one is done, I myself will test Fraps with it.
And even if Fraps doesn't work, Fukkatsu will be open source, so eventually I/someone else will write the functionallity to record video's from the game itself, which i will include in the official version if they work.
For others who are interested, Yes, I know I've been inactive on this project, and that the site/wiki hasn't got many updates.
Unfortunately I am very busy with school at the moment. Development will continue in about 3 weeks, once this semester is done.
Also, I've decided to write the game in C++ instead of Java, as that is faster and more stable.
Fraps itself claims it has no problem with OpenGL Applications, which is what Fukkatsu will use.
So according to Fraps itself, it should work.
I'm currently working on the network functions, after that I'll code a new, better graphics renderer.
Once that one is done, I myself will test Fraps with it.
And even if Fraps doesn't work, Fukkatsu will be open source, so eventually I/someone else will write the functionallity to record video's from the game itself, which i will include in the official version if they work.
I hope this answered your question.
__________________________________________________
For others who are interested, Yes, I know I've been inactive on this project, and that the site/wiki hasn't got many updates.
Unfortunately I am very busy with school at the moment. Development will continue in about 3 weeks, once this semester is done.
Also, I've decided to write the game in C++ instead of Java, as that is faster and more stable.
I'm pretty sure what Wktk is working on isn't a complete remake, but more of a recreation of JJ2, and that others can add/change things when it's released. That aside regaurding the sprite remake, while the colouring is pretty neat in some places, the proportions are quite off. No toes (that's like drawing hands like they're mittens) and he looks like he's put on a few pounds, his chest goes a little too far down, in which should be the middle. If you compare to the original sprite you'll know what I mean. While I think it's possible to improve the current Jazz sprites even further, I don't care much that his mask goes slightly out of the bounding box. Trying to keep the gun shooting sprite while within the bounding box would be a pain within making it look right, considering that Jazzes gun is supposed to be long (tbh I think they even made it a bit too short in jj2).
You can play this game online???
[quote][IMG]http://img28.imageshack.us/img28/6128/tempim.png[/IMG]
Orginal posted by GUS at J2O.[/quote]
I'm pretty sure what Wktk is working on isn't a complete remake, but more of a recreation of JJ2, and that others can add/change things when it's released. That aside regaurding the sprite remake, while the colouring is pretty neat in some places, the proportions are quite off. No toes (that's like drawing hands like they're mittens) and he looks like he's put on a few pounds, his chest goes a little too far down, in which should be the middle. If you compare to the original sprite you'll know what I mean. While I think it's possible to improve the current Jazz sprites even further, I don't care much that his mask goes slightly out of the bounding box. Trying to keep the gun shooting sprite while within the bounding box would be a pain within making it look right, considering that Jazzes gun is supposed to be long (tbh I think they even made it a bit too short in jj2).