I wonder if JJ2 can be made for PSP. The game does not require much. A game that works on Windows 95-98 , does not require much.
I hope that there is someone out there , who can make JJ2 work on psp.
I wonder if JJ2 can be made for PSP. The game does not require much. A game that works on Windows 95-98 , does not require much.
I hope that there is someone out there , who can make JJ2 work on psp.
Yes, the open source will even be compatible with the original jj2, so you can join servers online.
It's gonna take a lot of time though, mainly because school and work are naggin me atm, leaving few time left for my own projects.
(This post has been helpful to 1 of the forumers.)
The client netcode is finished, i can join servers with it, chat, and transmit my pos/shoot.
I am currently working on loading the various filetypes of jj2, such as levels, tilesets and sprites/animations.
Not much progress because of school, but in 3-4 weeks I will start my holidays and will get some work on.
(This post has been helpful to 1 of the forumers.)
Indeed, but what's even more awesome is that, once i get the physics right in the summer holidays, I can say my old jj2/jj2+ clients farewell for good.
Also, if I have time over in the holidays I'll start working on a dedicated server.
Once I got both a client and a server, I'll start implementing plus features (and a kickvote :p).
With a bit of luck, the Client/Server will be a bit playable at the end of this year.
Indeed, but what's even more awesome is that, once i get the physics right in the summer holidays, I can say my old jj2/jj2+ clients farewell for good.
Also, if I have time over in the holidays I'll start working on a dedicated server.
Once I got both a client and a server, I'll start implementing plus features (and a kickvote :p).
With a bit of luck, the Client/Server will be a bit playable at the end of this year.
(This post has been helpful to 1 of the forumers.)
At the moment it reports itself as 1.24 (" 24"), but in the future i might change it to 1.25 if that doesn't conflict with someone's project. In 'legacy' (compatible with jj2) mode, the user will be able to choose what version to report.
Also, a short update about name giving. Fukkatsu will be the name of the 'engine' that communicates with JJ2, and the game I'll produce using that will be called "Jazz Jackrabbit 2.5" unless someone offers a better name.
And yes, I'm aware of the legal complications of using that name, but given the remaining jj2 staff members reaction to earlier projects like these that didn't try to make profit, I'll take the chance.
Lastly, on the dev blog (in my signature) there's a post about the way of making it Open, and also a question to future users about new things to add. You might want to check it out
At the moment it reports itself as 1.24 (" 24"), but in the future i might change it to 1.25 if that doesn't conflict with someone's project. In 'legacy' (compatible with jj2) mode, the user will be able to choose what version to report.
Also, a short update about name giving. Fukkatsu will be the name of the 'engine' that communicates with JJ2, and the game I'll produce using that will be called "Jazz Jackrabbit 2.5" unless someone offers a better name.
And yes, I'm aware of the legal complications of using that name, but given the remaining jj2 staff members reaction to earlier projects like these that didn't try to make profit, I'll take the chance.
Lastly, on the dev blog (in my signature) there's a post about the way of making it Open, and also a question to future users about new things to add. You might want to check it out ;)
Why would reporting another jj2 version cause 'social implications'? I might be missing something here, but I cannot see how this is such a big deal.
The ability to choose which JJ2 version to emulate seems like a good way to ensure maximum compatibility, instead of anything that would cause social disruption... Also, what's with the legal part? Would DanZeal sue me if i joined his server reporting I use 1.21 while I use 1.24+?
Could you please explain what's so wrong about me offering users a way to emulate older JJ2 versions?
Why would reporting another jj2 version cause 'social implications'? I might be missing something here, but I cannot see how this is such a big deal.
The ability to choose which JJ2 version to emulate seems like a good way to ensure maximum compatibility, instead of anything that would cause social disruption... Also, what's with the legal part? Would DanZeal sue me if i joined his server reporting I use 1.21 while I use 1.24+?
Could you please explain what's so wrong about me offering users a way to emulate older JJ2 versions?
Are you joking/trolling or do we just misunderstand each other?
I never said I made 1.21-1.24. where did you even get that from...
I'm just saying that I think I should make my rewrite able to emulate older jj2 versions, for compatibillity.
I never claimed to have made 1.21-1.24, or even to own ANY rights about jj2. -_-"
Also:
Quote:
Don't tell me you made 1.21-1.24 because that is fraudulent.
Apparently telling you I made certain versions of jj2 is fraudulent? No, that would be just a blatant lie as long as i didn't try to earn money over anybody's work...
Are you joking/trolling or do we just misunderstand each other?
I never said I made 1.21-1.24. where did you even get that from...
I'm just saying that I think I should make my rewrite able to emulate older jj2 versions, for compatibillity.
I never claimed to have made 1.21-1.24, or even to own ANY rights about jj2. -_-"
Also:
[quote]Don't tell me you made 1.21-1.24 because that is fraudulent.[/quote]
Apparently telling you I made certain versions of jj2 is fraudulent? No, that would be just a blatant lie as long as i didn't try to earn money over anybody's work...
Yes, Wktk, that would be trolling, and good such at that.
I assume the resolution limit will be compatible with JJ2+'s (but preferably more fool-proof)
XDDDDDDDDDDDDDDDDDDDDDDDDDDDD
Yes, Wktk, that would be trolling, and good such at that. :D
I assume the resolution limit will be compatible with JJ2+'s (but preferably more fool-proof)
Glad to hear that, I was scratching my head for a moment there...
As for the resolution limit, I'll do the same as for a whole lot of other new setting I plan to introduce:
-Joining a normal JJ2 server: Settings can only be set in the range jj2 supports them.
-Joining a JJ2+ server: Same as above, but if plus sopports this setting (e.g res limits) those limits will be used.
-Joining a same/higher version 1.25/fukkatsu server: Everything will be adjustable, in the ranges the server specifies.
-Joining an older version 1.25/fukkatsu server: Everything compatible wil be adjustable, the rest will default to jj2 ranges.
For example, regarding the resolution limits:
Normal jj2 server: 320x240-640x480;
JJ2+ server: 320x240- plusMaxWidthxplusMaxHeight (if not passable, 640x480)
1.25/fukkatsu with limits: limitMinWxlimitMinH - limitMaxWxlimitMaxH
1.25/fukkatsu without limits: 320x240-1920x1200.
I hope that clears it up a bit
EDIT: After reading, i felt the need to add some more info regarding 1.25/fukkatsu's limitMin settings:
Yes, I'ts possible to set a 'Minimal resolution' clients must have. While it is recommended to leave this at 320x240 or 640x480, some artistic oriented levels or gamemodes might want to raise this. When trying to join a server with a resolution that's not in the servers accepted range, the following will happen:
1) Your system offers a resolution in the servers range:
You will be able to either change your resolution, or return to the server select screen.
2) Your system has no resolution in the servers range:
You'll get a disconnect screen, telling you that your resolution is not supported.
Remember, Windowed mode can do every resolution, but might be not playable if the window is way larger than your monitor.
An option to mark/gray out/hide incompatible servers will be added.
For programmers: All the server settings will be retrievable using UDP, even when not connected yet.
Glad to hear that, I was scratching my head for a moment there... :D
As for the resolution limit, I'll do the same as for a whole lot of other new setting I plan to introduce:
-Joining a normal JJ2 server: Settings can only be set in the range jj2 supports them.
-Joining a JJ2+ server: Same as above, but if plus sopports this setting (e.g res limits) those limits will be used.
-Joining a same/higher version 1.25/fukkatsu server: Everything will be adjustable, in the ranges the server specifies.
-Joining an older version 1.25/fukkatsu server: Everything compatible wil be adjustable, the rest will default to jj2 ranges.
For example, regarding the resolution limits:
Normal jj2 server: 320x240-640x480;
JJ2+ server: 320x240- plusMaxWidthxplusMaxHeight (if not passable, 640x480)
1.25/fukkatsu with limits: limitMinWxlimitMinH - limitMaxWxlimitMaxH
1.25/fukkatsu without limits: 320x240-1920x1200.
I hope that clears it up a bit :)
EDIT: After reading, i felt the need to add some more info regarding 1.25/fukkatsu's limitMin settings:
Yes, I'ts possible to set a 'Minimal resolution' clients must have. While it is recommended to leave this at 320x240 or 640x480, some artistic oriented levels or gamemodes might want to raise this. When trying to join a server with a resolution that's not in the servers accepted range, the following will happen:
1) Your system offers a resolution in the servers range:
You will be able to either change your resolution, or return to the server select screen.
2) Your system has no resolution in the servers range:
You'll get a disconnect screen, telling you that your resolution is not supported.
Remember, Windowed mode can do every resolution, but might be not playable if the window is way larger than your monitor.
An option to mark/gray out/hide incompatible servers will be added.
For programmers: All the server settings will be retrievable using UDP, even when not connected yet.
Assuming you will still be using SFML: it should be fairly easy to just scale down the window size/screen resolution outside out the server range if necessary and just have SFML automatically apply the sf::View size, scaling down the window content.
Basically, if your system's maximum is 640x480 for some reason, but the server requires 1280x960, your client will use 640x480 as its fullscreen resolution/window size, but display the game content zoomed out x2. SFML should actually do this automatically, depending on the way you use sf::View. For clamping the view to lower maximum resolutions, I suggest either scaling the game up to fill the screen, or using sf::View::setViewport() to create a "frame" around the game as JJ2 does now.
Assuming you will still be using SFML: it should be fairly easy to just scale down the window size/screen resolution outside out the server range if necessary and just have SFML automatically apply the sf::View size, scaling down the window content.
Basically, if your system's maximum is 640x480 for some reason, but the server requires 1280x960, your client will use 640x480 as its fullscreen resolution/window size, but display the game content zoomed out x2. SFML should actually do this automatically, depending on the way you use sf::View. For clamping the view to lower maximum resolutions, I suggest either scaling the game up to fill the screen, or using sf::View::​setViewport() to create a "frame" around the game as JJ2 does now.
Thanks for the advice, that seems like another good way to do it. However, even when using downscaling to get access to higher resolutions than your system supports, this might still impact your gameplay due to your system being unable to render such a high resolution fast enough.
I mean, most of us will remember the slow computers at school when we were younger. Slow, Windows 98/XP, and max res = 1024x768. Those wouldn't be able to render 1920x1080 fast enough for you to enjoy the game, let alone how weird it would look upscaled...
Still, I'll just include as many working solutions as possible, and leave it to the users/servers to choose between those.
Thanks for the advice, that seems like another good way to do it. However, even when using downscaling to get access to higher resolutions than your system supports, this might still impact your gameplay due to your system being unable to render such a high resolution fast enough.
I mean, most of us will remember the slow computers at school when we were younger. Slow, Windows 98/XP, and max res = 1024x768. Those wouldn't be able to render 1920x1080 fast enough for you to enjoy the game, let alone how weird it would look upscaled...
Still, I'll just include as many working solutions as possible, and leave it to the users/servers to choose between those.
The current project is in Java, which means it will be possible to add android support.
While it is not that hard, the problem is that it's a lot of work. I also have things like college, work and meetings.
Thats why it'll take a few years before it is completely finished. I hope to have some demo's or betas ready before that though.
The current project is in Java, which means it will be possible to add android support.
While it is not that hard, the problem is that it's a lot of work. I also have things like college, work and meetings.
Thats why it'll take a few years before it is completely finished. I hope to have some demo's or betas ready before that though.