jjturbo9

Patch Notes More Mori

Oct 7th, 2025 (edited)
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  1. Patch Notes More Mori
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  3. (anything later than 2025-11-05 isn't worth mentioning here, maybe I'll fix a tiny detail here or there for fun but that's it, in that case I'll shadow-patch it. (2025-12-16: kinda worth noting though: I added some code snippets so Spaz/Jazz are morphed into Lori or turned to some instructional area so they know they have to download a version that has Lori. I had it before but I noticed it didn't work 100% correctly yet, now it does. Again, it wasn't anything game-breaking but it's a tiny bit better like this for sure, especially in very specific cases. And 2026-03-19: I changed x into alt for changing jump mode/special move direction. And I changed the weapon hud.)
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  5. 2025-11-05 It's getting a bit much with all the bug-fixes; I noticed another one. I thought it would be finished by now but the carrot crate wasn't there for online turbo mode, so I had to work around that somehow. I really thought it was all fixed already, but this random thing popped up... Well, it's fixed now. I kinda expected it by now, because every time I think it's all fixed but the rabbit hole keeps getting deeper, there's always another glitch when I fixed the previous one, and I never notice them until I fixed the previous one so it's always like 'just one more fix and I'm finally done with it'. It has been like that for the last 11 updates or so. The more you know; apparently scripting for jj2+ is more difficult than I thought. I noticed the glitch in my very last test (I tested all game-modes again (online coop and offline sp for easy, medium, hard and turbo mode both) so I don't think anything else needs to be fixed and I already checked if the fix caused new issues but I couldn't find any. If any glitch or so will be found, it will most likely be by players that can let me know in a pm or review. I fixed 99.9% (I'm pretty sure the main mode - offline sp - is even fixed 100%) and it's not worth it for me to search for more potential issues that might not even be there. But every once in a while I'll probably play some mode for fun and if I notice something bad of course I'll fix it, but I hope it won't be necessary.
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  7. 2025-11-04 At the start of the level Lori's head was off-screen so I placed the tiles lower. This was pretty difficult to do though because the level is very tight and things can't move around much anymore so it was quite a puzzle to make it work! And I managed to find even more to improve, like adding Queen-sync and fixing layer visibility so it always matches where the player is and how far they’ve progressed.
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  9. 2025-11-03 Apparently I swapped a "jjLayers[2].hasTiles = false;" and a "jjLayers[2].hasTiles = true;" with each-other one time, but it's fixed now. It wasn't anything game-breaking, but it did look pretty weird under certain circumstances. And I fixed another small issue where the 'watershield-tv' sometimes didn't go down fast enough because it was sliding along the side of a wall, if the player pushed it passed the edge super gently. By abusing this mechanic the player could skip the part where they were supposed to use the 'bigrock' to progress, which also made the specially added guarding fish useless, the one swimming back and forth at the entrance of the labyrinth. By simply adding some mask, the 'watershield-tv' now always drops a bit further away from the wall, so it will fall straight down below the guarding fish, unless the 'bigrock' prevents it from falling there.
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  11. 2025-10-21 The improvement I made the 21st had 1 mistake I now fixed.
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  13. 2025-10-21 I improved coop mode some more.
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  15. 2025-10-20 I added a lot of final touches that really bring it to the next level I think. More animations, more fixes. I think it's complete now, but you never know.
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  17. 2025-10-19 5th time I think '1 little change' or '1 little addition' that ended up in hours of trying to get it to work, many little things have a ripple effect and sometimes it takes quite some effort to get it to work without errors. This time I wanted to add a different kind of fish that just patrols the opening of the fish-maze so the player really has to use the 'bigrock' to avoid the water shield falling down past the fish guarding the entrance. I also added golden coin sync for coop-mode and noticed in coop-mode the coins with AS script act weird (they are placed 157 times per coin) so for coop mode it's still placed with the level-editor instead. I also changed some other things that sometimes acted weirdly, now they are consistently the way I want them to be.
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  19. 2025-10-18 I improved some of the script, it should result in less lag and more consistent results, because sometimes the events weren't as intended (although other times it worked fine, it depended on the initialization timing of jjDifficulty). Now I use more safe coding that doesn't have this problem anymore. I reduced the lag for specific difficulty-modes by removing the logic that let the game remove re-spawning events every frame, but instead I just replaced the generating event to 'no event' once. At quite some coordinates this happened for specific difficulties so it added up and resulted in more workload before. And thirdly; sometimes some events weren't spawned into the game 1% of the time, I barely noticed it before because it doesn't happen often but now I placed these events in via Angel Script instead of the level editor and it's more reliable. It's actually an improvement because some items are very important and it sucks to do 50% of the level to get stuck without an important item. It probably didn't always spawn because 2 events were placed at the same tile at these coordinates. The 4th thing I improved was the SUPERGEM, it often didn't release the red gems but instead just disappeared, for some reason only 1 of the SUPERGEM's had this issue. But I placed the event with AS instead and put SUPERGEM.deactivates on false and it solved the problem.
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  21. 2025-10-17 I improved the script so there's less lag in coop-mode. I also improved some other small things like removing TNT crates after that part of the puzzle is solved, so you can't abuse them for other parts of the puzzle to cheese your way through. And I noticed a few more glitches that are solved now except 1 (texts are shown simultaneously under very specific circumstances), I added that to the disclaimers instead because it seems impossible to fix (at least with my current coding knowledge and a few hours trying) and it's only a small inconvenience only for coop-mode which is the bonus mode (it's mainly for offline sp).
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  23. 2025-10-15 I placed the orange trigger scenery blocks somewhere else where they actually make more sense, it doesn't change the game-play much but it's just slightly more intuitive for a first play-through this way. And I made some blocks grey as a silent hint it's a path for the grey trigger crate, to make it slightly more intuitive as well.
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  25. 2025-10-14 I separated online coop and offline sp better, texts used to be combined but now you'll only get the text that belongs to the mode you're playing. I also improved the texts overall (the text itself but also the style of it). And more things are separated so the player won't get confused about things that don't matter for the mode they are playing. I also improved some parts where you could cheese your way through a certain way, that's not possible anymore. So overall it's a more streamlined experience now.
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  27. 2025-10-07 I added some gems mostly to decorate the level where it could use it and a raven, tube turtle, normal turtle and a crawling sucker to spice it up. And I added 1 carrot for normal mode.
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  29. After 2025-07-12 I sometimes added minor improvements, too small to mention. Just details to make it slightly better if you pay attention or to prevent small glitches that only sometimes (or barely) happen and aren't even game breaking, but still objectively better to be fixed.
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  31. 2025-07-11. Minor improvements; easy mode is a bit better, I added a small visual improvement to the tileset and I mirrored some tiles (and rotated some others) so the lighting direction makes more sense.
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  33. 2025-06-24. A really tiny tweak for appearance. I tried to improve the way texts are shown. It’s better now but I might find a way to improve it even more. It’s not that important to improve anymore, but nice to know how for general level creation knowledge.
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  35. 2025-06-23. LAST UPDATE (I hope/think) There was some mistake in my 2025-06-20 update; some AS I added caused some other AS to be ignored. I didn’t notice it then because I didn’t have enough time to test it enough but just wanted to upload the updated version. But it’s fixed now, I played the whole level on hard mode again in sp and coop to be sure! Lesson learned; next time when I wanna upload my level I have to test it even more also with some other players. Because this re-uploading thing is fine (and really nice to correct mistakes) but not ideal at all!
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  37. 2025-06-20 2nd edit: I really think this is the final update. Maybe I’ll tweak a tiny detail for appearance, but nothing remotely major. In this update I added some script so when a player gets roasted they can open the blockade as well. Only newly joined players can’t open the blockade, so they have to chat to convince the other players to open it. This way you don’t totally block them out like a level password or a player limit would, but it still prevents them from messing up your progress.. -3rd update of the day (a really tiny tweak for appearance): I added a text reminder to put the game-mode to Coop, whenever it isn’t in that mode when playing MP.
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  39. 2025-06-20: Now when there’s only 1 active player in Coop mode they can trigger the blockade out of the way. This is really important for hosting it on some servers. I never thought about it because I was thinking about a small private server where the host is always playing and plays with a 2nd player. But on bigger servers sometimes there’s only 1 player, and the level already started when they joined. I would never have thought of this before I uploaded.
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  41. 2025-06-19 2nd edit: I added a Lori sound-effect saying ‘Hm hm, piece of cake!!’ when she finds the cupcake.
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  43. 2025-06-19 – I added 1 tile so the outlet of a tube looks better. And a tile to hide a crate better (it was sticking out 1 pixel row).
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  45. 2025-06-18 – I replaced 1 cloud so it also looks good with an 800×600 resolution.
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  47. 2025-06-17 3rd edit – for Coop mode the code for syncing between players has been improved.
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  49. 2025-06-17 2nd edit – There wasn’t anything game-breaking to be fixed, but I improved the queen Boss a little bit and added a line of code so the carrot crate keeps its position when you leave its area. And fixed a little thing for easy mode and changed little things to make it look slightly better.
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  51. 2025-06-17 – 1 png was missing, I added it now. The jj2+ chat-log AS debug never gave me an error about it so I thought it was fine and didn’t even notice the missing file, but I didn’t included a pragma require for 1 png so it didn’t zip the png with it. Although the png was still loaded when I played my level (because I have the png in my folder anyways) so I wasn’t aware of the error. Luckily I fixed it quite quickly after uploading.
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