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Download the latest registred version !
Jalweg registred v1.1 - Windows |
Download (zip)
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3.9 Mo
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Jalweg registred v1.1 - Linux |
Not Yet Available
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new levels
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save your replays
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game editor
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networked game beta test
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no more shareware screen
More levels !
These levels are not included in the distribution. They have been created by
other users of Jalweg. If you create a new level with the editor
send it at
and I will made it available for everybody :)
Level name |
Screenshot |
Download ! |
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Send your replays !
Each time you finish a level (dead or alive), your replay is saved in a file
named "replay.jalweg" . If you have done a better time than the one in
the hall of fame, send this file to us ; and you will reach fame and fortune by appearing
in the Jalweg hall of fame ;)
Create your own levels !
The game includes a level editor that can be reached by pressing the tabulation
key. The interface of the editor is not exactly user friendly - however all
levels were created using it so ... it is possible to make something with it :)
The best way to learn is to load existing levels and to look how they are build.
The element of a level in Jalweg are
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blocks (horizontal blockers, pillars)
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entities (the hero, monsters, balls, repulsers)
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fences
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triggers (control the fences)
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holes (used to operate CSG on the level area)
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bevels (used to create a border on an edge of a level)
The basic editor commands are:
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[l] load a level
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[s] save a level
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[r] reset level
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[a] enable/disable automatic borders
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[up / down] increse / decrease level area
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[left shift] change editing mode
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[n] select the next trigger
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[backspace] delete the level element close to the cursor
For each editing mode there is a set of different commands which are described
here:
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Block editing mode
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[mouse left button] create an horizontal blocker
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[mouse middle button] create a small pillar
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[mouse right button] create an invisible blocker for balls
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Entites editing mode
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[mouse left button] add a ball
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[mouse right button] define single player start
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[mouse middle button] add a monster
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[x] create a repulser
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[c] increase radius of last created repulser
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[v] decrease radius of last created repulser
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Fences editing mode
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[mouse left button] create a new fence - it will be controlled by the trigger
selected during its creation. When the trigger is on the fence opens, it closes
when the trigger is off.
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Trigger editing mode
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[n] cycle through triggers.
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[space] change trigger mode.
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timer - This mode is a cycle with n milliseconds on
and m milliseconds off. An offset (phase) d
can be added to the time line of each triggers.
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switch on - The trigger is off and goes on when the hero pass the switch line.
It stays on for n
seconds and then goes back to off.
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switch off - The trigger is on and goes off when the hero pass the switch line.
It stays off for n
seconds and then goes back to on.
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swap on - The trigger change its state each time the hero pass the switch
line. It is on by default.
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swap off - The trigger change its state each time the hero pass the switch
line. It is off by default.
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[1] [2] change n
for the currently selected trigger
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[3] [4] change m
for the currently selected trigger
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[5] [6] change d
for the currently selected trigger
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[left mouse button] define the switch line for the current trigger.
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Holes editing mode
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[left mouse button] creates a hole. The polarity
of the hole depends on the order of creation of its points (cw or ccw). A
white hole is additive, a red hole is substractive.
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[i] invert hole polarity
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[u] make the hole under the cursor the top level hole (the cursor should be
close to one point of the hole). This should be use to re-order the holes of
different polarity to create the desired level geometry.
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[x] create a circular hole
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[c] increase last hole radius (consider the last hole was a circular hole
- if not it is transformed in a circular hole)
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[v] decrease last hole radius (consider the last hole was a circular hole- if
not it is transformed in a circular hole)
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[b] create bevel on edges of the last hole
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Bevels editing mode
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[left mouse button] create a bevel. Bevels should be used to mark extern edges
of a level. They are very important because without a bevel there will be no
collision detection at the edges of a level ! (unless you use a blocker
instead)
There is not tutorial for now but if many people are insterested in building
levels (I hope so :) I will be pleased to create one.
Networked game beta test !
Jalweg already includes a beta version of its networked game. You can try it !
Feel free to send me your comments and bug reports!
The easiest way to play in network is to use the game launcher.
To launch a network server from the command line:
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jalweg -server the server uses the UDP port 6333
To launch a network client from the command line:
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jalweg -client <hostname> <port> where hostname
is the name (or IP address) of the computer running the server and port
the network port that the client will use for UDP communications (can be
different than the server port).
Complete example:
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The server (ip address 192.168.0.10) is laucnhed with the command line jalweg
-server -level tripod
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Each client is launched with the command line jalweg
-client 192.168.0.10 6334
When playing a network game, each
player control a hero and is chased by one monster. You have to
destroy other player's hero by making your monster colliding with them to win.
The game ends when a player score reach 4 kills.
And that's all ... for now ! Thank you again for registering !
Sylvain Lefebvre.
Jalweg (c) Sylvain Lefebvre 2002-2003 all rights reserved