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Jelly Battle

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Title Screen

Jelly Battle

Developer: 20:20
Publisher: Gamenet
Platform: Adobe Flash
Released internationally: 2007


AnimationsIcon.png This game has unused animations.
CodeIcon.png This game has unused code.
GraphicsIcon.png This game has unused graphics.
Sgf2-unusedicon1.png This game has unused abilities.


See, this is why game preservation is important.
This game is defunct.
Do note the game no longer works at all without modifications. This is most likely due to the game's servers being shut down. As a result, further official developments with the game are unlikely to happen.

All hell breaks loose when a couple of jelly babies fight to the death on a Logitech™ branded keyboard in a surprisingly fun strategy game which, unfortunately, had its servers taken down and was once lost to time.

Rocket Item

Hmmm...
To do:
Is there a way to get this item to work in-game?

JellyBattleRocket.jpg

JellyBattleRockets.png

Hidden in the game's SWF file is what appears to be an unused rocket weapon which is implied to launch in either one of the eight directions from the player. The rocket graphic was used in the final game for the Air Strike item, just only turned at an angle. Its icon makes an appearance as well, and coding exists for this particular item.

class arena.Rocket extends MovieClip
{
   var dampK = 0.99;
   var slowK = 0.96;
   var dampCollision = 0.85;
   var gravK = 0.03;
   var displayscale = 34.2;
   var displaceY = -2;
   var rad = 0.017453292519943295;
   var xs = 0;
   var zs = 0;
   var fCount = 0;
   var pC = 0;
   var pCLimit = 10;
   var isEndCall = false;
   function Rocket(xRef, yRef, zRef, dir, aX, aZ, shad, sourcePlayer, targetPlayer, frameCount, e)
   {
      super();
      trace("Rocket");
      trace("---xRef:" + xRef);
      trace("---yRef:" + yRef);
      trace("---zRef:" + zRef);
      trace("---dir:" + dir);
      trace("---aX:" + aX);
      trace("---aZ:" + aZ);
      this.dir = dir;
      this.shad = shad;
      this.sourcePlayer = sourcePlayer;
      this.targetPlayer = targetPlayer;
      this.frameCount = frameCount;
      this.e = e;
      this.arenaRef = this._parent;
      trace("---arenaRef:" + this.arenaRef);
      this.sp = this.arenaRef.sp;
      this.myloc = new vector.Vector(xRef,yRef,zRef);
      this.xs = (xRef - aX) / 3;
      this.zs = (0 - (zRef - aZ)) / 3;
      this.onEnterFrame = this.proc;
      this.proc();
      this.proc();
   }
   function proc()
   {
      this.fCount = this.fCount + 1;
      this.myloc._x += this.xs;
      this.myloc._z += this.zs;
      var _loc2_ = this.sp.getPosition(this.myloc);
      this._yscale = _loc2_.myScale * this.displayscale * 0.2;
      this._xscale = _loc2_.myScale * this.displayscale * 0.2;
      this._x = _loc2_._x;
      this._y = _loc2_._y - this.displaceY * _loc2_.myScale * this.displayscale;
      this.swapDepths(Math.round(10000 - this.myloc._z * 2000 + 32));
      _loc2_ = this.sp.getPosition(new vector.Vector(this.myloc._x,0 - this.myloc._y,this.myloc._z));
      this.shad._yscale = _loc2_.myScale * this.displayscale * 0.2;
      this.shad._xscale = _loc2_.myScale * this.displayscale * 0.2;
      this.shad._x = _loc2_._x;
      this.shad._y = _loc2_._y - this.displaceY * _loc2_.myScale * this.displayscale;
      if(this._x < -20)
      {
         this.clear();
      }
      else if(this._x > 770)
      {
         this.clear();
      }
      else if(this._y < -10)
      {
         this.clear();
      }
      else if(this._y > 450)
      {
         this.clear();
      }
      if(this.targetPlayer != undefined)
      {
         if(this.fCount >= this.frameCount)
         {
            this.explode();
         }
      }
   }
   function explode()
   {
      this._parent.bonusSystem.rocketHit(this.targetPlayer,this.dir);
      this.clear();
   }
   function clear()
   {
      this.e.eventFinished("rocket");
      this.sourcePlayer.endRocket();
      this.shad.removeMovieClip();
      this.removeMovieClip();
   }
}

Unused Victory Animation

JellyBattleVictory.gif

A leftover from Jelly Jumper, previously developed by 20:20. The clear version of the character implies a "winning" animation would have been implemented depending on which opponent won in a round.