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  Some days I wonder...
Posted by: Kursed - 17th June 2021, 1:12 AM - Forum: Discussion Hall - Replies (6)

...how well some members who were previously on JV are doing. 

Am i the only person who feels like I’m kind of stuck? I always seem to revisit this site but I can’t tell why. No offense to Bls, the moderator staff or active community members- but i dont really feel any connection like i did when i was younger. So why do i keep visiting and pondering? Does anyone else relate?

I always assume (or hope) old users from JV have developed into people they wanted to be and they are living their best life. Particularly those who have moved on and never visit or keep contact anymore. 
A somewhat relevant experience i had was that I once messaged Ross on Steam (out of complete random, i was never very close with Ross) to say hello. We talked briefly about the old members and who we keep in contact with today! We did also mention some names of users we both had no idea where they went... could they even be alive? 
We ended on wishing the best for each other, and we both agreed it felt strange to even think about the old days, even for that brief conversation

Sometimes it seems surreal to think ive been on JV for over 10 years. It almost feels like it’s a part of my life I can’t let go, but i’m certainly thankful for it in a strange way. I’m a completely different person than who I was back then and I do feel it’s even helped shape me in some ways... still, I can’t help but feel there is something i can’t explain that brings me back every once in a blue moon...

Perhaps this is more of a blog post, as it’s me mumbling on about things without point LOL
but I’m hoping that some of you can relate, i would love to hear your thoughts.

Cheers

K

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  Spoil a game in just 2 words
Posted by: dotime - 16th June 2021, 10:10 AM - Forum: Blogs - Replies (13)

Kind of hard to do

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  Nets and Rotation Blocks
Posted by: KOTG - 16th June 2021, 7:04 AM - Forum: Bugs and Suggestions - Replies (6)

No idea if it's an actual bug but this doesn't feel intended. Whenever you rotate (I only tested with right rotate block) you don't seem to be able to go through safety nets even though they have a solid block under them. I don't know the requirements for the feature to work but there doesn't seem to be much of a difference between when you rotate and don't

Video examples:
https://vimeo.com/563648453/1f46264e5e
https://vimeo.com/563652507/5e53da4df9

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  Goliathe Grand Prix Deluxe
Posted by: TRUC - 15th June 2021, 12:01 AM - Forum: Platform Racing 2 - Replies (25)

[Image: KV24ERF.png]
.
Welcome to Goliathe Grand Prix Deluxe !
.
In this slightly revamped edition, we Switch things up for U Eek
(see what I did there, eh ?)
.
New cups, new challenges, more racing and more prizes... the only thing you'll be missing (or not) are the judges... that's right, you get the option to go solo this time around. You are the master of your own destiny !
.


.
Basic elements + Glossary:
  • Cups:
There are 13 cups in total in Goliathe Grand Prix Deluxe, which I will be referring to as GGP Deluxe from now on: 11 are considered to be regular ones, while there are 2 special, lenghty ones that work differently, known as the All Star cups; more on these later. Out of all the cups, only 2 are available at the very beginning: the Racer Cup and the Dragon Cup. All other cups can be unlocked by meeting certain requirements, such as getting a particular medal, or a certain number of one kind.
  • Grand Prix mode:
This is the heart of GGP Deluxe. A Grand Prix consists of playing through all levels in a cup, aiming for the best possible time, both per level and overall. With one daily attempt per cup, this is where you will be able to rack up points, and get some medals.
.
On regular cups, you will get 3 attempts (3 laps, if you prefer) per level. Play through all 3 laps of a level, then procede to the next one, while keeping track of your times. Only the best laps will count toward your final times. Each level in those cups, and the overall cup time as well, comes with 2 times to beat, known as ''target time'' and ''expert time''. Both are worth a point, for a total of 10 per cup.
.
On All Star cups, you will only be awarded 1 lap per level. Play them in order, and your goal is to beat as many in a row as possible. You get points for the number of level target times you beat without missing, for a maximum of 16. Failing to beat this time on a certain level will end your streak, and no more points can be scored. However, the overall time still counts towards medals, no matter how many points you scored. There are 4 extra points to obtain for beating expert times as well while in your streak (2, 4, 6 and 8 respectively), for a total of 20 per cup.
  • Time Trials mode:
To unlock this amazing feature for a given cup, you must obtain AT LEAST 60% of the total points for said cup. That is 6 points for regular cups, and 12 for All Star cups. Time Trials let you play as much as you want without any daily limit (as long as you follow the recording guidelines, of course); however, you cannot win points and medals in this mode. Less pressure, yay Smile
.
It's a great way to grind Challenge Stamps, though, and levels will get a seperate leaderboard for Time Trials records. You can play levels by themselves within the cups you have unlocked this mode on, except for All Star cups, where you still need to play through the whole set of levels in one go to meet the requirement for the Challenge Stamps.
  • Points:
Points are obtained by defeating target and expert times, or completing certain objectives, in Grand Prix mode. You need to be faster than the times; this means that if the target time is 1:00.00, you need to get 0:59.100 or better to get the point. There are a total of 150 to be found within the 13 different cups, and they are used to collect PR2 sets and their epic variants.
.
Target Time = a time to beat that will usually only require a few attempts in practice to reach
Expert Time = a time to beat that is a little more challenging, and will require some consistency in practice
  • Collectibles:
There are 52 medals (13 of each kind, ranging from Bronze up to Platinum) and 48 Challenge Stamps to collect in GGP Deluxe. While medals can only be obtained in a Grand Prix, Challenge Stamps may also be earned, and most likely will be, whilst in Time Trials. You will need medals to unlock all remaining cups. Collectibles are used to collect PR2 EXP.
.
Bronze, Silver = split the difference between the cup's target and expert times into thirds
Gold = the sum of level expert times for the cup (splits into fourths withcup times and the first 2 medals)
Platinum = a challenging goal, slightly tougher than Gold (except for All Star cups, where it's the expert sum)
Challenge Stamps = a skill pushing goal that will require great knowledge of the levels
.

.
Prizes:
.
30 points – Reindeer Set
60 points – Crocodile Set
100 points – Artifact Hat
150 points – Gecko Set
.
10 collectibles – 1’000’000 EXP
20 collectibles – 1’000’000 EXP
35 collectibles – 2’500’000 EXP
50 collectibles – 2’500’000 EXP
65 collectibles – 4’000’000 EXP
80 collectibles – 4’000’000 EXP
100 collectibles – 10’000’000 EXP
.

.
Times and Cups:
.
[Image: mag02I.jpg]
.

.
Unlocking cups:
  • Racer Cup (10)
Starter Steps by Kinx ((5976844 – no items))
Pyramiden by (~.~) ((5829973))
Dark Forest by Makie98 ((5846178))
~Fantasy World~ by Gerben ((6134067))
  • Nature Cup (10) – LOCKED (Bronze Medal in Racer Cup)
~Autumn~ by Rammjet ((2446965))
Jungle Adventure by Forgiveness ((6214192))
Lost Woods by Surcosman ((6228311))
~Oceana~ by Astecarmyman ((6177242))
  • Landscape Cup (10) – LOCKED (Bronze Medal in Nature Cup)
Caves of Darkness by Link98989 ((5898881 – no items))
Misty Mountains by TRUC ((6049716))
Míhíra by Overbeing ((2019827 – no items))
Cliff Ranger by Jasking95 ((4626990))
  • Space Cup (10) – LOCKED (Bronze Medal in Landscape Cup)
Hyperspeed by Dangevin ((5751568))
Mission : Disappearance by Cooldude90 ((5760221 – no items))
Orion by TRUC ((6217028))
Galaxy Run 3 by The Hat Bonuser ((6336742 – no items))
  • Dragon Cup (10)
Dino Land by Arzeef ((5821764 – no items))
YOSHI’S ISLAND by AlphaZ ((5982094 – no items))
~Mt. Dragon~ by Lolpig9 ((6211954))
Lost Dragon By Sothal ((6356180))
  • Timeline Cup (10) – LOCKED (Bronze Medal in Dragon Cup)
Plasma Ball by Atomic Galaxy ((6223513 – no items))
Parasite by SalamanderMan ((2623061 – no items))
The Time Machine by Sanzep ((5981302))
'Dream Walker’ by PooZy ((1506804 – no items))
  • Temple Cup (10) – LOCKED (Bronze Medal in Timeline Cup)
Ocaso by Ezmeralda ((6490387 – no items))
ShangriLa by Juustokakku ((5823478 – no items))
The Adventure by Nateagnoli ((6118056))
Portal Temple by Justinbob100 ((6376626 – no items))
  • Overworld Cup (10) – LOCKED (Bronze Medal in Temple Cup)
Perfect Storm by Colind ((6202240))
~Utherworld~ by TRUC ((5999748))
Rage! by Good Job Man ((6148606))
Pitfall Valley by Shadow Z ((6019245 – no items))
  • All Star Cup 1 (20) – LOCKED (Bronze Medal in Space Cup)
Racer – Nature – Landscape – Space
  • All Star Cup 2 (20) – LOCKED (Bronze Medal in Overworld Cup)
Dragon – Timeline – Temple – Overworld
  • Silver Cup (10) – LOCKED (Collect 6 Silver Medals)
Valley by JGPrix ((6338684))
Claustrophobia by JGPrix ((6338675))
Inertia by JGPrix ((6338680))
Waffle Pit by JGPrix ((6338673))
  • Gold Cup (10) – LOCKED (Collect 7 Gold Medals)
Zirconium by JGPrix ((6338668))
Twilight by JGPrix ((6338672))
Triforce by JGPrix ((6338669))
Mystic by JGPrix ((6338676))
  • Cheetah Cup (10) – LOCKED (Collect 8 Platinum Medals)
3-1 Slipstream by CheetahRacingLeague ((6290409))
2-2 Manifacture by CheetahRacingLeague ((6288168))
4-2 Rough Rider by CheetahRacingLeague ((6303658))
Hexakosioihexekontahexaphobia by CheetahRacingLeague ((6227830))

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  Speedrunner of the Week V3 #23
Posted by: Dexterity - 13th June 2021, 6:49 AM - Forum: Platform Racing 2 - Replies (2)

[Image: mWQ9S3o.png]


Welcome to Speedrunner of the Week, a contest tailored for the fastest players in Platform Racing 2! We have the racers, the fast racers, and those who are above them all: Speedrunners. Do you have what it takes to become a Speedrunner?

How does it work? ?
  • Each week a new level is given a target time and expert time for contestants to beat. If you complete the target time you get 1 point added onto your total score. If you are super speedy and also manage to complete the expert time you will gain 1 extra point, bringing your total to 2 just from beating the set times.

  • You can also gain points if you place in a podium spot against your competitors: if you set the fastest time that week you will gain 3 points, if you come in with the second fastest time you will get 2 points, and if you set the third fastest time you will get 1 extra point. Make note however, you will only be granted these podium points if you have beaten the target time.

  • Submissions will close on Sunday 12:00AM EDT. Be sure to convert this time into your own timezone if necessary to avoid any late submissions!
Rules: ?
  • Any runs that have been posted after the submission date will not be counted for that week. Please note that Sunday 12:00AM EDT is your deadline and not when I post the "submission's closed" comment on the thread.

  • You are allowed to submit as many runs as necessary; you are not just limited to one.

  • You are not allowed to use any form of hacks or TAS in your submitted run, doing so will get you banned from participating in any further SOTW events.

  • Any form of glitching which wasn't intended by the creator of the level will not be allowed. If you are unsure whether a glitch is allowed or not, feel free to ask me in a thread post or through Discord.

  • You are not allowed to involve multiple players in your speedrun. however, you are allowed to have someone spectate you for any assistance purposes such as recording runs.

  • In the event of a level with 'Super Flying Cowboy Mode' (SFCM): unless the level uses this mode as a hat remover or if the level specifically requires the use of SFCM, all runs that have this mode enabled must be reset. Any runs that have this mode enabled when it's prohibited will be voided.

  • You are only allowed to use up to 195 stat points (Rank 45).

  • You are not allowed to use any hats which may affect the time of the speedrun. Hats which you are allowed to use include: Exp Hat, Kong Hat, Party Hat, Jigg Hat, Thief Hat and the Jellyfish Hat.

  • You are allowed to get the stat advantages from any of the stat blocks around the level.

  • Regarding video submissions, only video submissions which have been posted on this thread will be allowed. I will not be accepting any downloadable files as submissions. Please make sure that in your video you are also showing your in-game stats, as well as a clear video on your ending time.
Prizes! ?
  • 10 Points - Crocodile Set (+Epic Upgrades)

  • 20 Points - Epic Blobfish Head

  • 30 Points - 5,000,000 Experience

  • 40 Points - Bat Set (+Epic Upgrades)

  • 50 Points - 10,000,000 Experience
The prize wheel will be rotatable meaning anyone who gets to 50 points is allowed to win the same prizes again!


For any inquiries feel free to message down below or DM me on Discord at Tymbuh#0001.





Level Selected for This Week: ?

Paradise - OS by Fire Ring (4878824)

Target Time: ?
2:27.00

Expert Time: ?
2:15.00

? Previous Winner: ?
Master Raiden

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Lightbulb Adding A Finish Block Option In LE
Posted by: Colind - 13th June 2021, 1:32 AM - Forum: PR2 Suggestions - Replies (5)

Hello everybody, the title of the thread basically says it all.. but it'd be neat if you can control how many times you can bump a finish block before it 'darkness out'. 

For example; In objective trapwork maps, when you finish '1 level' of the map there's a finish block that you'll have to bump then go onto the next level. 

The idea is that the creator can choose how many times a player has to bump a finish block before it 'darkness out', if that's either 1 to whatever # of times he/she want them to hit/bump before going to the next 'level' of the trapwork. 

I don't know how to enter a pic/drawing that I did on my pc to jv2 but here's a screenshot of what the option page can be for the finish block (first time using paint, I know I suck at drawing); https://prnt.sc/1588qlm

Another idea (part 2 I guess) that I had for this.. whatever # you choose from 1 to 999 and once you hit that finish you'll automatically get that # of 'bumps'. 

For example; If you make Newbieland 2 by Jiggmin into a objective racing map, say you set two more finish block into the map..

You place the 1st finish block at the start of the map and it's set to '10', so it's worth 10 finish block, 2nd finish block you place is when you're going up the wall, that one is worth '10' finish block. The last finish block is where it usually at in the end of the map, that one is worth '20' finish block

I hope this make sense to you guys & thanks for reading Smile.

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  Starting block vanished
Posted by: KOTG - 12th June 2021, 6:11 AM - Forum: Bugs and Suggestions - Replies (6)

In level editor I tried to do the bomb trick where you place the bomb inside the starting block to remove hats however I noticed that one of the starting blocks vanished (The nr 1 block). I thought it was a visual bug but after saving the game it appears to be completely gone and whenever I test my level I always start from the 2:nd starting block (The nr 2 block). I don't seem to be able to get it back and I can't undo since I already saved.

Video: https://vimeo.com/562140977/6a17a75d0f

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  Fold a bat set ?
Posted by: TRUC - 11th June 2021, 12:49 PM - Forum: Blogs - Replies (3)

I just got an extra Bat Set (with epic upgrades) that I don't need, and dumping it on an alt I never use seems pointless, considering it's a pretty rare set...

I'm currently sitting around 63.5M F@h points, so if anyone is interested in helping me get closer to 100M, I'd glady trade the set Smile

I don't want this to be a quick ''first come first served'' kind of thing, so I'll take bids until Monday. Highest possible bid would be around 36.5M points, so unless someone has already posted for that amount (in which case I guess they win automatically ?), feel free to bid anything in between Tongue

And please don't randomly start folding in hope for a set unless the results are clear and announced, I only got one. I'll give out the set once the folding is ongoing ^^

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  Teleport blocks and art
Posted by: Camer the Dragon - 10th June 2021, 1:21 PM - Forum: Bugs and Suggestions - Replies (1)

Problem: Editing teleport blocks causes the paintbrush tool to be selected if it has been selected previously

Type of Problem: [?]

Expected Behaviour: it to not happen

Actual Behaviour: but it does

Steps to Reproduce the Problem: Place a teleport block in the block layer, go to an art layer of your choice, select the paintbrush tool, go back to the block layer and change the colour of the tele block, now after you exit the colour picker you'll have the paintbrush selected and will draw in the previous art layer you were on. This stays with you and through all the layers until you select a block or stamp or something of that nature. Going to Block, BG or Setting tab will draw on the last art layer you were on.
It's hard to fully explain so I have made a vid and posted to JV2 discord server (link below)

Additional Information (pics/vids are welcome and encouraged!)https://discord.com/channels/52867952270...1745877062

I had to make the vid poor quality so it could fit in 8mb (I probably overdid it lol) but the bug is clear to see in the video.

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  Making PR2 Turing complete
Posted by: Kwing - 9th June 2021, 11:38 PM - Forum: PR2 Suggestions - Replies (10)

With the introduction of Teleport Blocks, the potential for PR2 to incorporate complex designs has increased astronomically. One of the first things that came to mind for me was the possibility of making Turing-complete programs in PR2 (explanation of Turing completeness here: https://www.youtube.com/watch?v=RPQD7-AOjMI).

The requirements for Turing completeness are as follows:

  • Arbitrary memory that allows for reading and writing of data
  • Conditional branching
Right out the gate, PR2 allows for almost arbitrary memory, due to how large the level editor and block limit are. However, reading and writing data are a lot clumsier. First of all, Push Blocks are the only block that can be used to control the state of the game. Other destructible blocks can be used to measure state, but once destroyed, their original state cannot be recovered. Therefore, the positions of Push Blocks must be moved back and forth to simulate bits (zeroes and ones.)

The trickiest thing about this problem is that it's very hard to read state without modifying it. In layman's terms, most of the time a level makes you branch into different paths based on a Push Block, you push the block in the process. This makes it impossible to repeatedly read the state of the Push Block, as simply reading it changes the state.

Here's an image of a module I've been working on:


[Image: 2233e4a5989fea139e4615df9e06a7c9.png]

Usage Instructions:

Touch BLUE to write to the bit (it will alternate between its two states.) Touch PURPLE to read the bit. Depending on which state the bit is in, you will be returned to the control room (bottom) through either GREEN or RED.

Explanation:

Touching BLUE brings you to the upper left room. If the PB here is in the left position, the player will hit it, then hit the leftmost up arrow, hit ORANGE, and go to the top right room. Here, the player will be forced to move the PB to the up position before hitting BROWN and returning to the control room.

If when the player hits BLUE, the PB is in the right position, the player will hit the rightmost up arrow, hit YELLOW, teleport to the right of PB and push it to the left, then hit PINK. They will then ride along the arrows in the top right room and be forced to push the PB down before hitting GRAY and returning to the control room.

When the player hits PURPLE, they teleport to the top right room and ride along the arrows. If the PB is in the up position, they fall and hit RED. If the PB is in the down position, they go sideways and hit GREEN.

Next steps from here:

While this system seems relatively robust, it's not flawless. For instance, when the player teleports to ORANGE in top right, they're meant to hit the PB and set it to the up position. However, it's possible for the player to hold down and avoid hitting it, returning to the control room without flipping the bit as intended. Similarly, when the player teleports to PINK in top right, they can move right fast enough avoid setting the PB to the down position. (Reusable stat blocks would be amazing here - you could set a player's stats to 0/0/0 and basically force them to play the level like a Don't Move until an operation finishes, at which point you restore their stats to normal.)

Second, this is a LOT of overhead for managing just a single bit. Complex state machines will require a ridiculous amount of overhead to function.

Finally, this example has not been expanded upon with logic gates. I think logical completeness is probably possible, since it would be easy to construct a NOR gate (if the bit is TRUE for either of the gates, send them somewhere causing the branch to diverge) and NOR is logically complete, but the idea of making anything complicated with this seems like an absolute nightmare (I can't see myself making a level based on this stuff without some kind of macro.)

Anyway, I think it might be interesting to have some discussions about what we can do with PR2 now that we have Turing completeness. I've experimented with different rules (see the "follow the leader" game Horse) but the possibilities that are opened up by Turing completeness are far greater. People have built complex machines in the past (Suuper made a calculator once) but the requirement for the player not to move meant these levels weren't viable for anything resembling an actual game, since it relied on the honor system.

What are your thoughts?

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