View Full Version : I need comments on my levelpack
Bjossi
Feb 4, 2005, 03:37 PM
I re-released 2.2 of my levelpack few days ago due to a server crash. I wanted to fix it and release 2.3 but I can´t because I need comments on how to improve it. Of course since I´m the author, I can´t see what´s wrong.
If anyone is ready, could you please try to play it and tell me what needs fixing or improving, point me to tile bugs, what level is too easy and why it is and how to make it harder, too little eyecandy or too much food etc. etc. etc.
You can download it in this link.
http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=3567
The pack is 9 big levels so this might take some time.
Tell me everything that bothers you about it. :)
Thanks for any help!
(btw, don´t be hard on me if there are alot of tilebugs, I got very bad vision)
LittleFreak
Feb 5, 2005, 01:25 AM
The problem of it is it lacks any story or originality. Have you ever noticed how Single Player levels get much more fun if they have some story parts in it, or something not seen in every level? What's originality you may ask. Play FSP: Rent Collection then. Or Tomb Rabbit. Or TDI / TDI 2 (unfinished) from Moonblaze. Story? Play Another Story from Stripe. Then decide what's wrong about your pack. ;) Good luck.
FQuist
Feb 5, 2005, 02:08 AM
Do you mind if I reupload your new upload to <a href="http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=2947">here</a> instead? We generally want people to reupload things to their old versions and ask the reviewers for a new review rather than starting over again with a new upload (meaning old reviews get lost)
Bjossi
Feb 5, 2005, 02:36 AM
That´s fine with me FQuist. :)
@PHT2: Sorry but it´d take me months to redesign the pack to add a story and new stuff. So no is my answer. It´s not worth the problem for 0 reviews and less than 200 downloads until it goes out of sight.
Like you can read, I´m asking for bugfixes and if a level is too easy or not and why e.t.c.
Let´s stick to that, and I hope someone isn´t too lazy to do this big favor for me.
And btw, I can´t play any levels I download, JCS crashes when I try to open them, same for JJ2.
Which I find odd, I´m using 1.23 like the levels I download.
LittleFreak
Feb 5, 2005, 05:04 AM
@PHT2: Sorry but it´d take me months to redesign the pack to add a story and new stuff. So no is my answer. It´s not worth the problem for 0 reviews and less than 200 downloads until it goes out of sight.
Like you can read, I´m asking for bugfixes and if a level is too easy or not and why e.t.c.
Well, start a new pack then. :) You will get reviews once you do something with your levels. Linear levels which have nothing new in them hardly get reviews, well, because that's the way it is.
And btw, I can´t play any levels I download, JCS crashes when I try to open them, same for JJ2.
Which I find odd, I´m using 1.23 like the levels I download.
Maybe you have too many episode files? Did you download any level packs with .j2e-files inside? Too many of those crash JJ2. If you've downloaded Time Tripping - JJ2 or The Lost World Episode browse through your JJ2 folder and delete the .j2e files that came with those packs, but beware not to delete the original ones.
Bjossi
Feb 5, 2005, 05:46 AM
It happens to all level/packs, with or without j2e files. :/
But really, what can I do to make a 2D game different from the original game? The only way I can think of is to use new tilesets or create new type of puzzles. Which can be hard due to the lack of possibilities in JCS, for example, I´d like to be able to make moving tiles and you can control their moving path. Something that can open up bunch of new possibilites, and not to forget extra layers etc.
I wish Epic would release new patch that creates the glory of 2004/2005 for JJ2.
LittleFreak
Feb 5, 2005, 06:11 AM
It happens to all level/packs, with or without j2e files. :/
Could you copy + paste the error message please?
But really, what can I do to make a 2D game different from the original game? The only way I can think of is to use new tilesets or create new type of puzzles. Which can be hard due to the lack of possibilities in JCS, for example, I´d like to be able to make moving tiles and you can control their moving path. Something that can open up bunch of new possibilites, and not to forget extra layers etc.
Again, look at all those masterpieces I mentioned before. There are more ways to do something than you think. If you are not willed to do some hard work, you won't get good ratings though.
I wish Epic would release new patch that creates the glory of 2004/2005 for JJ2.
I wish that too, but they won't. :(
Bjossi
Feb 5, 2005, 06:34 AM
Do you think I don´t put hard work into my levels? It´s just a matter of creativity, I´ve always used Epic´s tilesets, maybe that´s the reason why I can´t make more creative levels. I´ll try 7th Lavafall, what do you think about that?
I can´t look at these levels you mentioned, I´ve tried many levels, usually high rated, but that goddamn crash problem...
Sacrush
Feb 5, 2005, 06:57 AM
Just tell/show the bug and we might be able to help. Sorry as I probably not review it.
Bjossi
Feb 5, 2005, 06:59 AM
Just play all the levels and tell me everything what you think. Maybe one level is way too easy or other one has too many checkpoints e.t.c.
Every single thing you want to note me about. :)
LittleFreak
Feb 5, 2005, 08:26 AM
It's a good idea trying other tilesets, as the Epic sets have been used to death and you will probably end up creating places you've seen in the original game.
For creativity, of course it can be difficult, but it's not as hard as most people think.
For example, try to do something well known the other way around. I've seen invisible tiles which could be shot to get platforms, instead of blocks which can be shot to clear a passage. Everythings possible.
You can also try thinking about what you can do with events and what you can't. For example, the floating sucker event. It's normally used as an enemy. In FSP: Rent Collection they were used to make glowing floor, which hurts the player.
Of course I believe you put hard work into your stuff, it's just that you seem to neglect some important parts.
Bjossi
Feb 5, 2005, 08:46 AM
That´s good point.
I started a level using 7th Lavafall, awesome metallic tileset. I´ll see if I still can create levels, since it´s been months since I created a brand new level and finished it.
All games I create levels with, for example Serious Sam, I´m the same person there, I created new maps but with same style as the ones in the game itself.
This tells that it´s my mapping style, it´s very hard to change one´s mapping style, because if you map against your will, you get bored pretty soon.
LittleFreak
Feb 5, 2005, 10:47 AM
I've played through your whole pack, and wrote a review. Please don't be dissapointed because a 5.0 rating is not all that high, but if I'd give you a 9.8 it won't help you either, right? ;-)
The only thing you must consider is being different and having lots of details in your levels. Oh, and good luck. Should you need betatesters, contact me under pht2@gmx.de
EDIT: I don't want to say you're levels suck or something, they only lack "the special element". You're "mapping style" has also some good points, like your levels being pretty long. Keep on it, ok? :)
Bjossi
Feb 5, 2005, 11:30 AM
I got two comments about your review. ;)
- I mentioned that I got very bad vision so tilebugs are 100% likely to be seen quite often in my levels.
- Story isn´t a neccesary thing, this levelpack is a pack of levels, this was never intended to have a story or connected levels, just few levels to have fun with. I joined them together so people wouldn´t yell at me for not doing so.
I think you underrated alittle, that special element shouldn´t affect 25% - 30% of the score. ;)
But of course I´ll use your advices. I might release 2.3 but it won´t include the special element. I´ll only make levels harder, decrease ammo and take out various checkpoints and carrots.
Can you give me in-depth list of annoyances in each level? I really want to fix all tilebugs and make the pack as enjoyable as possible.
Thanks for your comments. Please be more specific when you say too easy, what makes it too easy? Too many carrots, extra lives or checkpoints? Or something else?
LittleFreak
Feb 5, 2005, 11:46 AM
I got two comments about your review. ;)
- I mentioned that I got very bad vision so tilebugs are 100% likely to be seen quite often in my levels.
Get glasses then. :P
- Story isn´t a neccesary thing, this levelpack is a pack of levels, this was never intended to have a story or connected levels, just few levels to have fun with. I joined them together so people wouldn´t yell at me for not doing so.
Maybe next time you can write that into the description, so I won't rate story. :)
I think you underrated alittle, that special element shouldn´t affect 25% - 30% of the score. ;)
The problem is I either have to rate level design or fun factor, otherwise the review would be unfair. If you wish so, I can rate fun factor and therefore make creativity a little less score affecting. However, I'll do so tomorrow because I'm too lazy now.
But of course I´ll use your advices. I might release 2.3 but it won´t include the special element. I´ll only make levels harder, decrease ammo and take out various checkpoints and carrots.
Good thing. ;)
Can you give me in-depth list of annoyances in each level? I really want to fix all tilebugs and make the pack as enjoyable as possible.
Maybe I can do that tomorrow, but I'm too lazy today. I was on a punk-rock concert yesterday, and therefore had only a few ours of sleep. :)
Thanks for your comments. Please be more specific when you say too easy, what makes it too easy? Too many carrots, extra lives or checkpoints? Or something else?
The factors which make it too easy are
a) the enemies are not placed in a strategically way (like I've explained in the review)
b) there is too much ammo
c) strong weapons like seekers or 3-ways should be harder to get, and there should be less of them
d) I've seen some fast fire guns, which you should delete because they make the game too easy
e) The bosses are pretty easy to beat, maybe add a special arena (like in the last level) or some regenerating enemies, etc.
That's all, I'll edit the review and maybe write a more explicit description of bugs tomorrow. See you then.
Bjossi
Feb 5, 2005, 11:54 AM
Thanks.
I´m working on a level now, non-Epic tileset but I´m really stuck when it comes to make puzzles or put enemies on clever places...
LittleFreak
Feb 5, 2005, 11:58 AM
Thanks.
I´m working on a level now, non-Epic tileset but I´m really stuck when it comes to make puzzles or put enemies on clever places...
Maybe I'll think off a puzzle for you tomorrow. :lol: You needn't make puzzles, if you don't want to, but I think it's at least worth a try. ;-)
Bjossi
Feb 5, 2005, 12:05 PM
I made one where there´s a crate that´s stuck to a chain, when you break a crate, the crate raises up and you can go through.
Is that something you´re talking about?
I forgot to mention, I already have glasses. They don´t fix night-blindness and nearsighting. But they fix the blurryness.
cooba
Feb 5, 2005, 12:12 PM
To PHT:
Imagine a 10 quality level where someone gives it a 7.8 because it has no story. In other words, I am severely dissapointed by that review. A 5.0 because of lack of story and too much "strong weapons like seekers or 3-ways"? RFs are barely useful in singleplayer if you didn't know, and there aren't all that much seekers, unless you conserve your ammo.
The glasses thing is a personal attack.
Fastfire pickups making game too easy and thus he should delete every single one? You put that in a context suggesting that collecting one gives Jazz mortal powers.
And at last, you complained about how the pack is overall unoriginal and then you suggest something which has been done to death. Yes, respawning foes nearby bosses IS an overused method.
Bjossi
Feb 5, 2005, 12:14 PM
I´m going to make a clever boss arena, I hope it´ll be something new.
Blaze The Movie Fan
Feb 5, 2005, 12:33 PM
Do you mind if I reupload your new upload to <a href="http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=2947">here</a> instead? We generally want people to reupload things to their old versions and ask the reviewers for a new review rather than starting over again with a new upload (meaning old reviews get lost)
Frank is right, if your active/unbanned account used it re-upload! Well, let me give you example, JungleRabbit is the best level I ever made! However I got worse avarge rating then I re-uploaded by clicking Upload buttom insteed of re-uploading!
Bjossi
Feb 5, 2005, 12:41 PM
I think this is fine, since I´m not planning on releasing 2.3 until I get more detailed list of what´s wrong.
I´m happy with it, but the author shouldn´t appeal to himself. That´s why I want the players to speak. ;)
Violet CLM
Feb 5, 2005, 03:00 PM
And at last, you complained about how the pack is overall unoriginal and then you suggest something which has been done to death. Yes, respawning foes nearby bosses IS an overused method.
Nothing is overused if you do it right.
I´d like to be able to make moving tiles and you can control their moving path.
Have you tried putting things like big rocks/boxes on top of belts?
n00b
Feb 5, 2005, 05:22 PM
Actually what surprised me about the first 3 levels of the pack(I haven't played anything farther at the moment) was that if they were linear, it was very hard to tell. I just kept thinking When I finish playing the pack I shall write a review.
My list of Changes so far are-
Not so many carrots, while sometimes I wish I had one, more health makes me reckless and I just lose the heart anyways. But that's just me.
The first tile bugs I really noticed were in the Hell level, theres one near the beggining going up the slope(an extra tile was placed, doesn't ruin the gameplay but it just looks odd) and I found it odd that I got hurt just touching some normal looking ground.
I think thats it, oh, and if the levels were linear(as I said I couldn't tell), if you made them unlinear that would rock, but thats only if you want to make them unlinear if they were linear.
Bjossi
Feb 6, 2005, 02:52 AM
Most people complain about too many carrots and/or checkpoints.
I hopefully make very hard level, I´ll finish it maybe after a week, I´m very busy at school so I won´t have much time.
Have you tried putting things like big rocks/boxes on top of belts?
I was talking abou normal tiles, from a tileset. And they could move without needing a belt or vind, just move and you can control their speed.
blurredd
Feb 6, 2005, 04:15 AM
I'm still not sure what "control their speed" means. You mean ingame or just with JCS? Also, knowing exactly what to you want to move around would help.
Bjossi
Feb 6, 2005, 06:03 AM
It´s just a tile that has the ability to move ingame.
These would be the events you could use in JCS.
1) Movable Tile - Put this onto the tiles you want to move automaticly ingame
Properties.
"MoveOnTouch": The tile will move when touched
"Wait": How many seconds must pass until the tile moves, if MoveOnTouch is flagged, it´ll move after this many seconds after touching it. If MoveOnTouch is not activated, it´ll move after this many seconds after starting the level
2) MovTile Marker: This one is neccesary, or JJ2 will crash when the tile should move. It marks where the tile should travel. If you wan the tile to go special path, you put these markers to tell the tile where to move.
Properties:
"Direction": 1 = Up, 2 = Down, 3 = Left and 4 = Right.
"Distance": How many tiles the moving tile will pass, it must be enough so it gets to the next marker. If you want to create a loop, you just create one with the markers.
This idea is confusing but this is my best explanation.
LittleFreak
Feb 6, 2005, 10:07 AM
To PHT:
Imagine a 10 quality level where someone gives it a 7.8 because it has no story. In other words, I am severely dissapointed by that review. A 5.0 because of lack of story and too much "strong weapons like seekers or 3-ways"? RFs are barely useful in singleplayer if you didn't know, and there aren't all that much seekers, unless you conserve your ammo.
The glasses thing is a personal attack.
Fastfire pickups making game too easy and thus he should delete every single one? You put that in a context suggesting that collecting one gives Jazz mortal powers.
And at last, you complained about how the pack is overall unoriginal and then you suggest something which has been done to death. Yes, respawning foes nearby bosses IS an overused method.
First paragraph: I'll change that review a bit and rate fun factor instead of story, for the thing about weapons, RFs are pretty useful when upgraded imo. For the seekers, I think there should only be a few seekers, so they're something "special".
Second one (well, it's not really a paragraph, but who cares): I didn't know it was meant serious, I didn't want to personally attack him.
Third paragraph: Of course fast fire pickups don't give Jazz mortal powers or something, it's just my opinion that they should be removed, he needn't follow that.
Fourth paragraph: First of all I agree what Violet said, second I'm not a master designer or something, not everything I say must be right.
Thank you for your opinion, this is my opinion. :-)
EDIT:
@ Bjossi: That puzzle sounds pretty cool, nice! :)
For the thing about your vision, I'm sorry, I misunderstood that. I thought you were just likely not to see small tiling errors, so sorry for that. Of course, finding tile bugs is difficult then. I'll think about a solution.
I'll edit the review now, but bug guide will probably follow tomorrow, because I had no internet for the whole day now and I'm too lazy to do it all on one evening, I hope that's ok. :)
cooba
Feb 6, 2005, 10:33 AM
I'll think about a solution.I have one. Bjossi, send the level to coobshop@gmail.com WID.
Bjossi
Feb 6, 2005, 11:10 AM
Ok, it´ll probably be finished before next weekend, if not, in the weekend. :)
LittleFreak
Feb 6, 2005, 11:20 AM
@ Cooba & Bjossi: I've edited the review, and increased the rating to a 6.2. I hope you're more satisfied now. :)
Bjossi
Feb 7, 2005, 11:57 AM
The level is coming along good, but it´ll be alittle linear. ;)
But there are few missions like braking a crate to continue. I wish I knew how to use Trigger Zones. I haven´t learned them yet. And that´s the only thing I don´t know about JCS, I didn´t even know it existed until I viewed these forums.
Blaze The Movie Fan
Feb 7, 2005, 12:36 PM
The level is coming along good, but it´ll be alittle linear. ;)
But there are few missions like braking a crate to continue. I wish I knew how to use Trigger Zones. I haven´t learned them yet. And that´s the only thing I don´t know about JCS, I didn´t even know it existed until I viewed these forums.
Ok, I your next version a review ONLY IF you'll include a custom tileset!
Violet CLM
Feb 7, 2005, 02:06 PM
Trigger Zones? <a href="http://www.jazz2online.com/jcsref/node.php?node=33&mode=id&menu=topics">Try JCSref!</a>
Odin
Feb 7, 2005, 04:31 PM
Here's some ideas for originality:
Try making custom enemies.
Add in custom items. This is super easy once you understand trigger zones. Look at foo races for more info.
Be different. Make up level types. Use tilesets in messed-up ways. Fool around with the tileset and discover some secrets, such as the parallax-able bricks in Tubelectric.
<S>Make a hotel.</S>
Dang, all this makes me want to make new levels. ;P
Bjossi
Feb 7, 2005, 10:43 PM
Thanks for the tutorial Unknown Rabbit. :D
Custom enemies? I have no idea how to program...
Use a tileset in messed-up ways? It´s hard in the tileset I use now. ;)
But I did find a tile that´s empty space like the first tile in all tilesets, but it´s masked. I can therefore create blocking volumes to prevent access to certain areas.
blurredd
Feb 8, 2005, 05:30 AM
I think we're asking for too much from Bjossi.
Lem_Gambino
Feb 8, 2005, 09:17 AM
What I'd like to see is less Monkeys near the end of the Jungle level. Hate them so much...>_<
And no witches! The one in the Diamondus level (I think there was one) is a total pain if you don't cheat.
R3ptile
Feb 8, 2005, 09:30 AM
And no witches! The one in the Diamondus level (I think there was one) is a total pain if you don't cheat.
Lies. That was fun to beat that witch with buttstomping. :D
Anyway, use fun belts, caterpillars and such. :rolleyes:
Lem_Gambino
Feb 8, 2005, 09:35 AM
Lies. That was fun to beat that witch with buttstomping. :D
Anyway, use fun belts, caterpillars and such. :rolleyes:
...Now I feel really stupid. XP
There was one area in the Jungle Level that I couldn't get to, I'm guessing it's Jazz's path through that level.
Sacrush
Feb 8, 2005, 10:39 AM
When making a pack be sure that every level is different like: one level is shooting and running and jumping, another level has a lot of puzzles, A level where you need to find triggers, A swimming level, a fly level.
When all levels has something different and special you won't get bored after 2 levels but keeps on playing because all levels are different and special. Hope that help's
And pageclaim!
LittleFreak
Feb 8, 2005, 11:17 AM
For the bug guide thing, I still didn't get the time to do it, and tomorrow I don't have time aswell, so maybe the best thing is to let Cooba help you with tilebugs.
Violet CLM
Feb 8, 2005, 11:32 AM
For what it's worth, you don't have to do all of this. We're just listing the stuff that we like because it's different and unused. I doubt there are very many packs which use everything good.
Bjossi
Feb 8, 2005, 11:36 AM
What I'd like to see is less Monkeys near the end of the Jungle level. Hate them so much...>_<
And no witches! The one in the Diamondus level (I think there was one) is a total pain if you don't cheat.
I found them easy to beat, just run under them and punch upwards, or use good timing and kick them with Spaz. ;)
...Now I feel really stupid. XP
There was one area in the Jungle Level that I couldn't get to, I'm guessing it's Jazz's path through that level.
I didn´t do anything like that as far as I can remember, maybe it´s a secret. But there might be certain areas were you need punching upwards to get there.
For what it's worth, you don't have to do all of this. We're just listing the stuff that we like because it's different and unused. I doubt there are very many packs which use everything good.
I know. But imo you guys have rather high requirements. It´s impossible to make all people happy. Some want witches, some don´t, some like linear, some don´t etc. etc.
I´m going to take alittle brake from my level to get further inspiration. Maybe 1 - 2 days.
Violet CLM
Feb 8, 2005, 11:39 AM
Well, we have been making levels for six years. We're bound to have gotten to the point where we like seeing stuff which is new and different, or at least not just old and normal. I personally like witches, and some linearity, but overdosing on either one can be dangerous.
Bjossi
Feb 9, 2005, 03:03 AM
That´s true, Doom 3 did that well. :p
But this level I´m making is a non-Epic tileset and the design will hopefully both catch the eye and interest.
Sacrush
Feb 9, 2005, 08:22 AM
I hope so. Good luck on it. :p
Bjossi
Mar 13, 2005, 09:06 AM
I wanted to note that progress is extremely slow, I have rarely turned on the computer for weeks because school is getting in the way. :(
I got alittle free time now.
Btw, the map will be alittle empty looking but hopefully fun to play. I´ll try to finish in my easter vacation which is 10 days and will start after 5 days.
It won´t be easy tho, harder than my previous ones. When it´s finished, I´ll ask for testers.
I just wanted to post for those who are interested. :)
LittleFreak
Mar 13, 2005, 09:59 AM
Good to hear you're still working on it. ;)
Anyways, I'm open for testing.
Bjossi
Mar 13, 2005, 11:54 AM
Ok, I think I´m maybe 50% done.
I used 7th Lavafall tileset, I think it´s pretty cool. :)
The level won´t be one of the longest I´ve made, but hopefully fun. It´ll be very hard, extra lives will only be available in secrets, there will be almost none checkpoints, rather few carrots so watch your back to save health.
Food types will be donuts and cup cakes, ammo types are freezer and toaster.
This is the main info, the level will be done most likely before May. It might slow down again if I lack ideas.
LittleFreak
Mar 14, 2005, 05:18 AM
Sounds very cool, I especially like the fact that it's going to be difficult. :)
Good luck with the remaining 50%. ^^
Bjossi
Mar 14, 2005, 09:34 AM
It might be close to impossible...:p
cooba
Mar 14, 2005, 10:17 AM
Why do I feel he put in InstaKill? :(
Bjossi
Mar 14, 2005, 11:28 AM
What´s that...?
No, it´ll be hard because there won´t be many carrots and the enemies will be quite many times placed in the way that makes it hard not to get hit. ;)
But freezer and toaster ammo make it a bit easier, freez´em then melt´em. :)
This map will be frustrating for some people btw. :p
Progress is going very well at the moment. It´s 90% likely I´ll finish it in the easter vacation.
I forgot to mention, there will be quite many texts, sort of a info computer notifying you about the environment and what to do.
And it´ll look pretty aswell, don´t worry. ;)
LittleFreak
Mar 15, 2005, 04:56 AM
You can get InstaKill by using CTF bases and (I think) 3D spikeballs in combination. Jazz gets instantly killed that way. I forgot how to exactly make them though. To see instakill "in action", check out FSP and play on hardest. Fall into the lava, and voila.
The plans about your level sound very cool, I'm really looking forward to it. ;)
And don't worry, you'll this time get a review from me as soon as I played. ;)
Bjossi
Mar 15, 2005, 05:55 AM
I got a question tho, it´s for those who have used the 7th Lavafall tileset. What does the tiles in line 20 of the tileset do? (counted from the top)
I´d think they´re tunnels or something.
LittleFreak
Mar 15, 2005, 06:52 AM
I don't exactly know, but they're masked, so you could use them as floor tiles. Maybe also as sucker tubes?
Bjossi
Mar 15, 2005, 06:58 AM
I use the small tunnels as sucker tubes, but there aren´t any yet, just in two places.
I think the tiles are more like sucker tubes, you can see the author included y-axis tiles of the strange tile type.
I might use them as windows too if I put a whole corridor into layer 3. :p
cooba
Mar 15, 2005, 07:18 AM
They indeed are (http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=135) sucker tubes.No, it'll be hard because there won't be many carrots and the enemies will be quite many times placed in the way that makes it hard not to get hit.Just don't make it one enemy per one tile in a 20 tile row.
Bjossi
Mar 15, 2005, 08:33 AM
I´m guessing you still haven´t played my levels.
I´m not a n00b you know. ;)
I place the enemies in the way that you sometimes might need to react quickly or you have to use your jazz skills.
Spamming enemies into each available tile doesn´t make a level hard.
LittleFreak
Mar 15, 2005, 08:39 AM
Good to hear so. ^^
It seems you read my review about the last pack carefully, which I appreciate. ^__^
Again, good luck.
Bjossi
Mar 15, 2005, 08:53 AM
Thanks.
7th Lavafall is quite cubic tileset so I hope I won´t make tilebugs this time...:p
When I look at the tileset I see more and more tiles that I haven´t noticed the usability of.
But to save my level from getting ruined, I decided to leave them out. As many of you know, adding new tiles to a complete level may often ruin it´s look and gameplay. It´s alot better to add the tiles as you´re building the level and sticking to that way.
90% is now to 95% likely that I´ll complete it between 18th and 28th March.
cooba
Mar 15, 2005, 08:55 AM
As many of you know, adding new tiles to a complete level may often ruin its look and gameplay. It's a lot better to add the tiles as you're building the level and sticking to that way.I don't know where you learned that, but it's a lie.
Bjossi
Mar 17, 2005, 09:29 AM
I´ve finished close to all the 64 x 256 space I get.
If I´m in the mood, I can finish the level tomorrow and then ask for beta testing. :)
cooba
Mar 17, 2005, 09:32 AM
Fine. ;)
LittleFreak
Mar 17, 2005, 09:32 AM
YAY! =)
Bjossi
Mar 17, 2005, 11:54 AM
Level finished. The idea I had, didn´t fit anywhere so I cancelled it and went to finish the level instead.. :(
Do you want me to send you by email? If so, can you tell me it?
cooba
Mar 17, 2005, 11:57 AM
coobshop@gmail.com and presumably pht2@gmx.de
Bjossi
Mar 17, 2005, 12:06 PM
Sent to both emails. :)
LittleFreak
Mar 18, 2005, 03:01 AM
I received it. :)
At the moment I also have two age of empires levels to betatest, so it'll most likely take some time. As soon as I played you get my feedback though. ;)
Bjossi
Mar 18, 2005, 08:51 AM
If you downloaded the version where I forgot to remove the test start positions, there should be an email with the fixed version.
LittleFreak
Mar 18, 2005, 09:06 AM
I got both. I did not play yet though.
Bjossi
Mar 19, 2005, 06:20 AM
I´d like to hear what you think, I´m getting a bit impatient.
Also, JJ2 levels are usually not very long. ;)
LittleFreak
Mar 19, 2005, 06:23 AM
I started to play, but did not finish it yet.
The first impression was good, I like how strategically the enemies were placed, very difficult in some places.
I was also surprised there was a little story in the readme, and I also noticed some puzzle elements.
The eyecandy is not so good. It looks alright, but more could be done with the tileset.
No tilebugs, apart from some with lava tiles.
I hope that's enough to get you satisfied for now, I can't say more about it as I did not finish yet.
Bjossi
Mar 19, 2005, 07:39 AM
Tell me what tiles I could use to improve the eyecandy when you´ve finished. :)
LittleFreak
Mar 19, 2005, 09:29 AM
Tell me what tiles I could use to improve the eyecandy when you´ve finished. :)
I'll look at the tileset and see if I can get some ideas. It's mainly the background which is too empty imo, the sprite layer is nice. ^^
Bjossi
Mar 19, 2005, 10:37 AM
That´ll be hard to do because I´ve used layer 1, 3 and 5 for the sprite eyecandy...
That gives me less possibilities. If you want more background eyecandy, I´ll have to do serious tweaking to free a layer.
Or I can add more eyecandy to the already ones but they´ll have same x and y speed which won´t be very cool.
LittleFreak
Mar 19, 2005, 10:45 AM
You could simply add more houses to layer 6 and maybe to layer 7 also, and give it other properties. :P
cooba
Mar 19, 2005, 11:00 AM
Cooba to the rescue
Bjossi
Mar 19, 2005, 12:19 PM
@LittleFreak: Yes, I could do that. But I want to get the total list of things so I can fix everything in one go. Is there anything else that could be better? Less or more carrots to Easy difficulty? You name it. ;)
@Cooba: Where´s the rescue...? :p
Btw, what music would fit with the level? It doesn´t have to be music that comes with the game.
LittleFreak
Mar 19, 2005, 11:35 PM
Like I said, the "real" feedback will come once I finished playing. I'm sorry that I'm so lazy at the moment, but I will try to play again today. ^^
Anyways, does the level actually have music? There's none when I'm playing the level, but I thought it was because I just don't have it.
It'd be helpful if you could include tileset and music next time and zip it up, so there's less possibility that the file is corrupted. =P
EDIT:
I'm stuck at the puzzle were the transporter has been destroyed and you need to find another way out. How do I get outta there? I tried out everything, but nothing works. :-/
It'd be nice if you could send me some help via email, so I can continue playing.
Bjossi
Mar 20, 2005, 03:14 AM
There´s no music because I haven´t decided yet. And since I knew you had this tileset according to few of your posts, I thought I didn´t need to include it. Could you perhaps find a music file that might fit the level and send me by email?
I´ll just guide you here on the part where you are stuck. :)
SPOILER
I left a clue on where to go, you see the tubes around that room? I´m going to make it easier to find the entrance, but for now, next to the 3 crates that are halfway into the lava, there is a secret hole in front of a tube part.
In the other room, there you can find the crate easily. But after you destroy the crate and go back to the previous room by the see through sucking tube, there is a way out. :)
LittleFreak
Mar 20, 2005, 03:25 AM
I actually found that tube, but it leads me to the red tube throwing me back into the room with the crates and the lava.
Is that a bug maybe?
Anyways, I'll see if I can find a music for you.
EDIT:
I sent you a nice tune, did you get it?
Bjossi
Mar 20, 2005, 03:38 AM
That´s a bug. :(
I´ll send you a fixed version.
I always make bugs in my sucker tubes, I hate that.
EDIT
Email sent, isn´t pht2<at>gmx<dot>de the right address?
I used the <>s to make it less likely that your email will be found by a bot and spam will be sent to it.
LittleFreak
Mar 20, 2005, 03:49 AM
Yes, that's the right one, I'll start playing it again now.
Did you get the music meanwhile?
EDIT:
Oh, and zip it next time please.
EDIT 2:
You forgot to remove the test start position. :P
Bjossi
Mar 20, 2005, 03:58 AM
Gah! :p
I´ll send you yet another fix then...
Btw, I´m going to apply the music too if I like it.
LittleFreak
Mar 20, 2005, 03:59 AM
It was just a suggestion though, if you don't like it you needn't put it in. ;)
I think it fits though.
Bjossi
Mar 20, 2005, 04:16 AM
Me too.
I sent you the email.
Now you have music and hopefully no more bugs.
LittleFreak
Mar 20, 2005, 04:48 AM
Got it. ^^
Bjossi
Mar 20, 2005, 04:56 AM
Now play it through and tell me if it´s time to release it. :)
Btw, how do I end a level in a way that it sends me straight to the high score table and bypass the ending? That ending video doesn´t fit at all.
LittleFreak
Mar 20, 2005, 05:06 AM
There's no way to do that without the ending, except if you use an episode file.
You could just tell the player to ignore the ending video.
Anyways, there's yet another bug. Right after the place I got stuck in there are masked tiles in layer 4 which should be in layer 5 I think.
Also, I think you should make the tube taking you out of the room with the other tiles, it was harder to find it that way.
Bjossi
Mar 20, 2005, 05:15 AM
I´ll send you later. I´m busy with real life now. :(
R3ptile
Mar 20, 2005, 05:22 AM
I´ll send you later. I´m busy with real life now. :(
Lies :(
LittleFreak
Mar 20, 2005, 05:44 AM
Too bad, I'd had time now. :(
Bjossi
Mar 20, 2005, 08:40 AM
I sent a fixed version. I didn´t see more bugs, checked every single area after the area you got stuck in because of bugs.
I hope I didn´t oversee any...
LittleFreak
Mar 20, 2005, 08:46 AM
Got it, will play again soon. :)
It doesn't matter that there have been quite a number of bugs so far, 'cause as beta tester it's my job to find those. ^^
Bjossi
Mar 20, 2005, 08:48 AM
If you can play through without a problem, I´ll release it.
But would you be so kind to play through in Hard if you haven´t already? Because I´d like to know if it´s hard enough.
I want Hard to be very hard you know. ;)
cooba
Mar 20, 2005, 09:27 AM
Send it to me when you're done with PHT.
LittleFreak
Mar 20, 2005, 09:33 AM
Feedback sent. ^__^
I have played only in Medium so far (I usually always do), but if you want I can of course also play in Hard. :)
None the less, a few bugs are remaining (only small ones), which I listed in my e-mail.
I'd say, once Cooba finished testing you can upload it, unless he doesn't find any more bugs.
Bjossi
Mar 20, 2005, 11:08 AM
Fixed the 4 bugs in the email.
1) Moved bat and bee so they can be seen
2) Fixed layer 5 tubes, and moved them to layer 3
3) Fixed lava tiles at beginning
4) Finished the chain in layer 2
And totally re-designed the end boss.
Do you want to start at the end boss or play through again?
LittleFreak
Mar 20, 2005, 11:11 AM
Fixed the 4 bugs in the email.
1) Moved bat and bee so they can be seen
2) Fixed layer 5 tubes, and moved them to layer 3
3) Fixed lava tiles at beginning
4) Finished the chain in layer 2
And totally re-designed the end boss.
Do you want to start at the end boss or play through again?
I want to play through again, this time on hard mode. :)
Bjossi
Mar 20, 2005, 11:12 AM
Okie dokie. :)
If you don´t like the boss, just tell me and I´ll re-design it.
It takes me 5 - 10 minutes, not like it´s alot of work. ;):p
LittleFreak
Mar 20, 2005, 11:14 AM
I'm not sure if I'll play today, if I don't find the time I'll do so tommorrow though. ^^
Bjossi
Mar 20, 2005, 11:26 AM
I sent two emails, forgot again to remove the test start. :p
Btw, I find the boss fight pretty much impossible...but that´s just my vision I think.
Btw2, is there perhaps a way to set the game to 1024 x 768 resolution?
LittleFreak
Mar 20, 2005, 11:28 AM
I got both, will play now.
Yes, there is a way, but I'm not sure how to do it actually. The result wasn't great anyway, the only thing that was better was the range of sight which isn't really needed.
I'll try out the boss fight, if it really is impossible you might make the platforms a bit bigger or something similiar. ^^
It was just an idea from me, nothing that was tried and tested.
Bjossi
Mar 20, 2005, 11:37 AM
Range of sight is exactly why I asked. ;)
Then I have better chance of seeing enemies in time. Where there any graphical errors or something?
Well, tell me what you think about the new boss fight. :)
LittleFreak
Mar 20, 2005, 12:04 PM
As far as I remember there weren't any graphic errors, but what I saw was only a screenshot.
I don't remember who posted that though, I'm sorry. It'd be a good solution for your sight though. :)
I played through on Hard, it was hard as heck. =O
The boss doesn't work very well, he often stands in the air which looks odd.
Maybe you could make a 1 tile wide platform on every second tile? (or every third one if Bilsy still stands in the air)
Bjossi
Mar 20, 2005, 12:29 PM
What about adding a floor level in layer 5 that looks like Bilsy can stand on but not you?
Also, is the boss better than before apart from the floating in mid air thing?
cooba
Mar 20, 2005, 12:44 PM
Make it look like he stands on the lava. That would work.
Bjossi
Mar 20, 2005, 01:18 PM
But he´d appear inside the crates that way. Also, it´b be very very hard to hit him since you´d be on higher level than him and you´d have to jump into the lava to hurt him without the bouncer bullets.
Btw, do you have the latest version? The boss fight has changed alot, but the lava is still there...
cooba
Mar 20, 2005, 01:21 PM
Also, it'd be very very hard to hit himYou wanted the level to be hard, right? So there.
LittleFreak
Mar 20, 2005, 10:50 PM
Yeah, but not impossible. ^__^
Imo, adding a floor to layer 5 is a good idea.
Bjossi
Mar 21, 2005, 01:51 AM
You wanted the level to be hard, right? So there.
Basicly your idea is that the only way to hurt him is jumping into the lava and then you´ll be able to hit him. ;)
I´ll add the layer 5 floor.
Before I release, are there any more bugs?
Olsen
Mar 21, 2005, 01:59 AM
Let me test it :P
LittleFreak
Mar 21, 2005, 02:21 AM
Let me test it :P
There's not much to test anymore, you're too late. :P
Most bugs have been sorted out, and I don't remember any more.
Bjossi
Mar 21, 2005, 02:41 AM
It´s ok. :)
What´s your email Olsen?
He might spot bugs that you missed. ;)
EDIT
I´m going to release the level to the public, I think it´s ready.
LittleFreak
Mar 21, 2005, 03:56 AM
Review was posted. ;)
cooba
Mar 21, 2005, 06:32 AM
Thanks for sending me the finished version.
Blaze The Movie Fan
Mar 21, 2005, 06:52 AM
You don't need comments. All you need is patience.
Olsen
Mar 21, 2005, 06:58 AM
You don't need comments. All you need is patience.
Ehm, mkay.
LittleFreak
Mar 21, 2005, 07:35 AM
You don't need comments. All you need is patience.
Lies. You need both.
Bjossi
Mar 21, 2005, 11:25 AM
If more people want the level, it´s right at the download page. I´m doing alittle fixed version, because there´s a bug at the boss fight that makes you able to kill it without needing to even activate it.
You don't need comments.
Óþarfi að vera öfundsjúkur. Vertu bara eðlilegur eins og allir aðrir og hættu þessu helvÃ(-)tis Pókemon kjaftæði.
LittleFreak
Mar 21, 2005, 11:30 AM
If more people want the level, it´s right at the download page. I´m doing alittle fixed version, because there´s a bug at the boss fight that makes you able to kill it without needing to even activate it.
Shame on me, it seems I did not nice that one. =O
Bjossi
Mar 21, 2005, 11:56 AM
Here´s what I did.
1) When you teleport at the boss, you fall on the activate tiles so the fight starts as soon as you teleport.
2) Fixed an idle monkey in the thick red tube area.
3) Added one enemy to hard and changed one eneny from all difficulties to hard.
Those who have downloaded already should redownload after 5 - 10 minutes when I´ve re-uploaded.
EDIT
I´ve reuploaded.
Blaze The Movie Fan
Mar 22, 2005, 04:25 AM
Óþarfi að vera öfundsjúkur. Vertu bara eðlilegur eins og allir aðrir og hættu þessu helvÃ(-)tis Pókemon kjaftæði.
Sorry I'm not gonna translate this. Well, nobody will ever understand what this means, and not me either. :roll:
cooba
Mar 22, 2005, 07:37 AM
That's what you get when you don't do your daily coobing, Bjoss.
Bjossi
Mar 22, 2005, 11:41 AM
What does coobing mean Cooba?
Btw, what´s wrong these days?
When I look at the download page, there are 3 times less reviews than before they updated to J2Ov2.
LittleFreak
Mar 22, 2005, 11:47 AM
I dunno. Noticed that too.
These days, most people are too lazy to review.
I'm trying to review all SP levels that come up (not too many anyway), but that's all I can do.
Bjossi
Mar 22, 2005, 11:59 AM
If anyone´s interested, I said to him: "No need to be jealous. Try to be normal like everyone else and stop this (-)(-)(-)(-)ing Pokémon (-)(-)(-)(-)."
I looked at his first post in this thread as an insult so I wasn´t quite happy.
I´m glad to hear you try to review SP, I can see it´s the most non-rated category.
I need all comments I can get. Because my friend just beat the boss on Hard without too much trouble. (He actually was almost out of health...:p)
So if anyone thinks it´s too hard on Hard or too easy on Easy, I´ll try to balance it a bit more.
[Let the filter do its work, don't try to filter the words yourself. -FQuist]
vBulletin® v3.8.2, Copyright ©2000-2025, Jelsoft Enterprises Ltd.