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Ragnarok!
May 10, 2010, 02:46 PM
It looks really nice, but I have no idea what the floor is =o

PT32
May 18, 2010, 04:21 PM
oooh that looks good

CrimiClown
May 19, 2010, 06:15 AM
oooh that looks good

On my laptop, using Firefox, your post was exactly one page high... and not because of the contents of your post...

snzspeed
May 30, 2010, 05:12 PM
http://img13.imageshack.us/img13/2874/thestages.png

Work in progress :D

Ragnarok!
May 31, 2010, 02:36 PM
A tad scared there~

Speeza
May 31, 2010, 03:15 PM
Good snooze, but I think its a bit messy.
The window is floating in the sky, I think theres a building behind it but its hard to make out. I think the tall buildings need to stay behind the hill. What happened to the hill on the left ? One more thing is the yellow line on the inside of the hill has parts missing. I would honestly like to see this on a server just to look around as I love it.

Grytolle
Jun 1, 2010, 03:56 AM
methinks snz moved to holland...

snzspeed
Jun 1, 2010, 04:36 AM
methinks snz moved to holland...

I wish :D

CrimiClown
Jun 1, 2010, 07:46 AM
Whatever your setting/story/whatever is, Snooze, I find that too messy and too bright to play... luckily I don't play. :D

snzspeed
Jun 1, 2010, 07:54 AM
Whatever your setting/story/whatever is, Snooze, I find that too messy and too bright to play... luckily I don't play. :D

That is a credits level. the tileset is more or less abandoned project, as is my whole SP.

I'm uploading it soon, btw, consider this an advertisement :D

(yes, its similiar case like Jazz Unleashed and TR2)

snzspeed
Jun 4, 2010, 07:00 AM
http://img203.imageshack.us/img203/1980/bay1l.png
http://img534.imageshack.us/img534/8167/bay2k.png

More SP :D

Raven aka StL
Jun 5, 2010, 11:09 AM
The pastelish textures in that vibrant color-scheme make that a nice set for a somewhat plain looking, easy-to-contrast open level.
I've already planned a CTF level with that set whenever/if-ever it comes available.
Nice set... not too damn refined, but the textures are nice.

Violet CLM
Jun 11, 2010, 05:48 PM
<img src="http://www.tachyonlabs.com/sam/Marbrock3.png" width="640" height="400" alt="http://www.tachyonlabs.com/sam/Marbrock3.png" title="Taking the lower route is always harder." />

Obi1mcd
Jun 11, 2010, 11:44 PM
When you release that marble zone level, I'm going to HAVE to get JJ1.

Newspaz
Jun 12, 2010, 10:14 AM
That is so cool. I know it's still going to be a while until you will be able to release that. But I will definitely review it when it's going to be out there.

snzspeed
Jun 14, 2010, 06:56 PM
http://img188.imageshack.us/img188/744/kq1d.png

Some progress :)

could I get some feedback/comments?

Dermo
Jun 15, 2010, 06:14 AM
The placement of the turtle is a little off...

Toni
Jun 15, 2010, 08:10 AM
Old Jungle... :D

Raven aka StL
Jun 15, 2010, 10:52 AM
Looks nice, but I like the 'day' version even better.

DodgeS
Jun 20, 2010, 05:43 AM
http://img824.imageshack.us/img824/4500/karczoch.png

http://img718.imageshack.us/img718/8717/arc7.png

FawFul
Jun 20, 2010, 05:59 AM
Nice screens dodges. :)

though i'd like to see more 'Shadow work', relief and perspective in your work.

Toni
Jun 20, 2010, 06:46 AM
very nice dod!

snzspeed
Jun 24, 2010, 12:16 PM
http://img651.imageshack.us/img651/8243/contestentryr.png

My contest entry :)

Seren
Jun 24, 2010, 11:00 PM
Nice tilesets Dodges (though I still don't like the first one), original tileset use snz.
Here's what will be my contest entry:

http://img708.imageshack.us/img708/9648/darkcave2.png
http://img690.imageshack.us/img690/8908/darkcave1.png

Obi1mcd
Jun 25, 2010, 08:06 PM
http://i1026.photobucket.com/albums/y324/Obi1mcd/Lava01.png
The last set was looking too much like a cheap Townsville ][.

FawFul
Jun 26, 2010, 03:29 AM
I liked everything in this screenshot except the bricks are quite blurry while the soil isn't at all.

Feaw
Jul 2, 2010, 03:06 PM
http://i132.photobucket.com/albums/q30/Feaw_2007/Feaw1-2.png
First level of a 5 level SP pack I'm working on.

http://i132.photobucket.com/albums/q30/Feaw_2007/Feaw2-3.png

http://i132.photobucket.com/albums/q30/Feaw_2007/Feaw3-1.png

http://i132.photobucket.com/albums/q30/Feaw_2007/Feaw4.png
3 screens of the 2nd level. Is still unfinished, and doesn't have much eyecandy yet.

I'm kinda losing interest already (always have that with just about anything), but I'm sure this one'll be finished. Lvl 1 is totally finished, 2 almost, technical-wise, because it still has to be improved and eyecandy added. I already started doing the beginning of lvl 3.
So yeah, may or may not finish it, if not, the first 2 levels will be released on their own =/.

Obi1mcd
Jul 2, 2010, 07:10 PM
Looks pretty good!

Violet CLM
Jul 2, 2010, 07:46 PM
I would get a second or even a third leaf animation at a different speed in that Diamondus level, but you seem to know what you're doing and I look forward to it! Yours is not an item placement style I particularly enjoy, but oh well, lots of sugar rushes is always helpful.

Feaw
Jul 3, 2010, 04:06 AM
Well, the leaves already have an unique style anyway, at least I think it's never been done before like this; the layer they're in is huge, and the leaves eventually are out of sight, but later they come again, like as if the storm kinda slowed donw for a bit and picks up the pace again after that. But I guess I can add some variations within the leaves 'emselves, yeah.

Torkell
Jul 3, 2010, 09:05 AM
I would get a second or even a third leaf animation at a different speed in that Diamondus level

You could also create another animation at the same speed, but starting at a different point in the sequence.

Violet CLM
Jul 3, 2010, 10:00 AM
On coming and going: I played with a similar effect in the example level to Sandy Sunset, but yeah, it's very rarely done. Kudos.

Sacrush
Jul 3, 2010, 03:06 PM
Those levels does look enjoyable.

On coming and going: I played with a similar effect in the level Wonderful Waterfalls, but yeah, it's very rarely done. Kudos. :-)

Jgke
Jul 3, 2010, 10:44 PM
http://i276.photobucket.com/albums/kk20/Jgke/asdfg.png
I know, the ground is empty. I will deal with it later.

FOX292
Jul 4, 2010, 04:14 AM
J96:
Nice, but quite messy part.... Players could hide here.


This is Technoir remake using Noka's awesome tilesets(Lavapolis and Toxicus-1.23 compatiable remakes of Technoir)

Level 1 is done(screenshot):
http://up203.siz.co.il/up1/mgtvbjnydiyk.png (http://www.siz.co.il/)

Right now I work on the second(and last, I assume) level:
http://up203.siz.co.il/up2/n1oktn0gtgxt.png (http://www.siz.co.il/)

cooba
Jul 6, 2010, 09:53 AM
Right now I work on the second(and last, I assume) levelBut Technoir has three levels...

FOX292
Jul 7, 2010, 08:40 AM
But Technoir has three levels...

Yes I know, but I don't thinking about making secret lvl....

Crazy Rabbit
Jul 8, 2010, 02:22 AM
http://img203.imageshack.us/img203/1980/bay1l.png
http://img534.imageshack.us/img534/8167/bay2k.png

More SP :D

WARNING PEOPLE, if you try use these tilesets without credit for Snooze...
It will be really bad for you...

Nice tileset, Snooze! :)

Crazy Rabbit
Jul 9, 2010, 10:11 PM
http://i132.photobucket.com/albums/q30/Feaw_2007/Feaw1-2.png
First level of a 5 level SP pack I'm working on.

http://i132.photobucket.com/albums/q30/Feaw_2007/Feaw2-3.png

http://i132.photobucket.com/albums/q30/Feaw_2007/Feaw3-1.png

http://i132.photobucket.com/albums/q30/Feaw_2007/Feaw4.png
3 screens of the 2nd level. Is still unfinished, and doesn't have much eyecandy yet.

I'm kinda losing interest already (always have that with just about anything), but I'm sure this one'll be finished. Lvl 1 is totally finished, 2 almost, technical-wise, because it still has to be improved and eyecandy added. I already started doing the beginning of lvl 3.
So yeah, may or may not finish it, if not, the first 2 levels will be released on their own =/.


Beach levels looks nicely!
~sorry for quote spam

Toni
Jul 19, 2010, 12:21 PM
Yeah, still there are some tile bugs in tile set, and I will fix it soon, when I back from a vacation (28th/29th). I don't know how to name this tileset :P.

Image 1 (tiles for eyecandy and BG) :

http://upload.digiex.net/files/ujahgzf505mw2sn6ttsz.png

Image 2 (more tiles for eyecandy) :

http://upload.digiex.net/files/3eq6hky5hk9ch3f2ijia.png

Image 3 (Vine):

http://upload.digiex.net/files/2fzjq34xue5l1467jh0s.png

Image 4 (Tubes, blocks, Moon (or Sun :P ), arrows, and tiles for BG with NOT ANIMATED waterfall (I'll make animation when I back from a vacation). Tell me which tube style is better, or should I use both? The grey ones in blocks, and blue ones in jungle)

http://upload.digiex.net/files/ygxcu4b3xvvhthyh7k5i.png

Obi1mcd
Jul 20, 2010, 01:05 AM
A single player episode I'm working on:
http://i1026.photobucket.com/albums/y324/Obi1mcd/Etnty_03.png
http://i1026.photobucket.com/albums/y324/Obi1mcd/Etnty_02.png
http://i1026.photobucket.com/albums/y324/Obi1mcd/Etnty_01.png

PurpleJazz
Jul 20, 2010, 01:56 AM
I like the look of the set in the first screenshot. The background especially is appealing, as it looks dense and natural, although it would be nice if there could be a tree or two sticking out of the canopy just for a little more variety. The planet selection screen and the spaceship look decent too.

EvilMike
Jul 20, 2010, 03:06 AM
Speaking of the planet selection, how is it going to be handled? JJ2+ allows for multiple exits, but there isn't really a way to track which levels you have already played. So, when the player is returned to the planet selector, will they just have the option of replaying planets or what? Also, how will you handle progression in this case?

All I can see working is you either have a new weapon obtained on each planet (and you need all of them to play the final one), or you have some sort of branching system.

Obi1mcd
Jul 20, 2010, 06:37 PM
I'm not absolutely certain how I'm doing it, but I'm most likely going to have seperate j2ls for different points in the story. The main concept is that you can go back to other planets even if you've been there already, and they'll probably have different missions or something. I'm going to fine-tune it so it doesn't use too much filespace though. The jungle level is the only thing that's really finished so far, and the ship level is a tad rushed at the moment. The second screenshot is supposed to be zoomed-in on the little control panel in the ship. I'll fix it, though.

Dermo
Jul 20, 2010, 08:41 PM
Ah I see how this could work. Brilliant! EvilMike, I'd say he's beaten you :P

Good luck! It looks really good so far!

Violet CLM
Jul 20, 2010, 08:48 PM
You can achieve the basic effect with JJ2+, secret level exits, and trigger zones, and if you wanted the planets to be different on subsequent visits, those could simply be different .j2l files. Really truly being able to go back to levels (as in actual .j2l files) would be a touch harder; you could use one of the methods to pass a warp destination at the beginning of a level and a lot of trigger zones, but I can see that being a pain to implement, particularly if you wanted checkpoints.

EvilMike
Jul 20, 2010, 11:08 PM
I'm not absolutely certain how I'm doing it, but I'm most likely going to have seperate j2ls for different points in the story. The main concept is that you can go back to other planets even if you've been there already, and they'll probably have different missions or something. I'm going to fine-tune it so it doesn't use too much filespace though. The jungle level is the only thing that's really finished so far, and the ship level is a tad rushed at the moment. The second screenshot is supposed to be zoomed-in on the little control panel in the ship. I'll fix it, though.

<b>Edit: Most of the stuff in this post is wrong, as proven by violet's example below. So read that instead.</b>

Something like this could work; however you may wind up using a lot of j2l files depending on how complex you want it to be.

For example, let's say you have five planets, and each of those planets has two "missions". Beating a mission makes it so the next time you select the planet, you play the 2nd mission. Beating the 2nd mission locks the planet from being selected (you have cleared the planet). Finally, the episode tracks which missions you have beaten, so once you beat all 10 you win. (Note that I am not assuming this is how your pack works. I am merely presenting this as an example of what the structure of a non-linear SP episode might look like.)

If you wanted to do something like this, you'd either need an insanely complicated trigger system + exploit bugs with warp targets, or you'd need multiple j2l files. The former would be hard (read: nearly impossible) to pull off, and would introduce a bunch of problems you probably don't want to deal with. The latter would be more doable, but you'd require a staggering number of j2l files. You'd need to account for every combination, plus variations of the hub level, so for just those 10 missions, the number of j2l files could be in the range of 200-250 (depending on just how much freedom the player is allowed to have, and some other factors).

I don't mean to discourage you here. However, I do think you should plan very carefully how your level pack is going to be structured, since it would suck if you were to hit a brick wall half way through developing it. There ARE ways to avoid the 200+ file scenario I described, and I am sure you've anticipated this a bit and have your own ideas. I can think of a few ways to solve this problem, myself.


As a side note, I hope this post also illustrates one of the major limitations still present in JJ2, that being the fact that it is very difficult to pass information between levels. Multiple exits are nice, but because very little information is carried between levels (without exploiting warp targets), it is hard to make a non-linear SP pack without having duplicates of levels.

Two things would help with this: (a) A flag on level exit events that, if set to 1, causes the game to pass things like triggers, player health, coins, etc to the next level rather than resetting them; and (b) An "exit ID" field which, if nonzero, sends the player to the corresponding "start ID" in the next level.

The fact that triggers reset on player death is also a bit of a problem, but I don't think this can be solved unless a level setting is added (maybe jj2+ could behave this way if the level is set to "vertical split screen" mode, since no one uses that option).

Violet CLM
Jul 21, 2010, 12:21 AM
Okay, based on Mike's post, I think maybe I'm missing something, so I decided to <a href="http://www.tachyonlabs.com/sam/Mission.zip">illustrate</a> what I meant. (JJ2+ only.) The log on the left demonstrates how to have individual missions of more than one level in length; the log on the right shows multiple missions in a single planet where you have to go to the next one by choice. The two systems are obviously and easily combinable and you can play all the missions in any order you like. What else is necessary?

EvilMike
Jul 21, 2010, 12:43 AM
Ah, that uses a property of secret level exits I was unware of. I didn't realize you could have more than one, and have JJ2 remember you visiting each one. Of course, that behaviour was implicit in the JJ2+ readme, but I guess it never got through my head. I am also surprised to learn that triggers are preserved in the hub level, even if you go off and visit other levels.

That's neat. It's a really nice example of what can be done, and a system using the sort of hub you've demonstrated will completely avoid the 200+ level problem I described above. It's more flexible than the solutions I had in mind, too, and functions very smoothly (it doesn't feel like a weird hack). I'm quite impressed. This is one of the coolest things I've seen done with JJ2 in a while. I highly recommend you create a tutorial of some sort, for other people. I can understand how it works by looking in JCS, but there could be a lot to gain from some sort of jcsref article.

(just so you know, I wasn't thinking of secret level exits at all when I wrote my long post. I was assuming regular level exits would have to be used)

Violet CLM
Jul 21, 2010, 12:58 AM
Oh, okay! I've been meaning to write an article about end of level events for some years now, but JJ2+ definitely swirls things around, adding some new possibilities and removing a couple. JJ2's always done a great job with its basic secret level functionality (not the bonus signpost, the other kind), it's just unfortunately always been really hard to use. (I had a system for making the regular secret level event work, actually, but I never really released it, and now it's redundant. Psh.)

Obi1mcd
Jul 21, 2010, 05:33 PM
Phew. I was going to have it so that there were different 'scenarios' for each planet. Every so often during the story you go back to your ship. From there you'd be able to select the planets etc. The planet that progresses that story would have a normal end level event leading to it, but the other planets that have already been visited would have secret level exits. All up I would have about 10 .j2ls for the ship, and only one .j2l for each planet's 'scenario'. That way you would keep going and 'unlock' more planets as you go. Sort of like Ratchet and Clank really. The problem with that simple solution, though, is that you can't visit the same non-story planet twice in a row before moving on to the next.
I wasn't going to quite use 'missions' as such, except at certain points where you could go to another planet to get a powerup or something. It made more sense in my head, really.

Violet CLM
Jul 21, 2010, 05:59 PM
In theory, you could still use just a single hub level for that, but splitting it into multiple copies makes more sense if you want it to change in any significant way between story-advancing planets.

Obi1mcd
Jul 21, 2010, 06:30 PM
Well, you'd change the ship's destination and step into a warp that isn't there yet. The .j2l would have about as many ships in it as there are planets unlocked, and you'd go through the planet select screen back to one of the ships, and each one would have a different end level event.
Though I had a proper look at your example, and you could probably 'reset' the once-only secret level event by reloading the hub every time you finish a secret level. Just put an end level event next to the secret level event. Mind you, I could probably just use triggers and squish it down from 10 or so hub levels to one. That would make things a bit more complicated, but I think it would work better and save space.

EDIT:
Also, beating a boss in a secret level sends you to the next level instead of back to the hub, so that's another reason to have more than one.

snzspeed
Aug 17, 2010, 08:51 PM
http://img529.imageshack.us/img529/7461/teaser1.png

Remaking levels from other games = absolute win

EDIT: I am aware the outline is buggy.. ill fix it later

Obi1mcd
Aug 17, 2010, 10:52 PM
So, which game is that from? I can't quite tell.

Toni
Aug 18, 2010, 12:22 AM
hmm snz, nice idea, but.. remaking tilesets from a games? I have one game what has really nice tileset. That is "Hurrican"

Link to download (it is official site of this game):
http://turrican.gamevoice.de/hurrican_site/

snzspeed
Aug 21, 2010, 05:18 AM
http://img824.imageshack.us/img824/5382/jj11.png

http://img830.imageshack.us/img830/4797/jj13.png

I was bored :D

CrimiClown
Aug 21, 2010, 05:27 AM
Boredom suits you, it seems.

Newspaz
Aug 21, 2010, 06:54 AM
Haha, interesting. What happened to the background?

Violet CLM
Aug 21, 2010, 09:40 AM
That looks like a fairly bright mountain color. And I notice you're not showing the panel... hmmmm.

snzspeed
Aug 21, 2010, 12:50 PM
I edited the panel out, because my palette is messed up. I could easily post a screen with it if you think my screenshots are fake..

snzspeed
Aug 21, 2010, 03:17 PM
http://img843.imageshack.us/img843/5541/jj14.jpg

Doublepost, sorry. here is a screenshot with the panel. :P

Violet CLM
Aug 21, 2010, 03:22 PM
I wasn't doubting their authenticity at all, I was just noting that you hadn't included the panel probably because it looked messed up if you were using that light a color instead of 0,0,0 for your mountains/the darkest point in the panel. It looks like you figured out what to fix, though.

snzspeed
Aug 21, 2010, 03:25 PM
I wasn't doubting their authenticity at all, I was just noting that you hadn't included the panel probably because it looked messed up if you were using that light a color instead of 0,0,0 for your mountains/the darkest point in the panel. It looks like you figured out what to fix, though.

well, the jj1 palette is quite limited and im still trying to learn how it works..

Newspaz
Aug 21, 2010, 04:30 PM
well, the jj1 palette is quite limited and im still trying to learn how it works..

You might want to try out different background modifier settings. Some give you a lot more freedom with the palette. However, another setting than the default might mean that you have to sacrifice the background and/or certain color animations.

CrimiClown
Aug 21, 2010, 05:54 PM
(image)

Doublepost, sorry. here is a screenshot with the panel. :P

You DO know that the 'cave' background looks seriously messed up, right? If you do, this post doesn't exist.

snzspeed
Aug 21, 2010, 09:40 PM
You DO know that the 'cave' background looks seriously messed up, right? If you do, this post doesn't exist.

I know it is. I usually finish layouts first, before working on stuff like that. :P

Speeza
Sep 15, 2010, 08:26 AM
http://i195.photobucket.com/albums/z305/kaschman/jazz2/ubpreview.jpg

Level 3 is actually done now. Its a test package.

CrimiClown
Sep 15, 2010, 12:01 PM
Uncle Bens episode? How cool is that?

Crazy
Sep 17, 2010, 05:17 AM
Why not Ub is awesome, u can download the water level http://www.jazz2online.com/downloads/6320/uncle-bens-underwater-paradise/
:) enjoy

Jgke
Sep 20, 2010, 04:16 AM
http://i276.photobucket.com/albums/kk20/Jgke/castlemania.png
Didn't some of you see this already?

Speeza
Sep 20, 2010, 05:32 AM
Haven't' seen it myself but its looking good. That tileset is also full of awesomeness.

Obi1mcd
Oct 13, 2010, 02:42 AM
When I get bored, I post screenshots.
http://img28.imageshack.us/img28/5625/etnty04.png
This is from the SP pack from a page or two back. I was messing around with the textured backgrounds.

Speeza
Oct 13, 2010, 05:58 AM
wow thats looking good. I take it thats your tile set ?

Jgke
Oct 13, 2010, 06:11 AM
Whee more tilesets by Obi!

Toni
Oct 13, 2010, 06:14 AM
There're about 10-15 tile Diamondus edit tile sets, and I think this is one of the best edit :) . I personally think the best are DiamB (well Scorch is the best) tile sets. Good job

Obi1mcd
Oct 13, 2010, 02:50 PM
Oh, and I also managed to put a Small Tree event in the anims.j2a, but it isn't in the screenshots. If I ever get this to j2o, it'll probably be the first to use custom sprites. Unless somebody beats me to it.

Speeza
Oct 13, 2010, 04:01 PM
Great to hear. Sadly I don't think people will download a whole anims file just for your small tree event. Unless you found a way to inject them into it. Sorry if this sounds a bit rude.

Obi1mcd
Oct 13, 2010, 11:30 PM
Oh, don't worry, I'm adding more than just trees. This was just the first thing that I got around to doing. I'm trying to add enemies with different sprites. You can only do so much for a story with the basic JJ2 events.

djazz
Oct 16, 2010, 04:51 AM
I made this level in September and it's a 256x64-sized CTF level.
The concept here is that it's like CTF irl (almost). If you die on enemy side you'll end up in the enemy "jail". Your teammates can free you. There is also a coin+warp in the jail which act as the jail-timer. The level works for all three characters. I haven't played any big game here yet, only dueled betatesters. The level is not finished, needs some more eyecandy etc..
Some screens:

http://jazzjackrabbit.net/DJ/JJ2_screens/DJctf04_collage.png
Music: Starlight (http://se-hbg-01.files.syntaxerror.nu/files/starlight.xm)

CrimiClown
Nov 4, 2010, 12:04 AM
I made this level in September and it's a 256x64-sized CTF level.
The concept here is that it's like CTF irl (almost). If you die on enemy side you'll end up in the enemy "jail". Your teammates can free you. There is also a coin+warp in the jail which act as the jail-timer. The level works for all three characters. I haven't played any big game here yet, only dueled betatesters. The level is not finished, needs some more eyecandy etc..
Some screens:

(image)
Music: Starlight (http://se-hbg-01.files.syntaxerror.nu/files/starlight.xm)

Looks very promising. If I was still playing JJ2 on a regular basis, I would play this!

minmay
Nov 4, 2010, 01:25 PM
You, um, realize that there are already levels utilizing the exact same system, right? Divide and Conquer, in particular.

PurpleJazz
Nov 4, 2010, 02:42 PM
Not exactly. You'd only end up in jail in DnC if you fell in the pit under the bases set off by the crate. The jail system DJazz is implementing here is more like that of the assassination level Mutiny, except in CTF.

Toni
Nov 5, 2010, 12:25 AM
You, um, realize that there are already levels utilizing the exact same system, right? Divide and Conquer, in particular.

But, hey, we need more levels like that. Especially for JDC events :)

sonicnathan 1
Nov 5, 2010, 08:55 AM
I'm slow ad making levels but I'm still working on episode 2 of my levels. Doubt I'll ever get around to make 3 or 4, but whatever. Here are some screenshots from JCS

http://img602.imageshack.us/f/baddybreeding3.png/

http://img530.imageshack.us/i/baddybreeding2.png/

http://img571.imageshack.us/i/baddybreeding.png/

Also working on a Fanolint tileset. Pretty much done, nothing special and I'm still debating if I want to release it.

http://img256.imageshack.us/i/jazz1fanolintfinal.png/

Seren
Nov 5, 2010, 09:03 AM
I love that your signature says: 'Epsiode 2:Coming 2009'.

sonicnathan 1
Nov 5, 2010, 09:06 AM
I love that your signature says: 'Epsiode 2:Coming 2009'.

Yeah I wrote that a long time ago about this time. I've been working on this pack since around 2006 or so and I don't come on here much lol.

Might as well change that to N/A as I'm lucky is I move 2 tiles every month anymore

Speeza
Nov 5, 2010, 11:16 AM
Sonic those screen-shots look interesting sensational and superbly amazing, I would love to see this realised some time soon.

sonicnathan 1
Nov 5, 2010, 02:23 PM
Sonic those screen-shots look interesting sensational and superbly amazing, I would love to see this realised some time soon.

Thanks for that. I will get around to releasing both of these, however I'm looking for someone to make an example level for my tileset. If I do it myself, I'm probably going to miss bugs.

Toni
Nov 6, 2010, 08:32 AM
I wanna make an example level for your tileset. If you agree of course :)

sonicnathan 1
Nov 6, 2010, 08:54 AM
I wanna make an example level for your tileset. If you agree of course :)

sure! Send me a PM over J2O. Same user name, sonicnathan 1

Toni
Nov 6, 2010, 08:57 AM
huh, should you send me PM with tileset? :P

minmay
Nov 6, 2010, 09:12 AM
That Fanolint conversion has way too many extra tiles added on a whim. It looks like you actually took some tiles out to make room for your tiles - at that point it isn't really a conversion anymore, which is fine (FanolintV would be great, I'm sure), but the tiles you've added have very little substance - the few that aren't slight variations of existing tiles are just generic event tiles, unless you count the clouds/rain/hills that you took from other tilesets.

Some of your tiles are also missing shadows or have other such mistakes, most obviously the backgrounds on the plant tiles, though that could just because they're unfinished.

sonicnathan 1
Nov 8, 2010, 09:41 AM
That Fanolint conversion has way too many extra tiles added on a whim. It looks like you actually took some tiles out to make room for your tiles - at that point it isn't really a conversion anymore, which is fine (FanolintV would be great, I'm sure), but the tiles you've added have very little substance - the few that aren't slight variations of existing tiles are just generic event tiles, unless you count the clouds/rain/hills that you took from other tilesets.

Some of your tiles are also missing shadows or have other such mistakes, most obviously the backgrounds on the plant tiles, though that could just because they're unfinished.

I never took anything out. Every tile form the original is here seriously, what is the downside to adding tiles? After I was done converting the tileset, I had about 400 or so tiles left to add whatever so I went wild. I mean I might as well just add them. No one is forcing you to use the tiles, but at least there there in case you DO want to use them. Hell, I even make snow work properly in the tileset. Even if it doesn't fit, if someone wants to use it at least it's there.

I'm no editor, and I would have loved to add a lot more tiles. However with my very limited drawing skills everything I would love to add really isn't possible. Like I would love to make the spillover animation work for the running water.

Background of the plant tiles?

minmay
Nov 8, 2010, 11:03 AM
I never took anything out. Every tile form the original is here seriously, what is the downside to adding tiles?
Fewer animated tile slots, and you're missing 87.5% of the fans' frames.
A more subjective disadvantage is that it clutters up the tileset. I'm fine with adding tiles to increase the flexibility of a tileset - indeed, I'd generally encourage it - but you've added tiles that don't increase flexibility at all, like all those plants. Somehow I doubt anyone's going to use those upside-down and sideways ones (especially since you didn't bother to change the glass shine). The "escaped" plants could look nice, but as-is they're just blatant copy-paste jobs.

And yes, I remember the PM you sent me telling me that I included too many (all) of the fan frames in my conversion.

Background of the plant tiles?
The closed plant boxes have the distorted background (same as the circular lens tiles near the top). The broken ones have the regular background. The distorted background looks pretty weird in JJ2 in the first place, but mixing them both together like that is just strange.

Incidentally, my original plan was to get a textured background working that was close to the JJ1 distorted background, but I found it to be too much work.

sonicnathan 1
Nov 8, 2010, 11:10 AM
Fewer animated tile slots, and you're missing 87.5% of the fans' frames.
A more subjective disadvantage is that it clutters up the tileset. I'm fine with adding tiles to increase the flexibility of a tileset - indeed, I'd generally encourage it - but you've added tiles that don't increase flexibility at all, like all those plants. Somehow I doubt anyone's going to use those upside-down and sideways ones (especially since you didn't bother to change the glass shine). The "escaped" plants could look nice, but as-is they're just blatant copy-paste jobs.

And yes, I remember the PM you sent me telling me that I included too many (all) of the fan frames in my conversion.


The closed plant boxes have the distorted background (same as the circular lens tiles near the top). The broken ones have the regular background. The distorted background looks pretty weird in JJ2 in the first place, but mixing them both together like that is just strange.

Incidentally, my original plan was to get a textured background working that was close to the JJ1 distorted background, but I found it to be too much work.

I still think 32 frames is crazy and kinda stupid. I think that's a matter of taste.

Also the shine on the boxes are gone becuase the glass is broken :/

I think there really isn't any point in going on. The way I see it, we have very different views on how a conversion should be made. It's fine, I encourage the feedback to help improve the tileset. However, I'm not going to change much of what you said becuase I don't have the same views.

minmay
Nov 8, 2010, 04:08 PM
When I referred to the shine, I wasn't referring to the distortion of the background, but to the white lines on the side of the glass. Their position should be independent of the boxes' rotation; the glass boxes aren't the light source, after all.

But since you brought up the background distortion: the tiles don't really indicate that the glass on the side is broken, just the top of the box. Adding an outline where the glass is broken (and distorted background behind the areas that still have glass, since that's what you'd expect) would be a good way to convey that. I also just realized that the background that's being distorted is different from the "normal" background in the first place (it's that tile in the bottom right).

sonicnathan 1
Nov 8, 2010, 06:09 PM
When I referred to the shine, I wasn't referring to the distortion of the background, but to the white lines on the side of the glass. Their position should be independent of the boxes' rotation; the glass boxes aren't the light source, after all.

But since you brought up the background distortion: the tiles don't really indicate that the glass on the side is broken, just the top of the box. Adding an outline where the glass is broken (and distorted background behind the areas that still have glass, since that's what you'd expect) would be a good way to convey that. I also just realized that the background that's being distorted is different from the "normal" background in the first place (it's that tile in the bottom right).

1: I see what you mean. I think I was going to fix that and forgot lol.

2: Yeah I just realized that to. However I am in no power to try and fix that. Besides, I think for the most part people wouldn't take much notice. As for making it look broken, if you can do that go right ahead. I wouldn't even know where to begin and it would be a great help if you could help with that.

Violet CLM
Nov 8, 2010, 08:16 PM
It looks like you actually took some tiles out to make room for your tiles - at that point it isn't really a conversion anymore, which is fine (FanolintV would be great, I'm sure)
Stalled in early drafting stages.



Anyhow, you're both right.

sonicnathan 1
Nov 9, 2010, 09:24 AM
hmm I'm kinda at a loss weather or not to add shadows to the pipes. I did it once to test, and I think they look better without the shadowing.

LegendaryDreamer
Nov 14, 2010, 04:24 PM
The only area of my newest level that is complete enough for a screenshot.

http://i1117.photobucket.com/albums/k588/TheLegendaryDreamer/Jimbobs%20levels/jimbobnewlevel.png?t=1289784141

Name will be revealed when it's released.

Any comments? Suggestions? TexBG color?

Obi1mcd
Nov 15, 2010, 11:01 PM
Aaaaaand another tileset.

http://img837.imageshack.us/img837/1451/genericset01.png

http://img16.imageshack.us/img16/8335/genericset02.png

For now, the set is called GenericSet, due to my inability to think of something unique. Anybody got any feedback, comments, or name suggestions?

EvilMike
Nov 16, 2010, 12:16 AM
Looks good so far.

The geometric patterns in the ground remind me of the old Sonic games. You should add some more variation though - maybe take an idea from those games and use a similar style of eyecandy. Eg make parts that stick out or are indented: see this screenshot http://www.soniczone0.com/games/sonic1/downloads/s1-ghz-act2map.png

It would be quite easy to add tiles for that, it looks good, and it fits well with the sort of design you have going.

Oh, and in your first screenshot, those buildings in the background are far too bright. They look too similar to the floor, which means players might think they are masked. I would suggest darkening them or desaturating them, or both. You want your background to look good, but you also don't want it to stand out a bit less than the foreground, even if it's just a tiny bit. Right now they both use the same colour.

Violet CLM
Nov 16, 2010, 12:30 AM
It's very pretty! The main thing I think you have to work on is the ground... right now, it has the same color scheme (palette line?), brightness, and apparent size as the buildings in the background. It's more of a problem in the bottom area of the second screenshot where you don't have the rocky gray floor providing a clear boundary. You might want to soften the contrast on the buildings a bit, but either way, the ground needs a lot more structure and variety. Here's a mockup of one possibility:
<img src="http://www.tachyonlabs.com/sam/generipp.png">
Obviously you'd want to choose much better colors, that's just the general idea. Also you have a lot of room to play with holes in walls with inventive shapes, perhaps even with the edges receding into the background. Whatever the choice, though, variety is necessary.


ninja'd by mike. I do feel, though, that Palmtree Panic is a better reference than Green Hill Zone, since it uses the same pattern.

Cosmo
Nov 16, 2010, 12:59 AM
Wow , you guys are amazing ! This levels made revolution rating in j2o !

Stijn
Nov 16, 2010, 04:27 AM
I can only echo what Violet said. That looks really cool, but right now it's a bit too hard to see the difference between the ground you can stand on and background scenery you can't stand on. So you'd either need to make the solid ground brighter, or the background darker (or the other way around, but I can't imagine that looking good).

Nice palm tree, too. Is there a bigger version of it in the tileset as well?

minmay
Nov 16, 2010, 04:38 AM
ass some more variation
It took me a full minute to realize you meant "add."

Toni
Nov 16, 2010, 04:41 AM
Well, again you use blue background in your first version of tileset :p I really think it will be better if you use orange/yellow/brown or red colored background. It's on you to decide, this is good, too. But if you have time, check is it better with those colors what I wrote, up.

@minmay: lol! I didn't recognize what he wrote until you told that :D

Obi1mcd
Nov 16, 2010, 01:56 PM
Yeah, it was based more off Palmtree Panic rather than Green Hill Zone, but I understand what you're saying about variation. The bg still uses the same palette line as the normal ground, though I'll change that, and the cliffs are a placeholder.
So, is GenericSet an okay name?

LegendaryDreamer
Nov 20, 2010, 08:40 PM
That tileset looks pretty good. That's all the feedback I have right now. I'd suggest a different name than GenericSet, though.

I'm going to re-post this picture so I can get feedback for my level.
The only area of my newest level that is complete enough for a screenshot.

http://i1117.photobucket.com/albums/k588/TheLegendaryDreamer/Jimbobs%20levels/jimbobnewlevel.png?t=1289784141

Name will be revealed when it's released.

Any comments? Suggestions? TexBG color?

Also, I'm making a new Christmas level, for release with the Christmas Fun Pack (2008, for those who remember), when I'm finished modifying the levels.

http://i1117.photobucket.com/albums/k588/TheLegendaryDreamer/jimbobwinter2.png?t=1289958549

I like the pun in the level name. It's supposed to be reminiscent to December Mist (one of the levels I was building but lost). The different layers of snow move at different speeds, so people online who don't see the Snow Particle effect will still see snow. The music is december.s3m. I had to modify the file to keep JJ2 from crashing because of it.
Special thanks to Troglobite for sending me the first three levels.

FireSworD
Nov 20, 2010, 09:09 PM
Captured Win, in more ways than one.

LegendaryDreamer
Nov 21, 2010, 05:56 PM
At the top left, near the red base:

http://i1117.photobucket.com/albums/k588/TheLegendaryDreamer/Jimbobs%20levels/jimbobwinter3.png?t=1290394514

Troglobite
Nov 21, 2010, 06:55 PM
I like the gems in the wall. The edge of the platform does look rather square and artificial, though.

LegendaryDreamer
Nov 21, 2010, 08:03 PM
It does kinda look artificial. I'll make sure to fix it as soon as I can. I also think the gems in the wall were a good idea.

Jgke
Nov 23, 2010, 12:56 AM
http://i276.photobucket.com/albums/kk20/Jgke/screenie-3.png

FireSworD
Nov 23, 2010, 04:23 AM
Looking good, but you have competition. :P

Jgke
Nov 23, 2010, 04:50 AM
Snooze not included.

djazz
Dec 2, 2010, 09:36 AM
Another level i made a while ago..
http://jazzjackrabbit.net/DJ/JJ2_screens/DJdom02_01.png
Yeah, have a shower. Or not.

Can be played in Domination or any other battle mode.

Zerg
Dec 25, 2010, 04:05 AM
http://img69.imageshack.us/i/hooorrorrrrr.png
I'm making this level:D

Seren
Dec 25, 2010, 04:12 AM
^ Nice tileset.

Toni
Dec 25, 2010, 04:52 AM
I knew, before looking at that image, that it's SE's tileset ^^

Violet CLM
Dec 27, 2010, 05:35 PM
<img src="http://www.tachyonlabs.com/sam/Yardius2.png" width="640" height="398" />
they're synchronized oshiiiiiiiiiiiii

ETA: to clarify the reason this is a big deal: a synchronized vertical movement behavior, much less one with multiple syncs so the inner vs. outer columns go up and down at opposite times, does not occur in any JJ1 level and is not in fact documented by DD's behavior notes, but I had a feeling that it might exist anyway and I was right.

Obi1mcd
Dec 27, 2010, 11:58 PM
Every time you post a screenshot of SWAG, it makes it harder for me to wait for it.
Needless to say, it looks good.

Crazy Rabbit
Jan 8, 2011, 08:10 PM
Gonna finish Trixi CTF...Pack of CTF symmetrical levels...I think it will be much better than my The Wy or Relaxing View but looks like i'm still far from enough good JCSer...Maybe to become best JCSer i need enter into my brain and search file: "Great JCSer"?

Treylina
Jan 12, 2011, 09:53 AM
Gonna finish Trixi CTF...Pack of CTF symmetrical levels...I think it will be much better than my The Wy or Relaxing View but looks like i'm still far from enough good JCSer...Maybe to become best JCSer i need enter into my brain and search file: "Great JCSer"?

Enter Keyword: "Great JCSer"

Searching...

Error: Cannot enter into brains. Were you searching for a risky operation? We take no responsibilities for memory loss.

Okay, enough of that. Here's a screen of one medium-small battle level I'm making, and a crappish one. I have another cool battle level in the making other than these two, but it looks boring at the moment.

http://img121.imageshack.us/img121/5030/treyab1pre.png

http://img52.imageshack.us/img52/5149/treyab3pre.png

About the screen at the top, that was the true first level I worked on. But it took me a very long to time work on. The layout of it isn't that great though so I'm not sure if I should release it. Please note the bottom screen contains a very unfinished level.

EvilMike
Jan 13, 2011, 04:03 PM
You probably shouldn't make single player levels in one day!

A standard 256x64 level should take at least a week, unless you're fast or <i>really</i> know what you're doing.

Seren
Jan 13, 2011, 10:37 PM
I hate Bubba, Schwartzenguard and Robot boss typical fights with Spaz, as every of them can be easily killed within a single sidekick. Hard to even call it a boss fight, it's rather pressing two buttons.

Use layer larger than 2x3 for the rain, it looks dull. Rain drops in real world aren't in straight lines. And the tilebugs, uh. Carrotus tileset just sucks in this matter. Even the official level designers didn't seem to be able to fully avoid them. However, those vine thingies on the top of the first screenshot look absolutely avoidable. Also, no eyecandy included.

What EvilMike says is true, however may still be useless when you're unexperienced, in which case you just stop after two days, believing your level has everything already and nothing can be added, so not imagining working on it for the next five days. Also, if it's one week strongly depends on the amount of free time during it. If you have all the weekend free and you work on your level all the time, with breaks only for meals, you can create a level in two days. If you're busy all the time, it can take a month as well. Also it strongly depends on the layout of a level and the type of eyecandy, and other things, I believe.

DoubleGJ
Jan 14, 2011, 03:02 AM
And the tilebugs, uh. Carrotus tileset just sucks in this matter.
Indeed. This one and Psych as well. I remember, when I was reworking my single player levels (which STILL haven't been released, but that's not the point), Carrotus and Psych gave me the most work simply because I had to fix so many tilebugs I made when I just took those chunks of tiles as they were in the tileset and pasted them in highly repetitive patterns. Except they didn't fit all that well, especially on the edges. And at least in case of Carrotus it was a matter of replacing tiles, with Psych because of how the grass and slope tiles are designed I sometimes had to redesign portions of the level to make it look good.

At least Inferno clearly shows it's gonna give you one hell of a work...

EvilMike
Jan 14, 2011, 05:52 PM
Indeed. This one and Psych as well. I remember, when I was reworking my single player levels (which STILL haven't been released, but that's not the point), Carrotus and Psych gave me the most work simply because I had to fix so many tilebugs I made when I just took those chunks of tiles as they were in the tileset and pasted them in highly repetitive patterns.
This is so true.

When I was making The Resistance, the story was based entirely on Carrotus which meant that I had to use the tileset. I had planned on two or three large levels that used the set, or some variation of it. This proved too annoying though, so I only made one large level and two small ones, with one of the small ones having fairly simple eyecandy (being a water level, I could get away with that). With the larger level, I went for a look that allowed me to take a more sparse, easy to build approach. Overall things turned out fine, but I did not enjoy making it and wound up cutting a lot of stuff.

Oh yeah, and I wound up using wartorn as well, which is also a very painful tileset to use. That level went from being planned as a full level, to being the scene of a boss fight and nothing more.

The moral of the story: don't plan big projects that include tilesets you hate using!

Violet CLM
Jan 14, 2011, 08:22 PM
Use each tileset included so extensively that you'll never once have to use it again because there will be no remaining possibilities!

EvilMike
Jan 15, 2011, 12:22 AM
Each tileset included, as in the official tilesets?

I think pretty much all of them have been used to their fullest potential, at least by other people.

Also, I think there are some which I will never use extensively. Inferno, for example, is about as fun to use as it is to get teeth pulled. The remix/edit/whatever of it on j2o somehow makes it even worse.

DoubleGJ
Jan 15, 2011, 01:11 AM
Ah, this discussion just made me wanna post a Devil Dash screenshot :'D

http://img440.imageshack.us/img440/639/ddvines.jpg

Why is everything I have left to do so discouraging :(

EvilMike
Jan 15, 2011, 01:20 AM
Ah, this discussion just made me wanna post a Devil Dash screenshot :'D

http://img440.imageshack.us/img440/639/ddvines.jpg

Why is everything I have left to do so discouraging :(

Keep it up, if you can finish one level you can finish more. Your screenshots are always interesting.

Although, if you are *really* discouraged, you can do what I do: take what you have, adjust the story a bit, and release it as a complete pack. Out of the 5 episodes I released, I did that with 4 of them. Better to release something than nothing, I say.

cooba
Jan 15, 2011, 02:56 AM
Ah, this discussion just made me wanna post a Devil Dash screenshot :'DFor a while there I thought that was an edit of Damn with the Jungle spikes in

FireSworD
Jan 17, 2011, 03:24 AM
IMPORTANT: PLEASE READ THIS BEFORE LOOKING AT PICTURE BELOW:

I'm not really planning to finish this, and it's obviously very unfinished. Not much tiles, and tiles are in places where they shouldn't be. That said, the main reason I am posting this is for advice; I am hoping for helpful, understanding advice and reasonable crits. Please don't comment about its unfinished state, and try to think about the picture below logically.

This is an armory assault level. A team of players raid an armory to gather powerful weapons of each type, one type at a time. The weapons are default jj2 ammo (maybe shields too). Places are opened up by using weapons, instead of smashing crates, that is to ensure a logical progression that is also quite varied and non-linear.

The picture below shows a self-made tileset of my own, inspired from default jj2 sets like castle and tubelectric. I have a lot of control over the outcome, and making a new set comes with benefits, especially for assault.

Picture (http://img254.example.com/img254/3849/armoryassault.jpg)

Superjazz
Jan 17, 2011, 03:35 AM
Seems interesting. What would be the main target? To blast off some reactor with TNT? Or a shield perhaps?

FireSworD
Jan 17, 2011, 03:39 AM
Not really sure at the moment, but probably not a reactor.

DoubleGJ
Jan 17, 2011, 07:12 AM
It's both an interesting concept, and a difficult one. See, normally in an assault as the attacking team completes objectives, they gain quick access to wherever the last objective was. However, as there's no triggers involved here apparently, the players would have to go all the way again to get back into action...

Crazy Rabbit
Feb 3, 2011, 01:10 PM
Ever Story 2:
http://img825.imageshack.us/img825/5699/scr2c.png
http://img707.imageshack.us/img707/6719/scr3al.png
http://img46.imageshack.us/img46/3763/scr4x.png
Trixi CTF:
http://img87.imageshack.us/img87/6164/trixi1.png
http://img130.imageshack.us/img130/5264/trixi2.png
http://img145.imageshack.us/img145/4233/trixi3.png
http://img830.imageshack.us/img830/1088/trixi4.png
http://img204.imageshack.us/img204/5999/trixi6.png

cooba
Feb 3, 2011, 01:36 PM
Why, in the name of everything wicked, would you ever play JJ2 in a maximized window???

Lithium
Feb 3, 2011, 01:57 PM
Why, in the name of everything wicked, would you ever play JJ2 in a maximized window???

Because I can multitask then?

cooba
Feb 3, 2011, 02:14 PM
Because I can multitask then?You can also multitask with a normally sized window, which has the benefit of not looking horrible!

Crazy Rabbit
Feb 4, 2011, 01:32 PM
When i made Medieval Castle level, i asked myself:
"What need for level with good gameplay?"

I found only answer:
"Happy mood!"

shaney
Feb 9, 2011, 10:25 AM
i actually aint gonna build a level . i am working and planning out something new .




a gamemode style build in the past by me and a former clanmate from 2002 mat that concept was an elimination style of tournament level .




the concept is beeing devoloped of something much newer nut really innovative but fast pace and fun .


i,d like to call this project Death arena .

A team game . in a pit level with a slightly different angle to it teams can go from 2 to 6 players

will need death ctf .


2 players from both teams enter the arena . they wil fight each other . if 1 player gets the other killed he will be able to capture flags but the level has no carrots so u need to be super carefull . cause when killed another of the deaths teamamates enter the arena . and that rabbit that got killed will be revived in the arena as well . the game duh will continue till one team wins



Death Arena maybe a good idea maybe not

Vegito
Feb 9, 2011, 03:16 PM
Because I can multitask then?

I have to agree with Cooba here. If you actually want to show a level you're creating, why not use F12 or something...?
I mean, you want to show how your levels look like so I assume you want it to look good and not horrible cause of the screens resolution. Lol.

minmay
Feb 9, 2011, 05:23 PM
2 players from both teams enter the arena . they wil fight each other . if 1 player gets the other killed he will be able to capture flags but the level has no carrots so u need to be super carefull . cause when killed another of the deaths teamamates enter the arena . and that rabbit that got killed will be revived in the arena as well . the game duh will continue till one team wins
Just want to make sure I'm interpreting this correctly: when a player is killed, they respawn and another player on their team is released into the arena, so their team is one player bigger? Sounds interesting. How are flag scores handled?

LegendaryDreamer
Feb 10, 2011, 08:18 PM
Planning a comeback level...

http://i1117.photobucket.com/albums/k588/TheLegendaryDreamer/jimbobwater1.png?t=1297401445

Information will be revealed once it's released. And yes, it's multiplayer.

Violet CLM
Feb 10, 2011, 11:20 PM
<img src="http://www.tachyonlabs.com/sam/Labelara1.png" width="640" height="398" alt="" />

I keep on altering the art for this one, but here's the current state of affairs. The spring, obviously, is more practical when not underwater. :p

shaney
Feb 11, 2011, 03:19 AM
Just want to make sure I'm interpreting this correctly: when a player is killed, they respawn and another player on their team is released into the arena, so their team is one player bigger? Sounds interesting. How are flag scores handled?



well the arena is basicly a CTF level . but the flags will not be able to be captured untill all players are in the arena



its a kinda teambattle to ctf switch over

Obi1mcd
Feb 11, 2011, 09:21 AM
@UR
Wasn't SWAG only going to have Green Hill, Marble, and Spring Yard? I got the feeling the SAGE page said something about that, though I might be wrong.

Violet CLM
Feb 11, 2011, 10:06 AM
It was, yes.

LegendaryDreamer
Feb 11, 2011, 11:27 AM
http://i1117.photobucket.com/albums/k588/TheLegendaryDreamer/jimbobwater2.png?t=1297455948

Making progress quite quickly, actually! I might even upload it today. There are tilebugs, but those are due to the tileset. All eight layers are used for the eyecandy.

LegendaryDreamer
Feb 11, 2011, 07:05 PM
http://i1117.photobucket.com/albums/k588/TheLegendaryDreamer/jimbobwater3.png?t=1297483396

It's been released! (http://www.jazz2online.com/downloads/6540/waterlines-shores/) Please download, play, rate and review. Tell me what you think!

Crazy Rabbit
Feb 12, 2011, 02:14 AM
LegendaryDreamer, screenshots of your level looking so good...
I will play it.

P.S. Sorry if my post looking a bit noobish...

djazz
Feb 14, 2011, 11:56 PM
http://jazzjackrabbit.net/DJ/JJ2_screens/DJctf04_collage.png

Released 2,5 month ago: RCTF (http://www.jazz2online.com/downloads/6416/rctf/)

http://jazzjackrabbit.net/DJ/JJ2_screens/DJdom02_01.png

Released 16 minutes ago: Reactive Factory (http://www.jazz2online.com/downloads/6542/reactive-factory/)

Crazy Rabbit
Feb 15, 2011, 01:19 AM
offtopic: Well, i think i don't know...
What's RCTF?

Violet CLM
Feb 15, 2011, 01:57 AM
Psst, it's a link.

Crazy Rabbit
Feb 16, 2011, 12:14 AM
http://img515.imageshack.us/img515/6254/image1rf.png
http://img80.imageshack.us/img80/610/image3pg.png
http://img262.imageshack.us/img262/1567/image2mq.png

Ðx
Feb 21, 2011, 04:36 AM
http://img684.imageshack.us/img684/9038/jj2ex1.jpg

Superjazz
Feb 21, 2011, 07:09 AM
Which project does this screenshot come from? Seems like a really interesting theme.

Zerg
Feb 21, 2011, 08:29 AM
This seems like an old cartoon :D

Foly
Feb 21, 2011, 11:24 AM
It looks amazing :)

Ðx
Feb 21, 2011, 12:18 PM
http://img684.imageshack.us/img684/9038/jj2ex1.jpg

Its just a single player level which I started a few hours ago.. Got bored and started JCSing again =D.

Ðx
Feb 22, 2011, 08:37 AM
Its out, http://www.jazz2online.com/downloads/6549/cave-2/

Laro24
Feb 24, 2011, 09:41 AM
http://img98.imageshack.us/img98/852/wol1f.jpg (http://img98.imageshack.us/i/wol1f.jpg/)

http://img600.imageshack.us/img600/7666/wol2.jpg (http://img600.imageshack.us/i/wol2.jpg/)

From my upcoming sp episode.

minmay
Feb 24, 2011, 12:14 PM
From a Jailbreak level:
http://i.imgur.com/zUIDH.png

From a Bank Robbery level:
http://i.imgur.com/5oJTT.png

Edit: Both of these levels are finished (and were finished when I took these screenshots).

Ktos.
Mar 7, 2011, 10:31 AM
http://img52.imageshack.us/img52/6646/jazz0001.png
http://img855.imageshack.us/img855/2084/jazz0006.png
http://img101.imageshack.us/img101/6797/jazz0013.png
http://img97.imageshack.us/img97/3781/jazz0012.png
http://img688.imageshack.us/img688/7944/jazz0024.png

I'm making a SP pack right now. Last pic is from intro(with low detail of course, I don't want to show all of these unfixed launguage bugs I made).

Zerg
Mar 7, 2011, 10:52 AM
looks great! The eyecandy will get a 10 :).

TechnoPauluz
Mar 7, 2011, 11:00 AM
That looks magnificent :O

FireSworD
Mar 7, 2011, 06:30 PM
Yeah, most of those look impressive, good job. I'm looking forward.

Crazy Rabbit
Mar 8, 2011, 07:15 PM
Well, GJ Ktos, go ahead!

minmay
Mar 9, 2011, 06:21 AM
The way the vine curves around the background wall in the second screenshot is just brilliant.

sonicnathan 1
Mar 9, 2011, 10:28 AM
It's amazes me. What can take me months of thinking and tiling to get right people can do in weeks or even days.

Well done. Looks very promising.

Leus AKA Simba
Mar 10, 2011, 02:40 PM
Hey, I just made this level over the course of the last few hours. I was able to do it so quickly because I'm not the most visually artistic, so eye candy is... Kind of non-existent. I wouldn't say it's ugly, though, just simple. And I hope the gameplay opportunities make up for it. I tried to be very creative in that regard, while adhering to the small arena size. I think this might be cool for a small battle or even a duel, but I'd like feedback if possible. Is there anything that you think is too annoying? Unbalanced? Boring? Let me know any suggestions you have please, also if you wanna try beta testing it I'm down just lemme know haha. :)

http://www.mediafire.com/?u208ci31ymd8979

Is there somewhere else officially dedicated to testing maps?

Troglobite
Mar 10, 2011, 05:30 PM
The best way to test levels is usually to host it yourself online, and see what the people who join think. Also, you can post to http://www.jazz2online.com/downloads/, and usually get several people to play, and possibly review it.

Leus AKA Simba
Mar 10, 2011, 06:35 PM
Oh, aight. I just read that you shouldn't post levels on J2O unless they're officially complete. Perhaps I'll host it. :)

Jgke
Mar 11, 2011, 02:29 AM
Your hosting might fail due to your router, in this case, see my links in my signature :)

Black Ninja
Mar 11, 2011, 10:32 PM
Just logged on to the JCF for the first time in ages and thought I'd stalk this thread (as I so often do).

There's a lot of great looking stuff coming down the pipeline. I'm excited to play some of these.

I actually have been working on [PROJECT I'LL FINISH SOMEDAY BEFORE I DIE]. Will I ever finish it? Perhaps! Before I die? ALSO PERHAPS!

TomoAlien
Mar 13, 2011, 09:41 AM
http://img148.imageshack.us/img148/416/sandswoohoo.png
Something I've been working on for a while.
Yeah, I'm using a self-tweaked Ihlvdni tileset. I also made a dawn version of it.

sonicnathan 1
Mar 15, 2011, 08:51 AM
I actually have been working on [PROJECT I'LL FINISH SOMEDAY BEFORE I DIE]. Will I ever finish it? Perhaps! Before I die? ALSO PERHAPS!

Pretty much sums up me. When you add maybe 50 tiles and 10 events a month it takes a long time to finish lol. I could complete one of my levels in a day if I wanted to but I keep forgetting lol.

Heck, I set the release date of one of my packs to 2009, now here I am in 2011 working on the same level. Lol I think I made this pack to big.

Superjazz
Mar 27, 2011, 12:46 AM
http://img405.imageshack.us/img405/5866/xlmconflux01.png (http://img405.imageshack.us/i/xlmconflux01.png/)
http://img204.imageshack.us/img204/3733/xlmconflux02.png (http://img204.imageshack.us/i/xlmconflux02.png/)
http://img861.imageshack.us/img861/5461/xlmconflux03.png (http://img861.imageshack.us/i/xlmconflux03.png/)

TomoAlien
Apr 14, 2011, 01:02 AM
http://img88.imageshack.us/img88/7486/thisisasecret.png
Not an In-Game screenshot, but still a screenshot.

Violet CLM
Apr 16, 2011, 08:36 PM
<img src="http://www.tachyonlabs.com/sam/RoA.png" alt="" title="When the moon is in the seventh house..." />
Extremely imminent.
ETA: Released, in fact.

Zerg
Apr 16, 2011, 09:22 PM
This is extremely nice :)

cooba
Apr 17, 2011, 01:02 AM
Those half-Castle half-House stairs are great.

Obi1mcd
Apr 17, 2011, 05:32 AM
Interesting mishmash of sets, though some of it could look better.

Blackraptor
Apr 17, 2011, 07:40 AM
Screenshots taken in J1E cause jj1's resolution is kinda small.

http://img193.imageshack.us/i/preview1tq.jpg
http://img69.imageshack.us/i/preview2dl.jpg
http://img156.imageshack.us/i/preview3j.jpg/

http://img69.imageshack.us/img69/2782/preview2dl.jpg (http://img69.imageshack.us/i/preview2dl.jpg/)


http://img193.imageshack.us/img193/6185/preview1tq.jpg (http://img193.imageshack.us/i/preview1tq.jpg/)



http://img156.imageshack.us/img156/3162/preview3j.jpg (http://img156.imageshack.us/i/preview3j.jpg/)

Obi1mcd
Apr 22, 2011, 10:02 AM
http://i1026.photobucket.com/albums/y324/Obi1mcd/Etnty_05.png
Nowhere near imminent.

Sean
Apr 22, 2011, 11:13 PM
That a tileset or a tileset and level?

cooba
Apr 23, 2011, 02:21 AM
That's a pretty dull looking gray.

Obi1mcd
Apr 23, 2011, 04:11 AM
Large-scale SP pack with custom sets. And yeah, the screen's a WIP with placeholder art.

cooba
Apr 23, 2011, 04:39 AM
Doesn't sound like a smart idea to put a screenshot full of placeholder art in a thread where people are supposed to judge your screenshots

Obi1mcd
Apr 23, 2011, 04:46 AM
I guess, though the point was rather to do with it being a sort of hub-level instead of trying to show off placeholder art. And I was a little bored, though I suppose that's a bad excuse.

Sean
Apr 23, 2011, 08:40 AM
Well, why did you start a tileset but not cut me in on betatesting? :O I'll be happy to help you on that again!

Jgke
Apr 25, 2011, 06:35 AM
Some initial work... I need suggestions ;)
http://i276.photobucket.com/albums/kk20/Jgke/Cave.png

Obi1mcd
Apr 25, 2011, 09:00 AM
On the tileset, I assume?
Grass is fine, but the ground needs more depth. Perhaps adding more colours would help.
Also, try changing the edges of the ground tiles so they aren't so straight.

FireSworD
Apr 25, 2011, 12:41 PM
Try to add more textures, tones, variation etc. Just my opinion. Also, grass and soil is a quite...typical combination, try doing something more original, or at least use that theme in a more original way.

Seren
Apr 25, 2011, 01:08 PM
I felt like I'm not putting enough stuff here. Here's a TSF tileset I'm working on for some time:
http://img861.imageshack.us/img861/5585/halucineobeta.png

Violet CLM
Apr 25, 2011, 04:30 PM
Are the colors attached to the tiles, or do you see the same gradient wherever you are in the level?

Seren
Apr 26, 2011, 01:28 AM
Attached to the tiles. Each basic tile has 71 variations (10 hues * 7 brightnesses + 1 completely black tile), drastically decreasing my freedom on the amount of tiles and making any good 1.23 conversions impossible.

Ktos.
Apr 26, 2011, 02:01 AM
http://img573.imageshack.us/img573/4837/beztytuu3ej.png
http://img717.imageshack.us/img717/728/beztytuu4ny.png

It's an old one, and maybe someday I will finish it.

Leus AKA Simba
Apr 26, 2011, 12:19 PM
Ktos: That's awesome! Haha. :)

Leus AKA Simba
Apr 26, 2011, 12:36 PM
http://img.photobucket.com/albums/v296/Leusifer/compo1.jpg
http://img.photobucket.com/albums/v296/Leusifer/compo2.jpg
http://img.photobucket.com/albums/v296/Leusifer/compo3.jpg
http://img.photobucket.com/albums/v296/Leusifer/compo4.jpg

Working on compiling re-created areas of the original SP campaign into a compilation MP map using the phantasmagoria tileset. :)

Sean
Apr 26, 2011, 06:24 PM
...I sort of recognize where you are coming from...

Leus AKA Simba
Apr 27, 2011, 05:41 AM
I'm trying to use segments that are conducive to a fluid and non-linear MP map, think it's goin' fairly decently so far.

CrimiClown
Apr 27, 2011, 12:48 PM
Screenshots with ^D^D^D^D^D^D^D

It's an old one, and maybe someday I will finish it.

I am in love with this.

Leus AKA Simba
Apr 27, 2011, 04:23 PM
I agree. Please finish it!

PT32
May 14, 2011, 01:27 PM
My next single-player pack, tentatively called "Moonbeam Moore".

Release date: Within the next month or two, hopefully, depending on how well Blizzard Peak does.

http://C:\Games\Jazz2\TSF\jazz2tsf[CVR.pl]\Battles\PT32\Moonbeam Moore\Moonmoore1.png

Well that figures. My frazzlin' picture won't load.

Suffice it to say that I have a new singleplayer project underway, and it's called Moonbeam Moore (for now). It uses the Diamondus B Midnight tileset (What is with me and all these Diamondus levels?!), plays the best song I have EVER written, and, like Blizzard Peak, has a very challenging boss battle. Probably even more so here, actually, than in the other level.

It'll end up looking (imo) very realistic, with wafty shafts of light filtering down from the sky, mucky pools of swamp water that will suck you down like the Grimpen Moore in "The Hound of the Baskervilles", and some really good eyecandy. Hope you likey.

I'm about two thirds of the way through it.

Jgke
May 14, 2011, 01:59 PM
PT32: image uploads work better if you don't try to use C:\Games\Jazz2\TSF\jazz2tsf[CVR.pl]\Battles\PT32\Moonbeam Moore\Moonmoore1.png. ;)

Crazy Rabbit
May 18, 2011, 12:33 AM
I already done my battle level. (too slow)

Started to ask some ppl for betatest. I'll upload level soon... (if no bugs will be found)

Blackraptor
May 18, 2011, 10:50 PM
Just dropping by.

<a target="_blank" href="http://img546.imageshack.us/i/scrn2y.jpg/"><img src="http://img546.imageshack.us/img546/4401/scrn2y.th.jpg" border="0"/></a><br>
<a target="_blank" href="http://img831.imageshack.us/i/scrn4y.jpg/"><img src="http://img831.imageshack.us/img831/3736/scrn4y.th.jpg" border="0"/></a><br>
<a target="_blank" href="http://img846.imageshack.us/i/scrn5y.jpg/"><img src="http://img846.imageshack.us/img846/4420/scrn5y.th.jpg" border="0"/></a><br>
<a target="_blank" href="http://img121.imageshack.us/i/scrn9y.jpg/"><img src="http://img121.imageshack.us/img121/858/scrn9y.th.jpg" border="0"/></a><br>
(links if i fucked up the html again: http://img546.imageshack.us/img546/4401/scrn2y.jpg
http://img831.imageshack.us/img831/3736/scrn4y.jpg
http://img846.imageshack.us/img846/4420/scrn5y.jpg
http://img121.imageshack.us/img121/858/scrn9y.jpg)


may need betatesters soon

Crazy Rabbit
May 21, 2011, 11:56 PM
Begun new SP pack called A great hunger.

Inspired on Snooze's Dreamless. But this is not dreamless and there's no dreams.

Some ideas I managed steal from DEVRES (...again?)...

Well, soon I'll show first screenshots... And I promise I'll upload it on J2O... I promise!

Crazy Rabbit
May 22, 2011, 07:32 PM
http://img573.imageshack.us/img573/4837/beztytuu3ej.png
http://img717.imageshack.us/img717/728/beztytuu4ny.png

It's an old one, and maybe someday I will finish it.

Ktos, It's nice! Keep going, I want to see it in J2O downloads! :)

CelL
Jun 4, 2011, 04:38 AM
http://i712.photobucket.com/albums/ww128/cell_1337/1.png

http://i712.photobucket.com/albums/ww128/cell_1337/2.png

CTF. Because, what else.

Crazy Rabbit
Jun 7, 2011, 06:31 AM
I'm gonna finish new level soon...

It's CTF too... I planned it as XLM tryout, but I'm not really sure... To join XLM, tryout level must be special... Good Eyecandy and good gameplaying... Well, maybe I have good gameplay, but eyecandy is not good... It's just pretty average...

Well, levelname is: Pirates. Ahoy!

To show you more information about this CTF lvl, I'll publish a pair of screenshot, here...

Crazy Rabbit
Jun 8, 2011, 09:54 PM
http://img594.imageshack.us/img594/3334/jazz22011060916440793.jpg
http://img863.imageshack.us/img863/7238/jazz22011060916435098.jpg
http://img864.imageshack.us/img864/7626/jazz22011060916433368.jpg
http://img830.imageshack.us/img830/7895/jazz22011060916440693.jpg

Jgke
Jun 8, 2011, 10:12 PM
The background looks a bit too simple. Try making it a little better :)

Crazy Rabbit
Jun 9, 2011, 09:09 PM
The background looks a bit too simple. Try making it a little better :)

But how? I have no idea...

Zerg
Jun 10, 2011, 12:41 AM
Put some eyecandy on background layers, in that tileset, should be some sand eyecandy tiles too. Use them.

Ragnarok!
Jun 17, 2011, 08:22 AM
Blacky, do I see a maplestory monster? o.o

Zerg
Jun 29, 2011, 08:42 AM
http://img163.imageshack.us/img163/5154/getdathflag.png
http://img543.imageshack.us/img543/5292/88751172.png
A CTF level what I'm building ;)

Violet CLM
Jul 1, 2011, 10:24 AM
<img src="http://tachyonlabs.com/sam/Labelara2.png" width="640" height="334" />
Because hey, why not? Not pictured is the fearsome red minecart, which has spikes sticking out of its sides.

Obi1mcd
Jul 1, 2011, 10:26 AM
Is this part of SWAG? If it is, I'm assuming it's zone is from Sonic 2 8-bit?

Violet CLM
Jul 1, 2011, 10:46 AM
I'm sticking to Sonic 1, but with the caveat that its zones have appeared and been further developed in a few other games since 1991 and those other appearances are also fair game for grabbing stuff. So Green Hill Zone uses the caves and launch ramp from the GG version (although unfortunately I doubt there's enough sprite room for the giant fish from Sonic Generations), and Labyrinth Zone uses the mine cart and giant boulders from Sonic 4 Episode I. Which isn't to say that I might not grab obstacles from other zones entirely, but the environments themselves are all from Sonic 1.

Crazy Rabbit
Jul 1, 2011, 08:20 PM
EVER STORY 2 STILL ALIVE...

http://img189.imageshack.us/img189/2236/image1sc.png
http://img36.imageshack.us/img36/1839/image2bn.png
http://img221.imageshack.us/img221/4060/image3xiug.png

Ragnarok!
Jul 2, 2011, 07:20 AM
^ Like it

FOX292
Jul 13, 2011, 08:23 AM
That's looks nice one. Liked the Tube Electric lvl....
Btw, how do you make Jazz/Spaz "colored"(as shown in MP) in SP lvls?
(I have 1.23 with JJ2+...)

cooba
Jul 13, 2011, 09:17 AM
Btw, how do you make Jazz/Spaz "colored"(as shown in MP) in SP lvls?Host the SP level online or in local LAN and press F8 to hide your name.

It's not recommended to play some levels like this, because they rely on events resetting once you get far away enough from them (which doesn't happen online).

FawFul
Jul 24, 2011, 10:03 AM
Upcoming level for the duel tournament 3.0 level contest:
http://img339.imageshack.us/img339/3824/xf1.png
[No, this Level won't have bushes or animated waterfalls]

Jgke
Jul 24, 2011, 10:26 AM
AIR

Crazy Rabbit
Jul 24, 2011, 01:58 PM
Making battle pack:
http://desmond.imageshack.us/Himg21/scaled.php?server=21&filename=crbattle2.jpg&res=medium
http://desmond.imageshack.us/Himg580/scaled.php?server=580&filename=crbat1.jpg&res=medium

Ragnarok!
Jul 25, 2011, 02:01 PM
You like making eyecandy eh? ;P

FOX292
Jul 26, 2011, 12:27 PM
Nice one, bro....

Obi1mcd
Aug 16, 2011, 07:10 AM
Yet another tileset.
http://img220.imageshack.us/img220/1584/cataclysm01.png
http://img171.imageshack.us/img171/494/cataclysm02.png
A little lacking in ground variation so far, but that will be fixed sometime soon.

cooba
Aug 16, 2011, 11:29 AM
Liking the tilted buildings in the background.

Crazy Rabbit
Aug 16, 2011, 06:45 PM
@Obi1mcd
Looks good... Nice style.

Sean
Aug 17, 2011, 03:10 AM
Heaven's Door

My new (and I must also point out, my first and only) single player pack and levels! With a clever palette for the intro rolling text and awesome speed up/reverse features for it, it has to have one of the best intros made.

With a plot completely devoid of Devan Shell and including lots of character deaths, what's not to like? Plenty of self-edited tilesets and also one self-made, with a custom tileset courtesy of Obi1mcd, and a crystal cave as a bonus level.

I don't claim to be an experienced level maker, and even less so a good single-player episode creator, but I certainly hope this won't disappoint you!

Awesome Innovative Introduction!
http://i649.photobucket.com/albums/uu217/h3llb0yn3cr0/HeavensScreenOne.png

Space station with working vacuum spaces!
(It also doubles as a credits level)
http://i649.photobucket.com/albums/uu217/h3llb0yn3cr0/HeavensScreenTwo.png

Featuring the place we all want to go to!
http://i649.photobucket.com/albums/uu217/h3llb0yn3cr0/HeavensScreenThree.png

I hope this has you interested enough! :D

ETA: Indefinite, at least a year.

Crazy Rabbit
Aug 17, 2011, 03:23 AM
I saw your Space station with working vacuum spaces!...
Good job for beginning and I hope you'll finish it soon... :3

Add more eyecandy in heaven level...

Stijn
Aug 17, 2011, 03:40 AM
I like the text scroller! Consider using a better font though ;)

Sean
Aug 17, 2011, 03:47 AM
Why, do you have a problem with Arial?

Stijn
Aug 17, 2011, 04:42 AM
I prefer Helvetica!

Just feels like it doesn't fit that well with JJ2's cartoony graphics. Don't take that as a protip to use Comic Sans, I'm not sure which font would be better. Just a feeling.

Anyway, given the fact that you're probably using a tileset specifically made for that level, surely there should be a few palette entries to spare that allow you to make the font look more crisp and anti-aliased?

Sean
Aug 17, 2011, 12:19 PM
Actually that's not a bad idea Stijn. Thanks for that.

cooba
Aug 17, 2011, 02:08 PM
I wonder if it would be hard to make some fake anti-aliasing in the intro tileset with some clever translucency tricks. Like, the pixels supposed to blend in with the background could be cut out, put on a different layer and made translucent.

Sean
Aug 17, 2011, 04:48 PM
Actually, yes, cooba. Using a slightly different method, but anti aliased text while moving is perfectly possible.

Violet CLM
Aug 18, 2011, 07:38 PM
<a href="http://info.sonicretro.org/File:S4_Devel_LLZ3.jpg"><img src="http://www.tachyonlabs.com/sam/Labelara3.png" title="Shoot the one; the other explodes!"/></a>

SilverBolt
Aug 18, 2011, 07:55 PM
?! <! if this was anybody else I'd suspect Photo editing of some sort (probably Photoshop). But since Unknown Rabbit posted it, I'm convinced this picture is real>

Obi1mcd
Aug 18, 2011, 11:01 PM
Out of curiosity, when do you plan to release another version of SWAG? These Labyrinth screenshots are looking quite nice.

Violet CLM
Aug 19, 2011, 02:17 AM
I dunno... WID, maybe? I could do a second demo with Marble or something, but it's probably the weakest planet right now, and there's not all that much (to be) patched up with Hillgrius since the SAGE demo. No plans of any kind at the moment, just showing off awesomely complicated events. But I will mention that Blacky released a new JJ1 episode the other day so y'all should go play that.

Violet CLM
Sep 30, 2011, 12:08 AM
<img src="http://img69.imageshack.us/img69/1575/labelara4.png" />
Judging by the timestamps on my posts, it took me three months to make the events and layout for this single level. So expect to see a release in, oh... January. Of 2013. Anyway, these folks aren't the toughest fight of all time, but I feel that's kind of contractually required when you use the Lagunicus boss sprite.

Ragnarok!
Sep 30, 2011, 01:56 AM
I almost expected you to say 2012 but 2013? You are a harsh man sir.