View Full Version : tell some of the levels what u are buiding and goning on j2o
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Violet CLM
Sep 30, 2011, 03:27 PM
Well, I don't like it either. :P I just don't work on this stuff very fast at all, and Star Light Zone is uninteresting enough I doubt it'll make me go much faster. Although it does have significantly simpler walls than Spring Yard or Labyrinth, so maybe eyecandy will take less time. Dunno.
Ragnarok!
Oct 1, 2011, 03:27 AM
The pictures look great by the way. :)
DennisKainz
Oct 25, 2011, 03:27 AM
http://img713.imageshack.us/img713/5026/tundra01.png
I'm going to make an episode. I think I will just call it "Gus made some levels" or something. Anyway, this is going to be the first level: Jazz in a tundra, trying to find the entrance to a secret base.
I'm following the original JJ2 style: Levels are 16384 tiles wide (256x64 or 128x128), ALL background layers are used, and the text strings appear on the signs only. Oh, and it is meant to be played on 320x200 (16:9) or 320x240 (4:3). An exception is the splitscreen mode for local play.
I would like to add some custom music, but I can't find any good instrument collection or soundbank, so I'm pessimist about musics.
Crazy Rabbit
Oct 25, 2011, 03:41 AM
Oh, and it is meant to be played on 320x200 (16:9) or 320x240 (4:3)
Who plays JJ2 320x200 nowadays? Atleast 4-5 people?
Oh by the way I wish good luck and the level on screenshot seems fine and has good background. Go on!
cooba
Oct 25, 2011, 07:22 AM
320x200:
1.) Is annoying to play in JJ2
2.) Makes it very difficult to use the level's tileset for any other level
Obi1mcd
Oct 25, 2011, 07:38 AM
However, it is his choice, and the level will admittedly be more unique.
Ragnarok!
Oct 25, 2011, 09:15 AM
The screenshoted tileset looks great. Not sure I condone smallness.
Violet CLM
Oct 25, 2011, 11:30 AM
n00b did a 320x200 level in Kansas once, but after about half an hour of searching I'm going to give up on finding a download link. :[ Anyway, I know what you're against is text strings being used for narration, but don't forget that the official JJ2 levels <em>do</em> use them for dialogue as well, pretty much whenever you run into a boss. They're not the exclusive domain of signs.
DoubleGJ
Oct 25, 2011, 01:10 PM
I wouldn't exactly call that <i>dialogue</i>, but you have a good point.
Violet CLM
Oct 25, 2011, 01:12 PM
Monologue?
Crazy Rabbit
Oct 25, 2011, 01:42 PM
Gus makes his levels too limited...
By the way don't see any point to play 320x200... He still thinks this windowsize is original JJ2. But that's not true..
I played 1.02(or 1.00, not remember), 1.23 and 1.24...
Every version has standard windowsize 640x480...
So, Gus, just get to ur notebook: not much people will play ur levels if u have 320x200 windowsize limit.
DennisKainz
Oct 25, 2011, 01:59 PM
http://img832.imageshack.us/img832/3838/tundra02.png
I do not want many people to play it. I just want to improve my skills.
I've been always better at making tilesets than levels. But now I want to improve my level making skill.
By the way I don't think playing in 320x200 makes it frustrating, but challenging. In 640x480 you can easily see distant secrets and incoming enemies.
Ragnarok!
Oct 25, 2011, 02:47 PM
I can see where youre coming from with that, its just would people have time to ever react if their screen is that small? I'm not talking from experience at all, I mean so long as you make the levels cater it it'd probably be fine. :P
Crazy Rabbit
Oct 26, 2011, 05:40 AM
A new CTF lvl...Probably shall be released
http://desmond.imageshack.us/Himg64/scaled.php?server=64&filename=screelw.png&res=medium
Ragnarok!
Oct 26, 2011, 05:47 AM
Looks good, consider a spring on the far left if there isn't one already. :)
DennisKainz
Oct 27, 2011, 04:29 AM
http://img802.imageshack.us/img802/3357/tundra03.png
I'm using Reworder for some special items, such as the yellow card for the gates.
Oh, and I made sure that most of the icy tiles are translucent.
Crazy Rabbit
Oct 27, 2011, 06:42 AM
I'm using Reworder
That's great! But...I'm not sure... but I think Reworder's triggers doesn't work in multiplayer. Not really, but I'm just sure.
Well, keep going! +1 ;)
Jgke
Oct 27, 2011, 07:33 AM
Uh, why wouldn't they work in MP?
Violet CLM
Oct 27, 2011, 07:40 AM
Unsubstantiated claims that could be resolved through a touch of experimental research notwithstanding, I worry about the visibility cost of those HUD details. If you're playing at a 320x2?0 resolution, then the screen is only ten tiles wide, and you're effectively reducing that by 20%. What if you put the keys and such at the bottom of the screen, between the lives and ammo, and instead of 32 pixels high they were only 20 or so?
minmay
Oct 27, 2011, 09:31 AM
Just make the HUD tiles translucent. You don't lose any view and it looks cool to boot.
And they do work in multiplayer, by the way.
Crazy Rabbit
Oct 27, 2011, 12:56 PM
As I know Reworder creates a file which does special trigger options for a level edited in this prog. But seems the file can't be download by JJ2+, so I'm not sure It shall work. If I'm wrong, then show me your point of opinion.
DoubleGJ
Oct 27, 2011, 01:14 PM
The triggers are not stored in a separate file. Reworder does not override any aspect of Jazz2's trigger system nor memory, it only utilizes them in a way that JCF cannot, but which is possible due to how the game (specifically, its layers and tile chunks) works.
Violet CLM
Oct 27, 2011, 01:29 PM
You may be thinking of the .rwmacro files? Those contain instructions for Reworder, not JJ2. After you switch tile chunks around in Reworder, they may be in a state that is perfectly interpretable by JJ2 but which JCS will mess up upon saving. The .rwmacro files contain a list of the changes made to the level in Reworder, so that they can be performed again automatically on the level after it has been modified in JCS. They're used for editing, but are totally unnecessary for playing. I would suggest rereading the help file or <a href="http://www.jazz2online.com/jcsref/node.php?node=79&mode=id">JCSref</a> article.
Ktos.
Oct 27, 2011, 01:56 PM
It's easy to make background/foreground triggers without even using reworder, there are only few times when, for some reason, standart method used in jcs doesn't want to work.
And about Gus set: ice tiles? Doesn't all of it look a bit too much like plastic?
Crazy Rabbit
Oct 27, 2011, 01:57 PM
Ok, I get it... But that's the point to negrep me, eh!?
I just didn't know...
Ktos.
Oct 27, 2011, 02:14 PM
Negrep party yay.
Actually, thanks for negrepping me only for saying that this set looks plastic. Thats a really good reason for negrepping idd.
I just wanted to say, maybe that set needs more... hm flashy things? That icicle doesnt even look like its made of ice. So does the "metal" thing.
Crazy Rabbit
Oct 27, 2011, 03:52 PM
http://desmond.imageshack.us/Himg196/scaled.php?server=196&filename=image2yf.jpg&res=medium
http://desmond.imageshack.us/Himg577/scaled.php?server=577&filename=image1psv.jpg&res=medium
Betatest so s00n...
Violet CLM
Oct 27, 2011, 04:40 PM
I dunno, I'd say it's a pretty classic ice look. Good palette, good curves, and so forth. The metal bits are odd but I'm sure there's a reason.
(also, negrepping wasn't me.)
Seren
Oct 27, 2011, 08:53 PM
It's easy to make background/foreground triggers
I might be wrong, but I don't think you can make foreground trigger scenery with JCS alone. Afaik, it's not "some reason" that makes Reworder useful, tile cache just works in a simple way. According to my info, these are the cases when Reworder (or some other non-JCS tool) is needed:
Fake trigger scenery word is on a foreground layer.
Fake trigger scenery word is in a higher row than the actual trigger scenery word.
Fake trigger scenery word is in the same row, on the left from the actual trigger scenery word.
Fake trigger scenery word has events on it.
Correct me if I'm wrong at any point or missed something.
Violet CLM
Oct 27, 2011, 09:43 PM
Well, "trigger scenery" is a little specific, since any of the block events work. One other case: you want to have a second instance of word x, which has tiles ABCD, but word y also has tiles ABCD and yet is read prior to x, meaning that JCS if left alone would save other (eventless) instances of ABCD as y instead of x.
But none of this is remotely related to screenshots!
DennisKainz
Oct 28, 2011, 03:32 AM
http://img46.imageshack.us/img46/6/tundra04.png
By the way, if my tileset looks like plastic, Blade's tilesets look like crayon.
They really do!
Obi1mcd
Oct 28, 2011, 04:45 AM
They do, at that. But in a good way.
The tileset is looking excellent. Looking forward to playing the level.
DennisKainz
Oct 28, 2011, 05:55 AM
Looking forward to playing the level.
I host the beta a few times on the internet play.
I'm hosting it right now, but I will close soon (internet costs money)
EDIT
http://img696.imageshack.us/img696/5995/tundra05.png
I changed the iron tiles. I hope they look better now.
cooba
Oct 29, 2011, 04:38 AM
That looks much better.
Sean
Oct 29, 2011, 07:53 AM
Nope, Heaven's Door is still going on!
http://i649.photobucket.com/albums/uu217/h3llb0yn3cr0/HeavensDoorscreengazillion.png
Here's a view of the garbage disposal in the Rocket Turtle chase level, with somewhat deadly garbage crushing thingies and a faulty mashy plate to the right. I apologize for the blandness in the area below, I was just filling that in.
CrimiClown
Oct 29, 2011, 07:55 AM
Gus, that actually looks really good. I can't wait to play it.
Edit: Sean, I'm sorry I haven't betatested your levels. If you still need me, could you e-mail me your last levels?
Sean
Oct 29, 2011, 07:57 AM
Gus, that actually looks really good. I can't wait to play it.
Edit: Sean, I'm sorry I haven't betatested your levels. If you still need me, could you e-mail me your last levels?
I definitely still need you on board, a lot of people haven't been replying, and the more the merrier! I'll be sending it over soon.
Crazy Rabbit
Oct 29, 2011, 08:05 AM
Offtop: Good job! Got a negrep for previous post. Just impressive cuz seems I have changed my mind... Then turn to past pages and give me negrep for messages that i posted year ago...
cooba
Oct 29, 2011, 09:14 AM
http://i649.photobucket.com/albums/uu217/h3llb0yn3cr0/HeavensDoorscreengazillion.pngNot strictly related to the level per se, but wow, did PJ do poor job with the alternate palettes. The blocks look like rubber and the sprites are like straight from a 2002 Cracco tileset.
minmay
Oct 29, 2011, 09:22 AM
I like mashy plates.
edit: Pack is 80% done. I had a name for it from the beginning, but I may have to change it to "Teal and Orange."
http://www.cowmuffins.net/jazz/images/capshot3.png
Sean
Oct 29, 2011, 03:43 PM
Ahahahahah the text is the best thing.
EDIT:
Not strictly related to the level per se, but wow, did PJ do poor job with the alternate palettes. The blocks look like rubber and the sprites are like straight from a 2002 Cracco tileset.
Some of that may be my fault. I edited the tileset somewhat for the purposes of the pack and had to remove some of the more colorful tiles. I won't apologize though. Something almost monochromatic looks good in space.
Ragnarok!
Nov 18, 2011, 08:44 AM
THREAD REVIVAL!
<img src="http://img510.imageshack.us/img510/6998/pictureupload.png" />
Still some touching up to be done and no it's not single player, but it's going to be a CTF and that's the Full NRG area at the moment! It's possibly gonna be altered (but you won't notice that!)
I hope ya'll like it. (Also forgive me for no layer 6 yet, and the tilebug under the carrot, I'm just not in the mood to fix and reupload another picture).
Coming soon.
Sean
Nov 18, 2011, 02:49 PM
Looks very good so far! I'm going to want to see this come out.
Ragnarok!
Nov 21, 2011, 03:09 PM
Everytime I see a Jungle screenshot, I want to post one of my own. :|
<img src="http://www.tachyonlabs.com/sam/JUMP.png">
Took the time to look for this again, did this get uploaded and I missed it? =O
Violet CLM
Nov 21, 2011, 03:39 PM
Nope. I work on far too many things at once for that particular project to be anywhere near completion. Here's what that particular level has done so far, and it's still missing a major section, and the whole level is only near the very beginning of the pack, so...
http://img213.imageshack.us/img213/3659/tars4.th.png (http://img213.imageshack.us/img213/3659/tars4.png)
Ragnarok!
Nov 22, 2011, 12:17 AM
Heh, I assume we won't be seeing that any time soon. Looks top notch though. :)
PT32
Nov 22, 2011, 02:35 PM
Coming Soon:
"Amphibe: The Unsung Hero"
It'll be sort of like Froggy Quest, only with my own unique twists. I've had a great deal of fun working on it.
Can't seem to get the picture working, though.
Sean
Nov 22, 2011, 03:23 PM
You could always upload it onto a free image hosting site and link to it from here using an [IMG] tag.
Vegito
Nov 23, 2011, 04:33 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 on the fact it's obviously unfinished and try to think about the picture below logically.
This is an armory assault level. Basically, 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, this 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. I might also add a short story, but nothing too deep.
Picture (http://img254.imageshack.us/img254/3849/armoryassault.jpg)
Does indeed seem interesting, the tileset so far gives me the zaitox feeling.
DennisKainz
Nov 30, 2011, 03:43 AM
http://img851.imageshack.us/img851/796/nippius1.png
I'm trying to make a Nippius tileset ... ahem ... remake.
I also made the night version for this layer.
http://img717.imageshack.us/img717/3819/nippius2.png
I need a program to quickly make gradients for indexed palettes. It takes me half an hour everytime when I define palette gradients with GIMP, INDEX PER INDEX!!!
Sean
Nov 30, 2011, 03:57 AM
Palette Suite does gradients pretty well.
Jgke
Nov 30, 2011, 04:58 AM
Uh, can't you use that color change tool?
DennisKainz
Dec 1, 2011, 01:30 AM
Thank you for the advice! Palette suite is awesome!
Violet CLM
Dec 2, 2011, 03:45 PM
<img src="http://www.tachyonlabs.com/sam/Noirlite2.png" />
Nearly-complete layout for Star Light Zone act 1. Loops and fans and springs and all that good stuff. It's possible to complete this one in like 28 seconds if you know what you're doing, but it's supposed to be a fast planet, so that's fine. And development took just two months instead of three; production rate is increasing like wildfire!
Dreadnought
Dec 4, 2011, 02:50 PM
Some pics from a WIP Diamondus thing I have going on. I doubt, by the way, that it'll be particularly challenging.
http://i1003.photobucket.com/albums/af160/Baronofevil/Shot1.jpg?t=1323042436
http://i1003.photobucket.com/albums/af160/Baronofevil/Shot2.jpg?t=1323042436
Damn, I neglected to put the images into png.
Sean
Dec 5, 2011, 05:21 AM
That last screenshot uses too many trees for me.
Ragnarok!
Dec 5, 2011, 05:27 AM
Nah I think it's good, keep it up.
Dreadnought
Dec 5, 2011, 06:12 AM
It has lots of trees because it is my attempt at making something like a bayou or marsh.
Sean
Dec 5, 2011, 06:24 AM
That makes sense then.
Dreadnought
Dec 6, 2011, 01:44 PM
Damn lighting, how does it work? =3=
cooba
Dec 6, 2011, 01:50 PM
In a nutshell, you can't have lighting and water at once. (There are exceptions (http://www.jazz2online.com/jcsref/node.php?menu=&node=Underwater%20Ambient%20Lighting), but they won't work in your situation, if we're talking about the Diamondus level above.)
Dreadnought
Dec 6, 2011, 02:02 PM
Well. That sucks. Especially when I want to make a mine-based level after that one. I'll work something out there.
Well. Just have to add some more events in there and I'll have to find someone bored enough to test the silly thing.
Violet CLM
Dec 6, 2011, 02:11 PM
If you need ambient lighting following a section with water, you can just split it off into a separate .j2l. If you need them at the same time, though, you're SOL.
Dreadnought
Dec 6, 2011, 02:46 PM
How annoying.
Anyway. Now to polish off the rough edges.
Sean
Dec 7, 2011, 07:35 PM
http://img849.imageshack.us/img849/1051/screenageagain.png
To keep your interest. VERY WIP shot of a Lava Fortress level. Pictured:
1. <s>Batman swooping down to Glide Kick henchman Jazz</s>
2. A reality-law-breaking facility wedged directly in the middle of an active volcano. Yes, active.
3. Extensive tube system which actually makes perfect sense if you think about it.
4. Animals not getting burnt to death by just standing near lava
It's tough to make things natural looking when tilesets often offer straight lines where nature is extremely random, but hopefully I can make it work.
cooba
Dec 8, 2011, 02:20 AM
5. Unfinished wall
6. A death pit without any warning sign (judging from Jazz being off center at the screenshot?)
DoubleGJ
Dec 8, 2011, 02:28 AM
6. A death pit without any warning sign (judging from Jazz being off center at the screenshot?)
He's looking up.
Sean
Dec 8, 2011, 02:51 AM
6. A death pit without any warning sign (judging from Jazz being off center at the screenshot?)
Still hundreds of tiles from the bottom. Besides, not using death pits in this level anyway.
cooba
Dec 8, 2011, 04:43 AM
He's looking up.Wow, I am an idiot. For some reason I assumed looking up would scroll the screen up.
minmay
Dec 8, 2011, 06:52 AM
It does scroll the screen up...
cooba
Dec 8, 2011, 07:18 AM
I meant to type down!
:drugs:
Ktos.
Dec 9, 2011, 01:59 PM
http://img37.imageshack.us/img37/8650/kccts.png
I have just started this one.
Sean
Dec 9, 2011, 02:05 PM
Lookin' pretty damn good.
CelL
Dec 10, 2011, 04:37 AM
http://img444.imageshack.us/img444/1518/teaser.png
Sean
Dec 10, 2011, 04:58 AM
I like the open sides.
DoubleGJ
Dec 10, 2011, 05:35 AM
>2011
>CelL making a level
>feelsgoodman.jpg
Sean
Dec 10, 2011, 07:29 AM
In a polar (heh) opposite of my previous screen, a cold as 'hell' area!
http://img408.imageshack.us/img408/5543/infernoscreenislovely.png
Inferno has to be the buggiest set I've ever dealt with. No, I haven't worked with Colony yet.
Jgke
Dec 10, 2011, 07:44 AM
>2011
>still using the 2011-meme
>not knowing how to greentext
ISHYGDDT
DoubleGJ
Dec 10, 2011, 08:23 AM
why would I do it manually if I don't have to on imageboards
and Sean, I know that feel. Also, liking the text string :D
minmay
Dec 11, 2011, 10:20 AM
Colony isn't anywhere near as bad.
Sean
Dec 11, 2011, 03:02 PM
From what I've heard it seems some people think so.
PurpleJazz
Dec 11, 2011, 03:13 PM
The masking is the worst part; at least P4ul made a fix for the night palette which resolves this. Colony isn't too hard to tile correctly, whereas as Inferno is virtually impossible to use without having some tile bugs, and also has a dodgy mask.
Sean
Dec 12, 2011, 01:17 AM
I understand the impossibility of using Inferno without tilebugs, and I'm already looking into possibly redoing the whole level using a different tileset, but Inferno just looks nice, and that's something that's hard to find, so it's easy enough to ignore the tilebugs during actual playing.
DarkSonic
Dec 12, 2011, 02:25 AM
http://img444.imageshack.us/img444/1518/teaser.png
:O
Looks like a very original yet typical 'Fortress' layout. And it's Battle which is even more amazing.
Violet CLM
Dec 12, 2011, 10:49 PM
<img src="http://www.tachyonlabs.com/sam/Noirlite3.png" width="640" height="334" />
Trying to decide on a color for the Jazz clone's gun. Thoughts? (nothing in shot is final.)
Sean
Dec 13, 2011, 12:49 AM
Yellow. Would fit his bandana.
minmay
Dec 13, 2011, 06:12 AM
I think red would look better.
cooba
Dec 13, 2011, 07:21 AM
width="640" height="334"This makes the screenshot ridiculously blurry.
Could you perhaps make the clone look more like Spaz?
Ragnarok!
Dec 13, 2011, 07:34 AM
I'd go with white...
DoubleGJ
Dec 13, 2011, 07:49 AM
I'm cool with green, it reflects his original "weapon".
Violet CLM
Dec 13, 2011, 09:07 AM
This makes the screenshot ridiculously blurry.
Could you perhaps make the clone look more like Spaz?
Depends on your browser. And fighting Spaz would require more plot, which is not exactly something that's easy to convey in JJ1 levels.
cooba
Dec 13, 2011, 10:01 AM
Oh, it's not a replacement for Chuck as I thought. (Where's the boss bar?)
Using Chrome, btw, so it's gonna be a plugin or something on your side.
Blackraptor
Dec 17, 2011, 08:57 PM
Red.
Also stay tuned for some screenshots (maybe) on christmas day from a WIP..
DennisKainz
Dec 19, 2011, 10:46 AM
I would really like to know which programs used Nick Stadler to make his tilesets, and which ones used Alexander Brandon to make his music, and most important, his samples/instruments.
That would make much easier to make a good ... ahem ... decent levelpack.
Violet CLM
Dec 19, 2011, 11:01 AM
Not really the topic for it, but:
Nick: <a href="http://www.jazz2online.com/news/679/interview-with-jazz-jackrabbit-artist-nick-stadler/">Deluxe Paint</a>
Alex: <a href="http://www.jazz2online.com/36/sound/">Sound Forge 4.0, Scream Tracker, and Impulse Tracker</a>
DennisKainz
Dec 19, 2011, 11:12 AM
Oh, thank you!
:D:D:D
Very useful info.
Blackraptor
Dec 24, 2011, 11:29 AM
Some progress made on Dreamscape....with proof!
http://i1094.photobucket.com/albums/i455/YawningAbyss/DREAMSCAPE1.jpg http://i1094.photobucket.com/albums/i455/YawningAbyss/DREAMSCAPE2.jpg http://i1094.photobucket.com/albums/i455/YawningAbyss/DREAMSCAPE3.jpg http://i1094.photobucket.com/albums/i455/YawningAbyss/DREAMSCAPE4.jpg http://i1094.photobucket.com/albums/i455/YawningAbyss/DREAMSCAPE5.jpg http://i1094.photobucket.com/albums/i455/YawningAbyss/DREAMSCAPE6.jpg http://i1094.photobucket.com/albums/i455/YawningAbyss/DREAMSCAPE7.jpg http://i1094.photobucket.com/albums/i455/YawningAbyss/DREAMSCAPE8.jpg
Link to the album: http://s1094.photobucket.com/albums/i455/YawningAbyss/
Too early for a release date to be set for it still, however. I might be willing to accept collaborations/contributions if anyones interested.
DennisKainz
Dec 24, 2011, 12:06 PM
This place is evil...
I realize that now.
It is an abomination upon all life...
Welcome to my life, mr. Blackraptor. Welcome to my life ...
Jgke
Dec 24, 2011, 12:12 PM
Welcome to my life, mr. Blackraptor. Welcome to my life ...
Perhaps, you should leave this place then?
<s>burn it to the ground</s>
Sean
Dec 25, 2011, 01:22 AM
No screenshots in this post, but I figured this is the best place to post up without creating a new thread. I'll need an artist to draw some pictures for my SP pack as I suck at drawing. Hint: They're drawings of Jazz, Spaz, and Lori and stuff. If you're interested just PM me and I'll tell you more.
Jgke
Dec 27, 2011, 01:51 AM
http://i276.photobucket.com/albums/kk20/Jgke/snapshot4.png
Ragnarok!
Dec 27, 2011, 03:42 AM
I spy tilebugs!
Jgke
Dec 27, 2011, 03:46 AM
*looks*
Wow, 2 in the screenshot. Never mind my 640x512 resolution.
PurpleJazz
Dec 27, 2011, 04:47 AM
I'm not really a fan of the pipes on layer 5. They're too bright and so clash with the sprite layer.
DennisKainz
Dec 27, 2011, 07:05 AM
They're too bright and so clash with the sprite layer.
Does ANYTHING in the so called best tilesets on J2O NOT CLASH with the sprite layer layout???
Btw 7th Lava Fall is the one that bugs me THE MOST
Ragnarok!
Dec 27, 2011, 07:09 AM
Gus why are all your posts ridiculously negative and derogatory to almost everything to do with JJ2?
Jgke
Dec 27, 2011, 07:11 AM
Perhaps he hates JJ2?
Ragnarok!
Dec 27, 2011, 09:10 AM
Enough to visit these forums regularly? Yeah that's definitely the reason.
Jgke
Dec 27, 2011, 10:57 AM
It's a start.
http://i276.photobucket.com/albums/kk20/Jgke/snapshot5.png
PT32
Dec 31, 2011, 11:34 AM
My latest singleplayer level, "Amphibe: The Unsung Hero" is complete, and is in the betatesting stages. Expect a release in (hopefully) the first week or two of January.
Really excited about this one, guys!
Obi1mcd
Dec 31, 2011, 09:07 PM
It could use some work still, yeah. Mostly because some sections look too thin in comparison. Although some sections look like they've been sloped/rotated wrong.
Violet CLM
Dec 31, 2011, 09:10 PM
Excellent. That'll keep me honest. *back to more time-consuming edits*
PT32
Jan 2, 2012, 11:40 AM
Amphibe: The Unsung Hero is now up! Download today!
http://www.jazz2online.com/downloads/6859/amphibe-the-unsung-hero/
Olsen
Jan 6, 2012, 02:59 PM
Hey all!
I've just recently begun work on improving and releasing old, nearly finished levels of mine. I recently uploaded a very slightly edited version of Electric Canyon (which I think has a much higher rating than it deserves!) and the next one out is Exit Sandland, an old level I worked on during 2006 (when I was in the then-not-dead IC! Fun times!). Some of you might have seen this level before, as I have hosted it on some occasions. Now that the eyecandy will probably be considered flattering, not outright theft (sorry p4ul!) I figured it would be a good time for release.
I would, however, like to test the level thoroughly first! If enough people are interested I could set up a server at a not too far time in the future (after my re-examinations, which are over after the middle of next week!).
Anyway, I guess I should provide some screenshots!
http://i.imgur.com/IlcgH.png
http://i.imgur.com/MVtiO.png
http://i.imgur.com/lN0zE.png
http://i.imgur.com/PQaB1.png
FawFul
Jan 6, 2012, 05:35 PM
Looks good, but i sense too many trees
Olsen
Jan 7, 2012, 01:13 PM
Thank you! :)
Yeah, there's probably too many foreground trees, which I fear might block vision too much.
I'm also quite unsure about the ammo, carrot and warp placement, but I guess you can't see that from screenshots... So here's the level: clickyclicky! (http://dl.dropbox.com/u/41923140/xlmPExitSandWIP.j2l)
Ragnarok!
Jan 7, 2012, 03:42 PM
On the whole I actually really like it, though yeah, I'm unsure on some of the placement. For example; there's way too much seeker ammo in the bottom right corner, also in dead-ends, making them perfect camp-spots, same kinda goes for bottom left I guess, but not as extreme. The top is pretty great, RF ammo is placed very nicely, I'd probably like to see more bouncers along the top, but ever so slightly. Also, the carrots are VERY close to eachother, only two I think? I'd probably put one in the top left corner too, just for the sheer size of this level. :P Unless this is intended for duels or something, either way I very much like it! ^^, maybe just reduce the amount of seeker ammo (or please do!)
Eyecandy is good, and I dont think vision is impaired too much... :P
Olsen
Jan 7, 2012, 04:18 PM
Thank you! :D
Fair and agreeable criticism, I've reduced the number of seekers avalible and added some more bouncer ammo at the top. I also added another carrot.
The pepperspray ammo, I wonder if there is much use for it, or if I should replace it with bouncer ammo / a blaster powerup or something?
Level updated: clickz! (http://dl.dropbox.com/u/41923140/xlmPExitSandWIP.j2l)
Also I guess I shouldn't fill this thread with betatestingtalk, so if I should take this to a new thread instead let me know.
Grytolle
Jan 8, 2012, 02:16 AM
Hey, plz make a pwn version of Gry's jungle so I can somehow trix it into the jjnet mappool. It'd be great for my ego :D
Olsen
Jan 8, 2012, 03:43 AM
I guess I could do that! ;)
PublicVoid
Jan 11, 2012, 06:43 AM
I'm working on my second level (The first one is finished and downloadable, but nothing more than a level-making practice on my side).
Some screenies:
Destructable blocks make it harder to get in:
http://img18.imageshack.us/img18/4486/74905355.png
A V-pole!:
http://img11.imageshack.us/img11/730/12698879.png
Carrot can fall through gaps:
http://img51.imageshack.us/img51/6954/73320193.png
Total view of my level, which is clearly not finished.
http://img515.imageshack.us/img515/7016/84957981.png
Feedback would be appreciated.
Jgke
Jan 11, 2012, 08:11 AM
It's too box-like.
Sean
Jan 11, 2012, 03:03 PM
I also noticed you put some events in the right most tile. They don't work on the furthest to the right column. You'll have to add more space to work with.
PublicVoid
Jan 12, 2012, 02:17 AM
Thanks for the feedback. I'll work on it ;)
Ragnarok!
Jan 12, 2012, 05:05 AM
I like the blocks but they don't respawn ;[
Sean
Jan 12, 2012, 05:35 AM
Which, I guess, would make the first parts of the game critical. Interesting concept, to say the least.
Seren
Jan 12, 2012, 07:12 AM
Or people would destroy them before the game starts, which is more probable, especially for those who don't use GMR.
Ktos.
Jan 12, 2012, 01:26 PM
http://img202.imageshack.us/img202/2816/kwt1.png
http://img832.imageshack.us/img832/9096/kwt2.png
http://img20.imageshack.us/img20/6451/kwt3.png
Wind test. It was going to be released for Wind Meister level contest, but I was just too lazy. I have found it in my jj2 directory so I decided to continue making it.
http://img594.imageshack.us/img594/1529/screenwdp.png
doing with firesword
this is almost my first try
Violet CLM
Mar 8, 2012, 01:22 AM
Nice. The tile 4 to the left and 1 down from the red spring is the only tile bug I notice, and Carrotus is notoriously good at ensnaring its users. The layout looks a bit heavy on dead ends, but it's hard to say for sure with so small a window of preview.
<img src="http://www.tachyonlabs.com/sam/Noirlite4.png" />
Compared to the previous level (http://www.tachyonlabs.com/sam/Noirlite2.png) in this planet, this one is much more structured in its many paths. Branch points still come quickly and often, but they're more clearly constructed as branch points, and there are fewer opportunities simply to fall from one path to another on account of missing some floating platform or other. Which isn't to say that falling is never an issue; the bottommost path is honestly one to avoid.
PT32
Mar 10, 2012, 11:06 AM
Nice. The tile 4 to the left and 1 down from the red spring is the only tile bug I notice, and Carrotus is notoriously good at ensnaring its users. The layout looks a bit heavy on dead ends, but it's hard to say for sure with so small a window of preview.
<img src="http://www.tachyonlabs.com/sam/Noirlite4.png" />
Compared to the previous level (http://www.tachyonlabs.com/sam/Noirlite2.png) in this planet, this one is much more structured in its many paths. Branch points still come quickly and often, but they're more clearly constructed as branch points, and there are fewer opportunities simply to fall from one path to another on account of missing some floating platform or other. Which isn't to say that falling is never an issue; the bottommost path is honestly one to avoid.
Refresh my memory, but which level specifically is this supposed to be?
It looks kind of intriguing, which is why I ask.
Violet CLM
Mar 11, 2012, 10:40 PM
<img src="http://www.tachyonlabs.com/sam/Noirlite5.png" width="640" height="334"/>
This one.
MrAlextov
Mar 13, 2012, 09:51 AM
http://img202.imageshack.us/img202/2816/kwt1.png
http://img832.imageshack.us/img832/9096/kwt2.png
http://img20.imageshack.us/img20/6451/kwt3.png
Wind test. It was going to be released for Wind Meister level contest, but I was just too lazy. I have found it in my jj2 directory so I decided to continue making it.
Nice test, but you had plan a data release?
PT32
Mar 14, 2012, 08:10 AM
<img src="http://www.tachyonlabs.com/sam/Noirlite5.png" width="640" height="334"/>
This one.
NICE!!!!!
PLEASE let me know when it comes out on J2O. I would love to review that for you!
Crazy Rabbit
Apr 21, 2012, 06:44 PM
Upcoming SP pack - World Travel -
http://cs10980.userapi.com/v10980274/10e/pJUWKZYpOmA.jpg
http://cs10980.userapi.com/v10980274/136/mtqt6RICGdc.jpg
http://cs10980.userapi.com/v10980274/13e/q12-a8zsj4g.jpg
Violet CLM
Apr 21, 2012, 07:09 PM
Something feels subtly <em>off</em> about that second picture...
Crazy Rabbit
Apr 21, 2012, 07:17 PM
Well, maybe it looks a bit weird and very surprising - I'm just trying to make levels on themes of much tastes... It's only one such level in the pack (second one)
Olsen
Aug 1, 2012, 02:31 PM
A little something I'm finishing up but need some advice on...
http://dl.dropbox.com/u/41923140/prev1.png
Available here (http://dl.dropbox.com/u/41923140/xlmPPternoBETA.zip)!
Too much ammo? Too small? Just bad? Tell me!
Sean
Aug 30, 2012, 12:48 AM
http://s12.postimage.org/wnybizigd/Tanned_Hills.png
Remaking an old level of mine, but fixing really newbie issues like flow, ammo placement, and worst of all, eyecandy.
Oh, and the background is playable.
http://s12.postimage.org/8vp07ggfh/Tanned_Hills_Background.png
Background level flows mostly downwards, with suckers to take you back up at the bottom, so quite the circular flow.
Violet CLM
Aug 30, 2012, 01:02 AM
Oh, and the background is playable.
This is a line I would love to see more often.
Sean
Aug 30, 2012, 02:52 AM
This is a line I would love to see more often.
Not quite sure what you mean by that. Hadn't FireSworD done something similar (http://www.jazz2online.com/downloads/6743/battle1/) but different before? There might also be other levels with the same concept, unless there's a pun I unknowingly put into my sentence.
EDIT: Oh yeah, and n00b as well (http://www.jazz2online.com/downloads/4207/colonial-building-remake/).
Stijn
Oct 24, 2012, 04:38 AM
http://i.imgur.com/C9XgI.png
I know, I posted a similar image 2 years ago or something. Found the tileset back in some backup and decided I'd try to finish it, here's hoping. Currently experimenting with the color scheme, it's largely done apart from that.
MrAlextov
Oct 26, 2012, 03:42 AM
http://i.imgur.com/C9XgI.png
I know, I posted a similar image 2 years ago or something. Found the tileset back in some backup and decided I'd try to finish it, here's hoping. Currently experimenting with the color scheme, it's largely done apart from that.
It`s nice to finish it. It looks awesome! :)
Seren
Oct 28, 2012, 10:42 AM
<table frame="void"><tr><td>http://img689.imageshack.us/img689/6430/livin.png</td><td valign="top">This was meant to stay quiet until release but I made no progress on it in a few months so I'm showing it in hope positive feedback will boost my motivation to finish it.</td></tr></table>
Stijn
Oct 28, 2012, 12:17 PM
That looks awesome
minmay
Oct 28, 2012, 12:28 PM
I completely missed that right-aligned text the first time
Obi1mcd
Oct 28, 2012, 09:31 PM
Wow, you've done a fantastic job eliminating the grid there!
Violet CLM
Oct 28, 2012, 09:42 PM
I'm not wild on the palette -- it looks too much like Sirius/Dimensions -- but yeah, I'm having a hard time even finding repeated tiles, let alone saying for sure where the boundaries between tiles are. The Aquaria-looking mushroom thing looks really weird without anti-aliasing, but what can you do?
DoubleGJ
Oct 29, 2012, 01:18 AM
omg
this would look so perfect with some sort of bloom
maybe make some sort of haze or glow worm patterns for foreground layers, they could complete the mood perfectly
Jgke
Oct 30, 2012, 10:22 AM
Also it looks slightly hard to use ;)
DennisKainz
Feb 22, 2013, 10:32 AM
Wow! I looked at Sir Ementaler's screenie, and I really loved it!
Obi1mcd
Feb 22, 2013, 01:44 PM
Well, if you insist.
http://img546.imageshack.us/img546/2461/airwip.png
Still a work-in-progress.
Violet CLM
Feb 22, 2013, 02:55 PM
Likewise, if you insist...
<a href="http://www.moddb.com/mods/jazz-jackrabbit-2-plus/images/plustetrisj2l"><img src="http://media.moddb.com/images/mods/1/23/22047/Tetrplus.png" /></a>
Seren
Feb 22, 2013, 03:36 PM
Likewise, if you insist...
Asteroids > Tetris. Though honestly I never liked either.
http://img850.imageshack.us/img850/852/asteroids.png
minmay
Feb 22, 2013, 08:25 PM
http://www.cowmuffins.net/stuff/frg.png
(needs some palette adjustments...)
DennisKainz
Feb 22, 2013, 11:28 PM
Wow! All of your work is wonderful!
cooba
Feb 23, 2013, 03:21 AM
Obi: it would look great if the sky was brown/orange-ish, like <a href="http://i.imgur.com/iPW81FR.jpg">this</a> but more saturated.
Obi1mcd
Feb 23, 2013, 12:20 PM
I'll give it a try and see how it looks.
cooba
Feb 24, 2013, 06:50 AM
Al
so
,
<img src="http://i.imgur.com/Hzrrnsn.png" />
GLaDOS
Feb 25, 2013, 12:29 AM
Asteroids > Tetris. Though honestly I never liked either.
[DATA EXPUNGED]
Both Tetris and Asteroids look interesting, creations like this show the true power of the AS API. I wonder though, how do you render the score (if that's what the zeros are, in SE's case)? Do you use objects with their animation/frame frozen somehow?
(screenshots of UT-based Onslaught gamemode coming soon, >75KB of scripting already)
Violet CLM
Feb 25, 2013, 01:24 AM
Unreleased (read: incomplete) builds.
Seren
Feb 25, 2013, 05:19 AM
I wonder though, how do you render the score (if that's what the zeros are, in SE's case)? Do you use objects with their animation/frame frozen somehow?
What Violet said, however the approach you mention is also possible -- it's how it was temporarily solved in SEsota1.j2as after all.
snzspeed
Apr 15, 2013, 03:51 AM
http://i48.tinypic.com/35n6068.png
incandescentembers
Apr 16, 2013, 01:38 PM
It's more "look at my tileset!" than a level, but... I made a full tileset of whole Hocus Pocus game (thanks to VioletCLM for necessary info) and just started making levels. Probably there is nothing special about the level yet, but since its made with the new tileset it may be worthy to show it, since its defininitely something new...
http://imageshack.us/a/img856/1047/image4do.jpg
The very bad thing is that probably I won't be able to upload it anywhere, since it uses all the graphics from Hocus Pocus full game (not only from first shareware episode, but also from the next 3 episodes)... I've already been told that 3D Realms is not okay with sharing graphics from full version's graphics.
PS: yes, this screenshot is from JCS, not from a game (that's why u can't see pickups and Jazz).
incandescentembers
Apr 16, 2013, 01:56 PM
Just to add some more screens, where you can see actual gameplay:
http://imageshack.us/a/img203/3324/image6qj.jpg
http://imageshack.us/a/img69/2839/image5cep.jpg
I've created also some alternative palettes for JJ and enemies.
Treylina
Apr 28, 2013, 09:53 AM
Just some advice: Save in PNG instead, JPEG is just ugly to use on games and images with limited colours.
sonicnathan 1
May 9, 2013, 03:05 PM
Since my testers never got back to me I've taken the time to test and tidy up my own levels.
Level 5 was using a really old version of Chrysalis Cave. Didn't give a whole lot in terms of eyecandey. So today I decided to move the level over to violets conversion. (Still a WIP)
Before:
http://imageshack.us/a/img845/8585/beforezb.png
After:
http://imageshack.us/a/img819/3223/afteru.png
Ragnarok!
May 10, 2013, 11:18 AM
while there are quite a few areas i think need a small tweek, that looks nifty (Y)
Foly
May 15, 2013, 07:15 AM
http://s12.postimg.org/bn9sohzi5/Ground_Force.jpg
Sorry for the bad quality. This is going to be a ground force lvl. Since im extremely slow with eyecandy i'm not sure when i finish this. I hope it's before the next JDC and i hope its playable.
Ragnarok!
May 15, 2013, 02:38 PM
looks pretty cool
Love & Thunder
May 15, 2013, 03:00 PM
Just some advice: Save in PNG instead, JPEG is just ugly to use on games and images with limited colours.
Seriously, it creates distortion, and seperately compresses squares of pixels which creates a horrible effect.
Other than that, the level looks very nice, and good luck with finishing it in time for JDC. :)
Blaze The Movie Fan
May 20, 2013, 02:27 PM
I wanna go back to making levels for Jazz Jackrabbit 2, but I had a terrible reputation back when I was active. Well, to be fair I was a kid back then, so maybe it's excusable.
But most of the levels I made got very low ratings. And I deserved it. Now I wanna go back to making levels. But I'm worried that if I do the new levels I make will suck as well. I mean I can't really say I have improved since it's been so long since I made my last level, and getting back into making a level isn't exactly easy.
So I ask, should I go for making another level? I wanna do that, but I'm worried to get low ratings like most of the levels I made a long time ago.
Violet CLM
May 20, 2013, 02:34 PM
You'll never know unless you try.
Foly
May 20, 2013, 11:00 PM
At the moment there are too few people making levels, so yes go ahead! Just try to learn from good levels you've seen and from the critics you get on your levels and you'll be fine.
Ragnarok!
May 21, 2013, 10:03 AM
agreed, there's nothing wrong with getting a bad rating anyway, i've gotten some!
practice makes perfect!
Violet CLM
Aug 22, 2013, 02:27 PM
Foly, I missed the last time I saw that screenshot that it was a Ground Force level, that's really cool if it's true :D Graphic variety for the win!
<a href="http://imageshack.us/photo/my-images/689/khvd.png/"><img src="http://imageshack.us/a/img689/1666/khvd.png" width="640" height="480" alt="Terrorist!" /></a>
L853RCHU
Aug 22, 2013, 11:01 PM
I am working on a tile set called L8-Bit AFK 4EVA.
I am also working on an example level for it.
Jerrythabest
Aug 23, 2013, 11:13 AM
Hey, you can collect dollars in Violet's screenshot! I'd love to do that!
cooba
Aug 24, 2013, 01:44 AM
Hey, you can collect dollars in Violet's screenshot! I'd love to do that!Not quite, it just means the items are for sale:
<img src="http://i.imgur.com/ThOKbIC.jpg" width="640px" height="479px" />
minmay
Aug 24, 2013, 11:04 AM
palette & background unfinished:
http://i.imgur.com/rZCFoqj.gif
http://i.imgur.com/QOFDMnk.png
http://i.imgur.com/nCoJp0k.png
http://i.imgur.com/xflTwxZ.png
http://i.imgur.com/cyhT5Vu.png
Ragnarok!
Aug 24, 2013, 11:44 AM
:) what gamemode
Jerrythabest
Aug 24, 2013, 01:08 PM
Not quite, it just means the items are for sale:
[image]
How disappointing!
minmay
Aug 24, 2013, 02:10 PM
:) what gamemodebattle with LRS or XLRS preferred
Ragnarok!
Aug 24, 2013, 03:17 PM
does the red water kill you? :(
minmay
Aug 24, 2013, 07:36 PM
yes
Jerrythabest
Aug 25, 2013, 02:00 AM
That's just evil!
Blackraptor
Aug 26, 2013, 05:25 PM
http://i.imgur.com/TavNvNj.jpghttp://i.imgur.com/gfTS4k1.jpg
http://i.imgur.com/9GsJdxR.jpghttp://i.imgur.com/lpD922d.jpg
Temporary Level Layout Image from Dropbox (https://www.dropbox.com/s/vo7osqhxj2y2yyr/LEVEL006.BMP)
I'm making one last update for Lost Ages before the summer is over. 3 brand new levels (+1 boss) and extensive modifications for the existing original levels. After this update the pack should be finalized, a story incorporated, and levels be polished and in their final versions (a far cry from what they originally started out as being learning experiments for the first time use of J1E). Unlike the original 6, I made use of the JCS-style J1LES editor when creating these and modifying the originals which is far more convenient to build with, helps me eliminate tiling bugs and focus on the substance of the lvls.
no the new levels dont all use that tileset, image links are back up thanks stijn (y)
Stijn
Aug 26, 2013, 06:27 PM
Please don't use BMP files (because they're huge) or Dropbox (because it blocks public access to files after X hits). Use imgur (http://www.imgur.com) or something.
MilloCz2
Aug 27, 2013, 08:56 AM
Hah, I just finished a tool-level that can display mathematical functions, such as x^2 or sin(x).
http://i.imgur.com/wrv948l.jpg (random number function)
http://i.imgur.com/56MOMsU.jpg (sinus function)
Seren
Aug 27, 2013, 10:34 AM
Pretty cool. I had made a similar one too though it's a little more ambitious:
y = arsinh x (inverse hyperbolic sine of x (http://en.wikipedia.org/wiki/Inverse_hyperbolic_function)):
http://imageshack.us/a/img801/9427/op0k.png
y = sgn(x)⋅|x|<sup>cos x</sup> (sign of x times the absolute value of x to the power of cosine of x):
http://imageshack.us/a/img855/8093/wjec.png
y = 2x<sup>⅓</sup>+½⋅sin x (doubled cube root of x plus halved sine of x):
http://imageshack.us/a/img853/5639/v2gu.png
Looks a lot better when you see it animated.
minmay
Aug 27, 2013, 01:41 PM
clearly the next step is a turing machine
Seren
Aug 27, 2013, 01:51 PM
Bingo. I even started writing code for something like that:
void onMain(){
if(jjGameTicks==30){
jjAlert("I'm a human and not a bot.");
}
}
Jerrythabest
Aug 28, 2013, 12:01 AM
Wow, you guys have awesome stuff going on :D
Obi1mcd
Sep 7, 2013, 10:36 AM
An improved set of the ground tiles from last page:
http://img401.imageshack.us/img401/3917/dok0.png
I'm finding it hard to properly put effort into a tileset these days. Haven't properly done anything JJ2-related in months. Still fun to work on little things like this though.
cooba
Sep 7, 2013, 11:06 AM
Looks really good.
Violet CLM
Sep 7, 2013, 12:27 PM
Very pretty, though I worry the bricks are on the small side. Good job using a muted enough green that it doesn't dominate the walls' visuals.
AvalancheMaster
Sep 8, 2013, 05:17 AM
Recently I decided to start playing all the old games I grew up with (you know, like Lode Runner, Civilization series, and Nox), and naturally that meant playing JJ2, my favorite platformer of all times. I haven't played JJ2 in 5 or 6 years, so I was pretty excited to find out that a place like J2O still exists and has a number of active players.
Anyway, to cut long story short, I've never been a fan of competitive multiplayer, aside from racing simulators (TrackMania, anyone?) and RTSs. I'm much more intrigued by PvE, and indirect story telling. I played some amazing custom-made single-player episodes that are hosted here, found about the whole JJ2+ thingie, and, thrilled, decided to try myself at creating a custom episode.
Being the half-minded lazy student that I am, I cleverly decided not to try myself at creating a whole episode from scratch, but rather create a single level first, just to test myself and my creativity with JCS.
Anyway, here are some screenshots from 2 days of level-making. No AngelScript yet, because:
a) I haven't coded since first year in Uni, which is 2 years ago
b) I do believe it is more important to polish the level design first before jumping into coding.
Ofcourse that doesn't mean I wouldn't try to put some tweaks in the level - namely, make the rain stop, give the player limited time underwater, make palette changes (going underground? going overground? fighting a boss?), and, if possible, change enemies behavior.
The screenies are below, along with some explanation of some of the zones.
Enjoy!
EDIT: Since it seems that I can post links only if I've made 2 posts or more, it seems that I have to spam 2 more posts to be able to show you the photos (not that you're extremely interested :D ).
But don't worry, next post will be with the explanation of the zones, and the third will be with the links. I guess it'll be against the rules (not a good first impression from me, eh?), but I hope that an admin or a mod can merge the posts later. :)
AvalancheMaster
Sep 8, 2013, 05:18 AM
http://img841.imageshack.us/img841/2730/k4rh.png
1. Starting area
2. This place is full of dragonflies. Swarmed even. It's not impossible to kill them, though, it just requires some smart thinking.
Also, I plan to:
a) stop the rain when entering it
b) change the palette
3. Underwater cave. I plan to give the player only 30 seconds underwater, and if they expire - take a heart every 5 seconds.
As you can imagine, full of fish and crabs. Yummy!
4. The "only-the-creatively-thinking-players-can-get-here" area. But you have a hint, don't worry.
5. Warp area.
6. Big open area with rotating spikes and caves that can be reached only with airboard.
Also, I plan the airboard to be timed as well, but will give time boosts here and there.
7. Boss area. You face Uterus.
I plan on getting the water level to gradually increase, drowning the monkey enemies that will be present in the cave at first, but making it harder for you to beat Uterus - and even resulting in a possible death-by-drowning.
We'll see if I can get to that. :D
AvalancheMaster
Sep 8, 2013, 05:19 AM
http://imageshack.us/scaled/thumb/405/cf4f.png (http://imageshack.us/photo/my-images/405/cf4f.png/)
http://imageshack.us/scaled/thumb/513/v9o0.png (http://imageshack.us/photo/my-images/513/v9o0.png/)
http://imageshack.us/scaled/thumb/9/7qtt.png (http://imageshack.us/photo/my-images/9/7qtt.png/)
http://imageshack.us/scaled/thumb/708/wnxv.png (http://imageshack.us/photo/my-images/708/wnxv.png/)
http://imageshack.us/scaled/thumb/7/5yll.png (http://imageshack.us/photo/my-images/7/5yll.png/)
http://imageshack.us/scaled/thumb/59/vv9o.png (http://imageshack.us/photo/my-images/59/vv9o.png/)
http://imageshack.us/scaled/thumb/11/bv0y.png (http://imageshack.us/photo/my-images/11/bv0y.png/)
http://imageshack.us/scaled/thumb/812/ro6u.png (http://imageshack.us/photo/my-images/812/ro6u.png/)
Treylina
Sep 8, 2013, 06:17 AM
I'm just going to throw a bit of critique;
1. The rain looks overdone and therefore distracting. Tone down on it a bit, and make it translucent if it isn't.
2. Swnging vines are rather pointless if you don't need to use them at all. It would be better if you would make the player require to use them. If you run at vines, if makes your jump from them higher. Psst, there's also a tilebug in that screenshot too.
3. Not really critique, though messing around with the events and characters can give you more ideas for concepts, without scripting. Breaking/exploiting the game for me can sometimes be the biggest inspiration.
4. You should put a down tube beside the coin warp room if you haven't, because some may attempt to walljump to get up there. Or Spaz golden jump, hard to tell.
5. The layout looks too straight and blocky for a natural tileset. There's a lot of repeating tiles. Mess around with the layout more.
AvalancheMaster
Sep 8, 2013, 09:11 AM
Thanks for the feedback!
1. The rain is translucent, and the layer is set at a high autospeed, so it isn't as noticable ingame.
2. Point taken. I will remove the vines.
Also, thanks for mentioning that tilebug, didn't see it before.
4. I should, yes. But my guess is that if somebody tries to wallclimb, he might as well try to cheat - and I can't prevent him from doing so.
5. True that, but the problem is that if I try to make it less blocky, there are some masking problems, resulting in the player getting stuck.
Also, does anyone know a way to extract a palette from a tileset? It would be much easier to edit it directly, than guessing.
Cheers, mate! :)
cooba
Sep 8, 2013, 09:33 AM
Here: http://www.jazz2online.com/downloads/4087/tileset-extractor/
Your screenshots look pretty good for a first JJ2 level ever!
AvalancheMaster
Sep 8, 2013, 09:43 AM
Thanks!
Well, I did play with the JCS 5 years ago, but that's my fist serious attempt. Also, I have some experience with WarCraft's Worldedit, Trackmania, and Civ3 map editor, and I've even tried SW:BFII's map editor, so I know the basics of a good level design. :)
Violet CLM
Sep 8, 2013, 10:06 AM
Screenshots taken in 8-bit color mode will also net you the palette, assuming you have a program that can read .pcx files. Anyway, I'm liking all those thorns!
AvalancheMaster
Sep 8, 2013, 12:22 PM
Also, thanks for the positive feedback, guys! :)
EDIT: Gosh, never imagined that a simple palette edit can be such a pain in the rabbit hole!
Treylina
Sep 9, 2013, 09:36 AM
Thanks for the feedback!
1. The rain is translucent, and the layer is set at a high autospeed, so it isn't as noticable ingame.
2. Point taken. I will remove the vines.
Also, thanks for mentioning that tilebug, didn't see it before.
4. I should, yes. But my guess is that if somebody tries to wallclimb, he might as well try to cheat - and I can't prevent him from doing so.
5. True that, but the problem is that if I try to make it less blocky, there are some masking problems, resulting in the player getting stuck.
Also, does anyone know a way to extract a palette from a tileset? It would be much easier to edit it directly, than guessing.
Cheers, mate! :)
Wallclimbing is different from walljumping. Wallclimbing is getting stuck in the wall with spaz, while walljumping is gathering speed to jump up higher onto a wall (which can be done with any, spaz just gets you higher).
I extract pallettes quickly and easily with this method (no one has explained the quickest method, don't use MSpain for it). It can also be easily modified:
1. Download tileset extractor (cooba has the link, no point of me posting it again)
2. Download graphics gale. You only need the free version, the retail version only lets you save in formats you don't need for tilesets. I recommend this program because it allows you to edit the pallette directly, and preview the image at the same time, unlike with non 8-bit pallette based programs where you have to edit each colour manually in the image. Link: http://www.humanbalance.net/gale/us/
Disclaimer: I'm sure there are other pixelart programs that can do this as well, though I'm just explaining the program I'm most used to.
3. Find the appropiate J2T file, and open/use it with tileset extractor.
4. Open graphics gale. You will only need the pallette dock. Close the others. Open the converted PNG tileset file. When you click on a single colour in the pallette and modify it, it will change all of the parts in the image which use that colour. Undo (CTRL + Z) if you're not happy with the change.
5. If that's not what you meant, then I know the other solution which is possible too, in which I extract parts of pallettes from other tilesets.
AvalancheMaster
Sep 20, 2013, 06:39 AM
I've decided to scrap that level I've been working on, not because of boredom, but because it was meant to be an exercise in map-making. It taught me what I wanted; so I've started working on two things simultaneously, one of them being a halloween-themed tileset. Gosh, why don't we have those here?
Here's a little preview. All done by me.
Mind that I'll probably use a lot of resources from opengameart, as I am too lazy, and they have tons of cool useful stuff just lying around that'd be a pity to go to waste.
http://img716.imageshack.us/img716/2410/gvsp.png
Treylina
Sep 20, 2013, 02:20 PM
I've decided to scrap that level I've been working on, not because of boredom, but because it was meant to be an exercise in map-making. It taught me what I wanted; so I've started working on two things simultaneously, one of them being a halloween-themed tileset. Gosh, why don't we have those here?
Here's a little preview. All done by me.
Mind that I'll probably use a lot of resources from opengameart, as I am too lazy, and they have tons of cool useful stuff just lying around that'd be a pity to go to waste.
http://img716.imageshack.us/img716/2410/gvsp.png
It's because a lot of the community consider themselves bad at art, so they don't do tilesets, and/or they don't think it's worth the time. Also, I'd say the haunted TSF tileset is a pretty solid set for halloween, just lacking in backgrounds. Also, I recall the majority of Europe doesn't celebrate Halloween.
I think the reason people don't use opengameart, is that you'd be getting a lot of stuff from random artists that in the end, that the style clashes into a complete mess. That's what happened with Jelzes/Goldrabbit's level. Also, I could improve that pumpkin.
And PLEASE, don't forget you can use more than the JJ2 sprite pallette!
EDIT: During editing this, it looks like you haven't converted these to a pallette at all. They're close to the original sprite pallette, you should convert some of the colours that way.
GoldRabbit
Sep 21, 2013, 07:18 AM
Jelzes/Goldrabbit's level
what
Also, to contribute, I believe that editing can be done to the resources extracted from different locations in order to make them all fit. I know I haven't shown my level in quite some time, but the graphics have been improved in order to make the finished product homogeneous.
Violet CLM
Sep 21, 2013, 11:03 AM
There are other sets that are plausibly Halloweenish, like Darkened Landscape or Desperate Cry.
Toni_
Sep 21, 2013, 12:40 PM
what
Also, to contribute, I believe that editing can be done to the resources extracted from different locations in order to make them all fit. I know I haven't shown my level in quite some time, but the graphics have been improved in order to make the finished product homogeneous.
What happened with your level by the way? Will it ever be finished and released?
GoldRabbit
Sep 21, 2013, 04:13 PM
What happened with your level by the way? Will it ever be finished and released?
I've been working on it on and off for the last year, especially when the new JJ2+ was released, but it won't be done any time soon, unfortunately. One day, though, I hope to finish it. If everything goes well, I may even post an update soon.
minmay
Oct 27, 2013, 12:13 AM
<iframe width="420" height="315" src="//www.youtube-nocookie.com/embed/r3NZo5AsB_4?rel=0" frameborder="0" allowfullscreen></iframe>
cooba
Oct 27, 2013, 01:05 AM
Finally, something worthy of page 100.
Jerrythabest
Oct 27, 2013, 11:13 PM
I think the "???" is supposed to read something like "GroundForce with settings"! Do I get a cookie now? :D
DennisKainz
Jan 2, 2014, 03:30 AM
http://img17.imageshack.us/img17/2509/on42.png
It's a remake of Labrat that I'm working on. I'm using pencil, sheets and a scanner.
Slaz
Jan 2, 2014, 05:54 AM
Wow, that looks pretty cool, Gus, especially the sketchy background! I'd make the saturation for the purple ground tiles slightly darker for the final tileset, but that's just my opinon, it's your set! ;)
Stijn
Jan 2, 2014, 07:55 AM
I love that background <3
Love & Thunder
Jan 2, 2014, 08:56 AM
It would be nice to see a high-res version of that when it's finished. :) (It would be kinda useless in JJ2 unless the devs do some black magic, but it would be nice to look at)
Also, [Insert generic praise related to the epic background].
KRSplatinum
Jan 2, 2014, 04:24 PM
That's a nice Labrat remake by Gus, haha. Gus, don't forget about the Labrat robot boss, if that's something you want to draw XD
DoubleGJ
Jan 3, 2014, 04:39 AM
background - very yes
event layer - hope it's a work in progress
Love & Thunder
Jan 3, 2014, 05:01 AM
IMO, apart from some(Mostly minor) tilebugs, the event layer looks quite nice. :)
Also, this redesign(?) makes it look less like New Junk City, and more like some kind of weird alien laboratory of some kind, so that's a plus. I think.
DennisKainz
Jan 9, 2014, 10:36 AM
I'm working on a new levelpack called Another Tomb Rabbit Adventure.
I'm not allowed to upload previews on J2O downloads, so I'm showing you the script:
uint isjumping = 0;
uint isfalling = 0;
uint issliding = 0;
uint fallbad = 0;
uint realhealth = 100;
uint jumplock = 0;
uint zone = 0;
uint reload = 0;
uint skelekill = 0;
uint ghoulkill = 0;
uint mode = 0;
uint deathtype = 0;
uint kills = 0;
uint redkeyGET = 0;
uint bullshot = 0;
void onLevelLoad()
{
jjObjectPresets[OBJECT::SKELETON].scriptedCollisions = true;
jjObjectPresets[OBJECT::SKELETON].behavior = TheSkeleton;
jjObjectPresets[OBJECT::SKELETON].energy = 5;
jjObjectPresets[OBJECT::RAPIER].scriptedCollisions = true;
jjObjectPresets[OBJECT::RAPIER].behavior = TheGhoul;
jjObjectPresets[OBJECT::RAPIER].energy = 9;
jjObjectPresets[OBJECT::TOASTERBULLETPU].ySpeed = -2;
jjObjectPresets[OBJECT::TOASTERBULLETPU].xSpeed = 0;
jjObjectPresets[OBJECT::APPLE].determineCurAnim(ANIM::MENU, 5);
jjObjectPresets[OBJECT::APPLE].behavior = RedKey;
jjObjectPresets[OBJECT::APPLE].scriptedCollisions = true;
}
void onLevelBegin()
{
jjPalette.gradient(255, 176, 0, 192, 64, 0, 208, 10, 1.0);
jjPalette.gradient(255, 192, 64, 0, 0, 0, 96, 24, 1.0);
jjPalette.gradient(176, 64, 0, 0, 0, 0, 195, 13, 1.0);
jjPalette.gradient(255, 160, 0, 32, 16, 0, 160, 16, 1.0);
jjPalette.gradient(255, 176, 0, 32, 16, 0, 134, 19, 1.0);
jjPalette.gradient(192, 255, 0, 0, 0, 0, 179, 11, 1.0);
jjPalette.gradient(224, 144, 0, 224, 128, 0, 222, 2, 1.0);
jjPalette.apply();
}
void onMain()
{
if (p.charCurr != CHAR::LORI)
{
p.morphTo(CHAR::LORI, false);
}
if (p.yPos > 4*480)
{
mode = 1;
deathtype = 1;
}
p.food = 0;
if (redkeyGET == 1 && mode == 2)
{
jjDrawSprite(p.cameraX+608, p.cameraY+16, ANIM::MENU, 5, 0, 0, SPRITE::PALSHIFT, 80);
}
if (redkeyGET == 2)
{
jjSamplePriority(SOUND::COMMON_COIN);
redkeyGET = 1;
}
if (skelekill == 1)
{
jjSamplePriority(SOUND::AMMO_BOEM1);
skelekill = 0;
kills = kills + 1;
}
if (ghoulkill == 1)
{
jjSamplePriority(SOUND::BILSBOSS_SCARY3);
ghoulkill = 0;
kills = kills + 1;
}
if (p.yPos > 0 && p.yPos < 480)
{
jjMusicLoad("camel.xm", false);
}
if (p.yPos > 480 && p.yPos < 2*480)
{
jjMusicLoad("midnight.s3m", false);
}
if (p.yPos > 2*480 && p.yPos < 3*480)
{
jjMusicLoad("digsh.s3m", false);
}
if (p.yPos > 3*480 && p.yPos < 4*480)
{
jjMusicLoad("voice_of.j2b", false);
}
p.invincibility = 0;
p.blink = 0;
if (p.health > 2)
{
p.health = 2;
}
if (p.health == 1)
{
p.xPos = 16;
p.yPos = 16;
mode = 1;
deathtype = 2;
jjSamplePriority(SOUND::LORISOUNDS_DIE1);
p.health = 2;
}
if (realhealth < 0 || realhealth > 80000000)
{
mode = 1;
realhealth = 100;
jjSamplePriority(SOUND::LORISOUNDS_DIE1);
p.xPos = 16;
p.yPos = 16;
}
if (mode == 0)
{
p.cameraFreeze(p.xPos, (p.yPos - p.yPos%480)+240, true, true);
jjDrawSprite(p.cameraX+5, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+10, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+15, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+20, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+25, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+30, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+35, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+40, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+45, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+50, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+55, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+60, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+65, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+70, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+75, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+80, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+85, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+90, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+95, p.cameraY+16, ANIM::PICKUPS, 21, 0, 0, SPRITE::SINGLECOLOR, 0);
jjDrawSprite(p.cameraX+626, p.cameraY+464, ANIM::PICKUPS, 29, jjGameTicks/7, 1, SPRITE::TINTED, 44);
jjDrawSprite(p.cameraX+622, p.cameraY+464, ANIM::PICKUPS, 29, (jjGameTicks/7)+5, -1, SPRITE::TINTED, 44);
}
if (mode == 1)
{
p.cameraFreeze(320, 4.5*480, true, true);
p.xPos = 16;
p.yPos = 16;
jjMusicStop();
}
if (mode == 2 && jjKey[09])
{
p.cameraFreeze(320, 5.5*480, true, true);
}
if (mode == 2 && !jjKey[09])
{
mode = 0;
}
p.jumpStrength = -12;
if (jumplock > 0)
{
jumplock --;
}
if (reload > 0)
{
reload --;
}
if (p.ySpeed > 0 && !jjMaskedHLine(p.xPos-12,24,p.yPos+24))
{
isjumping = 1;
isfalling = 1;
}
if (jjMaskedPixel(p.xPos-12, p.yPos+24) && !jjMaskedPixel(p.xPos-4, p.yPos+24) && jjMaskedPixel(p.xPos-4, p.yPos+48))
{
issliding = 1;
}
if (jjMaskedPixel(p.xPos+12, p.yPos+24) && !jjMaskedPixel(p.xPos+4, p.yPos+24) && jjMaskedPixel(p.xPos-4, p.yPos+48))
{
issliding = -1;
}
if (jjMaskedPixel(p.xPos-12, p.yPos+24) && jjMaskedPixel(p.xPos+12, p.yPos+24) || isjumping == 1)
{
issliding = 0;
}
if (p.ySpeed == 0 && isfalling == 1)
{
isjumping = 0;
isfalling = 0;
jumplock = 10;
}
if (p.ySpeed < -9.75)
{
isjumping = 1;
}
if (isjumping == 1 && p.ySpeed > 0)
{
isfalling = 1;
}
if (isfalling == 1)
{
fallbad = p.ySpeed;
}
if (fallbad > 5 && p.ySpeed == 0)
{
realhealth = realhealth - ((fallbad - 5)*25);
if (realhealth < 0 || realhealth > 80000000)
{
deathtype = 1;
}
fallbad = 0;
}
}
bool onDrawHealth(jjPLAYER@p, jjCANVAS@ canvas)
{
if (mode == 0)
{
canvas.drawString(608, 472, "PISTOLS", STRING::SMALL, STRING::RIGHTALIGN);
canvas.drawString(624, 16, "PRESS TAB FOR STATISTICS AND INVENTORY", STRING::SMALL, STRING::RIGHTALIGN);
}
if (mode == 1 && deathtype == 0)
{
canvas.drawString(112, 32, "LORI WILL AIM AT ENEMIES", STRING::MEDIUM, STRING::NORMAL);
canvas.drawString(192, 64, "AUTOMATICALLY", STRING::MEDIUM, STRING::NORMAL);
}
if (mode == 1 && deathtype == 1)
{
canvas.drawString(128, 32, "YOU FELL FROM TOO HIGH", STRING::MEDIUM, STRING::NORMAL);
canvas.drawString(224, 64, "AND DIED", STRING::MEDIUM, STRING::NORMAL);
}
if (mode == 1 && deathtype == 2)
{
canvas.drawString(112, 32, "SOME TRAPS CAN KILL YOU", STRING::MEDIUM, STRING::NORMAL);
canvas.drawString(224, 64, "INSTANTLY", STRING::MEDIUM, STRING::NORMAL);
}
if (mode == 2)
{
canvas.drawString(0, 16, "KILLS: "+(kills/2), STRING::MEDIUM, STRING::NORMAL);
canvas.drawString(0, 40, "BULLETS SHOT: "+bullshot, STRING::MEDIUM, STRING::NORMAL);
canvas.drawString(0, 48, "", STRING::MEDIUM, STRING::NORMAL);
}
return true;
}
bool onDrawLives(jjPLAYER@p, jjCANVAS@ canvas)
{
return true;
}
bool onDrawAmmo(jjPLAYER@p, jjCANVAS@ canvas)
{
return true;
}
bool onDrawScore(jjPLAYER@p, jjCANVAS@ canvas)
{
if (mode == 0)
{
if (realhealth > 5)
{
canvas.drawSprite(5, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 10)
{
canvas.drawSprite(10, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 15)
{
canvas.drawSprite(15, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 20)
{
canvas.drawSprite(20, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 25)
{
canvas.drawSprite(25, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 30)
{
canvas.drawSprite(30, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 35)
{
canvas.drawSprite(35, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 40)
{
canvas.drawSprite(40, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 45)
{
canvas.drawSprite(45, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 50)
{
canvas.drawSprite(50, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 55)
{
canvas.drawSprite(55, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 60)
{
canvas.drawSprite(60, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 65)
{
canvas.drawSprite(65, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 70)
{
canvas.drawSprite(70, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 75)
{
canvas.drawSprite(75, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 80)
{
canvas.drawSprite(80, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 85)
{
canvas.drawSprite(85, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 90)
{
canvas.drawSprite(90, 16, ANIM::PICKUPS, 21, 0);
}
if (realhealth > 95)
{
canvas.drawSprite(95, 16, ANIM::PICKUPS, 21, 0);
}
}
return true;
}
void onPlayerInput(jjPLAYER@ p)
{
if (mode == 0 && jjKey[09])
{
mode = 2;
}
if (mode != 0)
{
p.keyJump = false;
p.keyRun = false;
p.keyFire = false;
p.keySelect = false;
}
if (reload != 0)
{
p.keyFire = false;
}
if (p.keyFire == true && reload == 0)
{
bullshot ++;
}
for (int i = 1; i < jjObjectCount; i++)
{
jjOBJ@ obj = jjObjects[i];
if (obj.eventID == OBJECT::SKELETON && p.keyFire == true)
{
if (p.xPos - obj.xPos > -128 && -obj.xPos + p.xPos < 128 && p.yPos - obj.yPos > -128 && -obj.yPos + p.yPos < 128)
{
obj.energy --;
jjSamplePriority(SOUND::RAPIER_GOSTOOOH);
if (p.xPos < obj.xPos)
{
obj.xPos = obj.xPos+8;
}
if (p.xPos > obj.xPos)
{
obj.xPos = obj.xPos-8;
}
}
}
if (obj.eventID == OBJECT::RAPIER && p.keyFire == true)
{
if (p.xPos - obj.xPos > -128 && -obj.xPos + p.xPos < 128 && p.yPos - obj.yPos > -128 && -obj.yPos + p.yPos < 128)
{
obj.energy --;
jjSamplePriority(SOUND::HATTER_PTOEI);
if (p.xPos < obj.xPos)
{
obj.xPos = obj.xPos+8;
}
if (p.xPos > obj.xPos)
{
obj.xPos = obj.xPos-8;
}
if (p.yPos < obj.yPos)
{
obj.yPos = obj.yPos+8;
}
if (p.yPos > obj.yPos)
{
obj.yPos = obj.yPos-8;
}
}
}
if (p.keyFire == true)
{
reload = 30;
}
if (obj.eventID == OBJECT::BLASTERBULLET)
{
if (p.direction > 0)
{
obj.xPos = p.xPos + 22;
}
if (p.direction < 0)
{
obj.xPos = p.xPos - 22;
}
obj.yPos = p.yPos - 8;
obj.state = STATE::EXPLODE;
}
}
p.keyDown = false;
p.keyUp = false;
p.keyRun = false;
if (isjumping == 1)
{
p.keyJump = false;
if (p.xSpeed < -3 && isfalling == 0)
{
p.keyLeft = true;
p.keyRight = false;
}
if (p.xSpeed > 3 && isfalling == 0)
{
p.keyRight = true;
p.keyLeft = false;
}
if (isfalling == 1)
{
p.keyRight = false;
p.keyLeft = false;
}
p.keyDown = false;
}
if (issliding == 1)
{
p.keyRight = true;
p.keyLeft = false;
}
if (issliding == -1)
{
p.keyLeft = true;
p.keyRight = false;
}
if (jumplock > 0 || issliding == 1 && p.xSpeed < 3.125 || issliding == -1 && p.xSpeed > -3.125)
{
p.keyJump = false;
}
}
void onObjectHit(jjOBJ@ obj, jjOBJ@ bullet, jjPLAYER@ player, int force)
{
if (obj.eventID == OBJECT::APPLE)
{
redkeyGET = 2;
}
if (obj.eventID == OBJECT::SKELETON)
{
p.xSpeed = (p.xPos - obj.xPos)/8;
if (!jjMaskedHLine(p.xPos-12,24,p.yPos+24))
{
p.ySpeed = (p.yPos - obj.yPos)/8;
}
realhealth = realhealth - 5;
}
if (obj.eventID == OBJECT::RAPIER)
{
p.xSpeed = (p.xPos - obj.xPos)/8;
if (!jjMaskedHLine(p.xPos-12,24,p.yPos+24))
{
p.ySpeed = (p.yPos - obj.yPos)/8;
}
realhealth = realhealth - 5;
}
}
void TheSkeleton(jjOBJ@ skele)
{
skele.behave(BEHAVIOR::SKELETON, false);
{
if (jjMaskedHLine(skele.xPos-6, 12, skele.yPos+32))
{
skele.putOnGround(true);
}
skele.direction = (p.xPos - skele.xPos)%32;
if (jjGameTicks%15+jjRandom()%15+skele.curFrame%15 == 0)
{
jjObjects[jjAddObject(OBJECT::RAPIER, skele.xPos, skele.yPos)];
}
jjDrawSprite(skele.xPos, skele.yPos, ANIM::SKELETON, 2, (jjGameTicks/5)+(skele.xPos/8), skele.direction, SPRITE::NORMAL);
jjDrawSprite(skele.xPos-12, skele.yPos-12, ANIM::AMMO, 55, (jjGameTicks/7)+(skele.xPos/32), skele.direction,
SPRITE::NORMAL);
jjDrawSprite(skele.xPos, skele.yPos-16, ANIM::AMMO, 55, (jjGameTicks/7)+6+(skele.xPos/32), skele.direction,
SPRITE::NORMAL);
jjDrawSprite(skele.xPos+12, skele.yPos-4, ANIM::AMMO, 55, (jjGameTicks/7)+3+(skele.xPos/32), skele.direction,
SPRITE::NORMAL);
jjDrawSprite(skele.xPos, skele.yPos, ANIM::AMMO, 2, (jjGameTicks/7)+(skele.xPos/32), skele.direction, SPRITE::NORMAL);
jjDrawSprite(skele.xPos, skele.yPos+16, ANIM::AMMO, 2, (jjGameTicks/7)+5+(skele.xPos/32), skele.direction,
SPRITE::NORMAL);
jjDrawSprite(skele.xPos, skele.yPos-16, ANIM::AMMO, 2, (jjGameTicks/7)+3+(skele.xPos/32), skele.direction,
SPRITE::NORMAL);
if (!jjMaskedPixel(skele.xPos-24, skele.yPos) && !jjMaskedPixel(skele.xPos+24, skele.yPos) && jjMaskedPixel(skele.xPos-
16,skele.yPos+32) && jjMaskedPixel(skele.xPos+16,skele.yPos+32))
{
skele.xPos = skele.xPos - ((skele.xPos - p.xPos)/64);
}
if (skele.energy < 0)
{
jjObjects[jjAddObject(OBJECT::THING, skele.xPos, skele.yPos)];
skele.state = STATE::KILL;
skelekill = 1;
}
}
}
void TheGhoul(jjOBJ@ ghoul)
{
ghoul.direction = (p.xPos - ghoul.xPos)%32;
ghoul.behave(BEHAVIOR::RAPIER, false);
ghoul.playerHandling = HANDLING::PICKUP;
ghoul.state = STATE::START;
jjDrawSprite(ghoul.xPos, ghoul.yPos, ANIM::RAPIER, 1, (jjGameTicks/5)+((ghoul.xPos+ghoul.yPos)/64), ghoul.direction,
SPRITE::TINTED, 44);
if ((p.yPos - p.yPos%480)+240 == (ghoul.yPos - ghoul.yPos%480)+240)
{
ghoul.xPos = ghoul.xPos - ((ghoul.xPos - p.xPos)/128);
ghoul.yPos = ghoul.yPos - ((ghoul.yPos - p.yPos)/128);
}
if (ghoul.energy < 0)
{
ghoul.state = STATE::KILL;
ghoulkill = 1;
jjObjects[jjAddObject(OBJECT::TOASTERBULLETPU, ghoul.xPos, ghoul.yPos)];
}
}
void RedKey(jjOBJ@ redkey)
{
redkey.yPos = redkey.yPos + (jjSin(jjGameTicks*16));
jjDrawSprite(redkey.xPos, redkey.yPos, ANIM::MENU, 5, 0, 0, SPRITE::PALSHIFT, 80);
if (redkeyGET != 0)
{
redkey.xPos = 0;
}
}
It includes a Lori Jackrabbit behaving exactly like Lara Croft, including a way of shooting enemies that resembles that of the very first Tomb Raider games, new enemies, for now only the necromancer and the ghouls he summons, a brand new way of controlling and showing the player's health and ammo, a statistics and inventory subscreen, collectable keys and other trigger items, and a few more things.
http://img22.imageshack.us/img22/2880/49wt.png
If you think the code can be improved and fixed, I will be more than glad to have it improved and fixed, and ofcourse include you in the credits!
cooba
Jan 9, 2014, 11:21 AM
Looks like a lot of good work!
But please, indent your code so it's readable for others :drugs:
DennisKainz
Jan 9, 2014, 11:40 AM
Here, I sealed it into a window, so it does no longer flood the page.
Violet CLM
Jan 9, 2014, 11:43 AM
If you think the code can be improved and fixed, I will be more than glad to have it improved and fixed, and ofcourse include you in the credits!
A few minor points that come to mind, without trying to figure out what most of the code really does:
You have two longish sections of drawing lots and lots of the exact same sprite to the screen, and that could be simplified if you used loops. If nothing else, it would make it much easier to change some minor detail later.
While drawing skeletons, you perform the same calculations (<code>jjGameTicks/7</code> and <code>skele.xPos/32</code>) over and over, even though the results for each one can't change in the middle of the function.
Look out for cases where you could use the <code>else</code> keyword. For instance, you have if <code>if (issliding == 1)</code> and <code>if (issliding != 1)</code> immediately next to one another, but surely they cannot both be true.
Your <code>skelekill</code> and <code>ghoulkill</code> variables kind of make sense, but I think the code would be simpler if you wrote <code>KilledAGhoul()</code> and <code>KilledASkeleton()</code> functions (or something like that) instead. As it is, the sample-playing and the incrementing of the <code>kill</code>variable take place in an entirely different part of the code. Even if you do have a good reason for this that I'm not seeing, I think you'd be better off using <code>++ghoulkill;</code> instead of <code>ghoulkill = 1;</code>, and then <code>while (ghoulkill > 0)</code> instead of <code>if (ghoulkill == 1)</code>, in case the player somehow manages to kill two enemies at once.
Looking forward to seeing more!
cooba
Jan 9, 2014, 11:45 AM
Here, I sealed it into a window, so it does no longer flood the page.No, I meant use tabulators.
void onMain() {
if (p.charCurr != CHAR::LORI) {
p.morphTo(CHAR::LORI, false);
}
if (p.yPos > 4*480) {
mode = 1;
deathtype = 1;
}
}And so on...
DennisKainz
Jan 9, 2014, 03:57 PM
I'm doing the code all over again. Tidier, simpler, and with NotePad++.
How do I prevent the annoying "BUST A MOVE" text from even appearing? Is there a code line for that?
snzspeed
Jan 11, 2014, 11:00 PM
http://jan.imghost.us/2Fud.png
I was bored and started making something new. Theme of this set is a snowy forest/mountain wasteland with a ruined fortress, and lava ocean beneath the surface.
EDIT: I just realised how stupid and lonely that single brick looks. oh well, I'd appreciate some good feedback and suggestions.
Violet CLM
Jan 12, 2014, 01:38 PM
snz: One thing that stands out is that the shading on the brick, or at least its edges, is much harsher than anything else in the screenshot. Putting a little buildup of snow in front of it might also help it fit in. The snow looks lovely, btw, very untiled.
<img src="http://www.tachyonlabs.com/sam/Marbrock4.png">
Been working on this game, very sporadically, for the last five and a half years. Time to get it done.
DoubleGJ
Jan 12, 2014, 03:12 PM
spikes coming out of falling lava...?
the whole screenshot looks great but this is bothering me
DennisKainz
Jan 12, 2014, 04:38 PM
http://jan.imghost.us/2Fud.png
I see you're using Angelscript for essentially 2 things already: 1) removing the gun and 2) using the tunnel mode to create a red giant on the background.
I'm looking forward to playing your levels!
snzspeed
Jan 12, 2014, 04:39 PM
http://imagehost.thehateugave.com/images/2014/01/13/screenshot4.jpg
Progress.
Its quite tilebuggy atm but I will ofcourse fix it. It will also be quite hard to use.
I see you're using Angelscript for essentially 2 things already: 1) removing the gun and 2) using the tunnel mode to create a red giant on the background.
I'm looking forward to playing your levels!
Yeah I removed the gun. I think jj2 levels can be much better if you remove the blaster since it can be just mindlessly spammed and then you dont really use any other ammo. :D
DennisKainz
Jan 12, 2014, 04:46 PM
You say it's a tilebuggy atm, but I don't see any ATM. lol
Jokes apart, here are my suggestions for your tileset to look the best possible:
Some blue diamonds and gold nuggets nudged in the rocks.
Some medieval element such as weapon shacks, chests, herb shacks, armors, thrones and banners upon those bricks. And ofcourse, a back wall made from draker, bluer bricks.
Some warped oaks, willows and birches, and ofcourse, pines or spruces. Some of these are composable like the spruces in Diamondus.
Some iron fence with barbed wire and some alarm light on the top, and some turret and radar.
Some modern military elements, such as hangars, training camps, runways and whatever comes in your mind.
Water pools, not like the water in the Beach levels, but like the ones in the Jungle level. And a variant to have ice upon the water pools.
Gigantic mesas (very steep mountains) with waterfalls on layer 7.
Some vertical 1 pixel stripes with a random color from 176 to 208 to simulate the giant sun's light rays.
Some giant statues of turtles, rhynos and lizards.
Some crystals coming out of the ground.
snzspeed
Jan 12, 2014, 04:53 PM
You say it's a tilebuggy atm, but I don't see any ATM. lol
Heh. :D
DennisKainz
Jan 13, 2014, 01:35 AM
Did you read my suggestions for your tileset? Maybe you didn't because I edited the message later on. If you didn't, please read them.
Now, since you can use the drawTile operation with uint16 tile set as eg. 64+obj.curFrame%7 if tiles 64 to 71 contain a pretty animation, I'd suggest you to use it to create customized enemy sprites, such as a wolf, a bear or a snake.
cooba
Jan 13, 2014, 02:22 AM
I see you're using Angelscript for essentially 2 things already: 1) removing the gun and 2) using the tunnel mode to create a red giant on the background.(You can do both those from within JCS without any AS, actually)
snzspeed
Jan 13, 2014, 03:45 AM
Did you read my suggestions for your tileset? Maybe you didn't because I edited the message later on. If you didn't, please read them.
Now, since you can use the drawTile operation with uint16 tile set as eg. 64+obj.curFrame%7 if tiles 64 to 71 contain a pretty animation, I'd suggest you to use it to create customized enemy sprites, such as a wolf, a bear or a snake.
I did read the suggestions and I will implement most of them. Infact I had already planned some of them like the trees and medieval weapon racks/things. :D Custom enemy sprites are a very interesting idea.
Treylina
Jan 13, 2014, 09:10 AM
Hmm, the snow looks very flat and scratchy. I also think the stones inside the walls should pop out more when there's snow on it. If you can put the tileset table here I will see what I can do with it.
Save as png next time because Jpegs are awful for JJ2, especially if I'm trying to get a good look at the tileset. I guess you saved by it as accident.
The reason the lone brick looks so awkward is due to how flat it looks, considering the tileset seems to be going for a somewhat isometric look. Also, the outlines are too thick compared to the rest of the tileset. But since that screenshot is a bit older, it may have been changed since then.
DennisKainz
Jan 13, 2014, 03:45 PM
For my new level, it would be useful to find a good tileset sheet ripped from some other game. I've been searching for one for like 2 hours, and I couldn't find a decent one.
Can you please help me find a good source of ripped tilesets? I found nothing but 2 level images with a good tileset:
http://4.bp.blogspot.com/_LtwkN4oRTe0/SqJQA04wijI/AAAAAAAABks/zVZgsTe2MdQ/s320/nature_tiles4.png
http://www.gameanim.com/images/articles/Flashback_01a.jpg
And I couldn't even find the stand alone tileset! Can somebody please help me?
Don't suggest me opengameart.org because I tried it already, and I didn't find a thing in there.
Love & Thunder
Jan 13, 2014, 11:16 PM
If either of them are console games, most emulators let you rip any sprites and tilesets in any level you are in.
DennisKainz
Jan 14, 2014, 06:36 AM
That "yet" leaves to intend that there IS going to be AngelScript eventually, doesn't it?
Don't feel forced to use it, though. Do it if you feel like.
snzspeed
Jan 14, 2014, 06:39 AM
That "yet" leaves to intend that there IS going to be AngelScript eventually, doesn't it?
Don't feel forced to use it, though. Do it if you feel like.
I will use it for many things. I have some great ideas in my head, esp. what I can do with gameplay. :D
DennisKainz
Jan 16, 2014, 08:09 AM
I started working on a new tileset.
This time, it's going to be a mashup.
http://imageshack.com/a/img819/7250/5cz3.png
Any suggestions? Something you think it is important to include?
Love & Thunder
Jan 16, 2014, 01:36 PM
Looks like Jazz is on something, and I'm not referring to the ground.
Anyway, I suggest adding more grass tiles from Carrotus with mushrooms from Psych coming out of them.
DennisKainz
Jan 16, 2014, 05:29 PM
I suggest adding more grass tiles from Carrotus with mushrooms from Psych coming out of them.
http://imageshack.com/a/img850/6928/ysqw.png
How about this?
snzspeed
Jan 19, 2014, 07:43 AM
http://pichost.name/images/2014/01/19/world01.png
http://pichost.name/images/2014/01/19/world02.png
Just doing some experiments at the moment. Shots are heavily WIP (I am in progress of editing that shipthing ETC ETC) but I wanted to share and keep this section active. :)
DoubleGJ
Jan 19, 2014, 09:05 AM
So this is a level select screen? Am I looking at it the right way?
snzspeed
Jan 19, 2014, 09:12 AM
So this is a level select screen? Am I looking at it the right way?
Yes it is. I know it doesnt look very good yet but I am getting there. :D
EDIT: So far it leads you to this:
http://pichost.name/images/2014/01/19/LEVEL1.png
DennisKainz
Jan 19, 2014, 09:35 AM
Well, the tilesets are a little raw. I suggest you request your pictures in some specialized forum.
Other than that, the level and the intro look AWESOME!!! I'm eager to see the finished game, or even a demonstration of it.
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