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Violet CLM
Jan 19, 2014, 11:09 AM
Strong TR2 vibes, neat

Love & Thunder
Jan 19, 2014, 02:19 PM
Looks and sounds great!

Also,

[Image]
How about this?
Looks good. :)

DennisKainz
Jan 20, 2014, 05:18 AM
I heard many of the best developers, such as, alas, Agama, retired from level making.

You guys have potential, so ...

http://cdn.memegenerator.net/instances/500x/45040693.jpg

@snzspeed: You might use AngelScript on the score to track the percentual of completion of each level. And if they're all completed at 100%, according to the score, unlock a super bonus level!

DoubleGJ
Jan 20, 2014, 06:20 AM
I heard many of the best developers, such as, alas, Agama, retired from level making.
Agama's been gone from the community for like 10 years if not more, longer than you were ever around

Slaz
Jan 20, 2014, 01:20 PM
Most, if not all talented developers wouldn't stuck their lifetime career with JJ2. :p

Anyway, some neat developments from DennisKainz, Violet, and Snz in the last 2 pages of this thread!

Violet CLM
Jan 28, 2014, 10:59 PM
<img src="http://www.tachyonlabs.com/sam/scrapabrain.png" />
The magical process that is getting around some JJ1 bugs by exploiting other JJ1 bugs continues. These platforms are flat and solid while going up, but spin and can be fallen through while going down. (WIP section of level with temporary palette.)

Slaz
Jan 31, 2014, 02:04 AM
Those remind me of Sonic's Scrap Brain Zone which had similar (the same?) rail platform mechanics.

Will you make your episode as difficult as Mission Spaz: Foreseeable Future?

Violet CLM
Jan 31, 2014, 09:00 AM
Will you make your episode as difficult as Mission Spaz: Foreseeable Future?
Dunno. I haven't played it a long time, so I don't really remember any of the details besides that occasional review snippet that gets displayed on the downloads page, where I mention "vertical spaces."

JJ1 level design is a constant battle between speed and resolution, and pretty much every single tile needs to be placed with those in mind, so I do what I can to make the challenge reasonable. I place strings of pickups at the tops of pits that are safe to fall down, if they look like they might be ambiguous, or have bushes (or whatever) sticking up from the ground below that stick into your visible screen. If there <em>are</em> enemies or spikes below, I try to make them close enough that you can see them while crouching. If you're supposed to <em>jump over</em> a pit, there may be a string of pickups in an arc above it. If you've been going through a fast area of the level, I try to place something that obviously slows you down <em>without</em> hurting you&mdash;a short wall to climb over, a pit to fall down, a visible platform to jump onto in advance, or even a little warning sign in the background&mdash;before you reach the actual danger. If a type of obstacle occurs more than once, generally the first time you see it is the easiest, to give you a chance to learn how it works before it gets more complicated. If there's an obstacle or enemy that's only visible part of the time, like the fire monsters in Marbelara, I may try to include common visual cues for each part of the level it appears in, which exceptionally attentive players can pick up on. I bear in mind a general principle of Sonic-themed level design that the lower down you are the more likely you are to get hurt, so I hope other people know this too, and mark your height with visual cues like caves or background mountains vs. clouds or stars. If an enemy or obstacle is going to shoot at you, I make the bullets infrequent enough that you can probably see it coming first and kill it/get out of the way.

All that said, it's not like I want everyone to blaze through every level on Turbo without taking a scratch. There are plenty of obstacles that will likely hurt you even if you <em>do</em> know they're there, and that's <em>good</em>. All the above paragraph is about trying to ensure that every time you get hurt, you feel like it's <em>your</em> fault, not <em>mine</em>. And no matter what I do, there will always be people who rush in where angels refuse to tread, or simply disagree with me about what feels like a dangerous area and what feels like a safe one.

So... we'll see!

Slaz
Feb 1, 2014, 01:40 PM
Ah ok, that all makes sense. Gameplay-wise it'll likely come out way different than Mission Spaz was. I didn't read your review on that episode, but what you probably meant by 'vertical spaces' is the broad usage of going up through springs or one-ways followed up by an imediate 'falling down' part. More than in the original JJ1 levels where you go straight in one direction for longer distances. Basically, Mission Spaz has a lot of pits that are deep enought for the player not being able to see what's down there, not even by crouching. Thus it relies on trial & error with a strong taste of muscle memory. It also had annoyances on the horizontal space, with most notably the 'bats' on the 2nd planet that zip into the screen at high speed.

Besides that, I'm not complaining and joyfully played through Mission Spaz several times!

Louis K
Feb 16, 2014, 08:06 PM
https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-ash3/t1/993016_1380132558923152_760577385_n.jpg

this is what I'm making now.(King of Board..quoted by QOB..)
But.. I have some of question about Event.

I want to using the 'Trigger Zone' when the activate some gates, but it doesn't work! Am I something wrong?

I tried a lots of way to place it such like set to empty blocks, some blocks, and even animation blocks.. but it never activated..
so now, I using the 'trigger crate' instead.. but it doesn't looks good and it seems like a bit silly.
where to I place the trigger zone event exactly, and how to activate it?

and one more..
how to insert the text? such like 'welcome to the ~~.. '.
I open the 'set event' and select the 'text', but there is only 2 parameters!(vanish,text ID) so what should I do next? So I search the JCS help, but there is nowhere about it.

Please!.. Let me know how to use it! :(

Violet CLM
Feb 16, 2014, 08:53 PM
This isn't really the right thread for asking questions like that, but anyway...
By default, trigger zones turn triggers <em>off</em>, while trigger crates turn them <em>on</em>. Set the "onoff" parameter to 1 and you should be good.
Click the "Tools" menu at the top left of the window and select "Level properties..." At the bottom of the resulting window is a list of sixteen Help Strings which you can click on and write stuff in. The "TextID" parameter for the text event specifies which of those sixteen help strings should be displayed.

ShadowGPW
Feb 17, 2014, 03:30 AM
King of Board, sweet :D DM would have loved that.

Love & Thunder
Feb 17, 2014, 05:43 AM
Click the "Tools" menu at the top left of the window and select "Level properties..." At the bottom of the resulting window is a list of sixteen Help Strings which you can click on and write stuff in. The "TextID" parameter for the text event specifies which of those sixteen help strings should be displayed.

Sometimes(For me at least), I find that it takes multiple fast clicks to actually get it to let me type them, though. Also, each help string has an upper limit of 31 character. Oh, and remember to use @ symbols to add new lines.

Louis K
Feb 17, 2014, 05:43 AM
In short, I summarize the test results , this map is horribly fucking hard! }> it's almost impossible without cheats!(even I can't go to end of level!..and..I think that DM will be very angry when he play this map.)

Slaz
Feb 18, 2014, 11:17 AM
Well, don't underestimate JJ2 players playing since '98! :lol:

Release a level that's possble to clear and I'm sure someone eventually does.

Louis K
Feb 18, 2014, 10:39 PM
https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-frc3/t1/1690319_1382539112015830_411742125_n.jpg

https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-frc1/t1/1920091_1382532958683112_1420657902_n.jpg

this is the two of maps in 'King of board' which I making now..(2nd,5th of the 6 levels.)

Comming soon..

Louis K
Feb 18, 2014, 10:58 PM
Well, don't underestimate JJ2 players playing since '98! :lol:

Release a level that's possble to clear and I'm sure someone eventually does.

I don't mean that underestimate any other players.
But..the truth is.. this map is so really rough.. at least to me.(I attempt over than 100 times, but I passed only once.:()

https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-frc3/t1/1911851_1375641926038882_1182582191_n.jpg

https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-ash3/t1/1796439_1375644499371958_1819484936_n.jpg

https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/t1/1622631_1375645106038564_1792273619_n.jpg

Oh god.. I can't play this.. fuc..

Slaz
Feb 19, 2014, 04:45 AM
Nice that you're making KOB a 6 level pack! Love the dragon art. ;)

And I know you didn't mean to underestimate other players, I meant it in a way to say that I feel challenged to try clearing your pack once it's finished. And that even when you make a level so rediculously hard, or even more unfair to finish than Queen of Board already was, someone will at some point manage to clear it. The player just has to feel challenged enough to spend the time and effort on it. :)

For an example of a very hard level being cleared in style, check this amazing play by Sir Ementaler on the level Astroid City: http://youtu.be/fFSy1tFqtEM

Louis K
Feb 23, 2014, 01:04 AM
https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc3/t1/1796548_1387415951528146_1282715384_n.jpg

Correct answer is just only one.:lol:

Louis K
Mar 9, 2014, 05:50 AM
Maps are too large, or only partially redundant information has been provided to prevent exposure. Sorry about that.

https://fbcdn-sphotos-d-a.akamaihd.net/hphotos-ak-prn1/t1/10003907_1396534083949666_1698487133_n.jpg

KOB Level 1. : King of Board

https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-prn1/t1/1017468_1396534090616332_1665125213_n.jpg

KOB Level 3. : Chaser

https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-frc1/t1/999968_1396534113949663_499028528_n.jpg

KOB Level 5. : Dragon's Lair

Well.. Level 3(Chaser)is finished, but I don't want upload unfinished files or demo version.

so.. just be wait until it finished and tested.
Comming soon..



P.S.

but.. it have a big problem..

https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-prn2/t1/1897675_1396532610616480_511382523_n.jpg

yeah.. these files are for 1.24 version.(the secret files version)
so, if load this file on 1.23 version JJ2, JJ2+ or JCS,

https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn2/t1/1898232_1396534057283002_471554167_n.jpg

https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-prn1/t1/1978624_1394980747438333_1050258543_n.jpg

Can't load the file..

https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-frc1/t1/1897772_1375645786038496_564041034_n.jpg

https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-prn1/t1/1622631_1375645106038564_1792273619_n.jpg

https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-frc1/t1/1911790_1375641969372211_1291120030_n.jpg

Oh shit..

Is there any good suggestion? :confused:

I think it's not a good idea that upload this file on J2O without any changes..(I know that this files are required conversion to 1.23 for upload the files, but I don't know how - or maybe, basically I can't do that..)

Violet CLM
Mar 9, 2014, 11:18 AM
zapS has a tool for converting levels saved in the TSF JCS to the earlier format, but it's not really a big deal at this point, since 1.23 can run such levels if you have JJ2+ installed.

Louis K
Mar 9, 2014, 03:24 PM
zapS has a tool for converting levels saved in the TSF JCS to the earlier format.

Wow. It's amazingly useful utility!
I always thanks to you Violet!

Louis K
Apr 29, 2014, 04:29 AM
https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-prn1/t1.0-9/1175530_1418240245112383_1536086170097303093_n.jpg

Silly Test!

of course, that is one of test level for Party mode.(for single mode is slightly different.)
But, that map is.. 'Silly' itself.(maybe this map will make your brain melting. XD)
I'll upload it to J2O(for single mode) after I test it. :D
see ya!

cooba
Apr 29, 2014, 05:17 AM
Cool, there's a Test category on J2O though!

Louis K
Apr 29, 2014, 05:48 AM
Cool, there's a Test category on J2O though!

Upload is done :D
I look forward to it. XD

Louis K
May 11, 2014, 07:00 AM
<iframe width="640" height="360" src="//www.youtube.com/embed/lnkMX20jixQ?feature=player_detailpage" frameborder="0" allowfullscreen></iframe>

sorry for some of ads..

KRSplatinum
May 11, 2014, 09:49 AM
<iframe width="640" height="390" src="//www.youtube.com/embed/lnkMX20jixQ" frameborder="0" allowfullscreen></iframe>

sorry for some of ads..

Very exciting video, this makes me want to play.

Slaz
May 13, 2014, 02:58 AM
<iframe width="640" height="360" src="//www.youtube.com/embed/lnkMX20jixQ?feature=player_detailpage" frameborder="0" allowfullscreen></iframe>

sorry for some of ads..

Nice one! This reminds me of BlurredD's intros mixed up with QoB's. Yet it's not so calm like QoB, nor so dramatic as BlurredD or EvilMike's intros (though I enjoyed those too). It has a smile of it's own. ;)

PurpleJazz
May 13, 2014, 03:05 AM
<iframe width="640" height="360" src="//www.youtube.com/embed/lnkMX20jixQ?feature=player_detailpage" frameborder="0" allowfullscreen></iframe>

sorry for some of ads..

Looks promising, may I suggest using the following script though? This will remove the HUD, greatly improving the atmosphere of the intro.

bool onDrawLives(jjPLAYER@ p, jjCANVAS@ canvas) { return true; }
bool onDrawScore(jjPLAYER@ p, jjCANVAS@ canvas) { return true; }
bool onDrawAmmo(jjPLAYER@ p, jjCANVAS@ canvas) { return true; }
bool onDrawHealth(jjPLAYER@ p, jjCANVAS@ canvas) { return true; }

Louis K
May 13, 2014, 06:11 AM
Looks promising, may I suggest using the following script though? This will remove the HUD, greatly improving the atmosphere of the intro.

bool onDrawLives(jjPLAYER@ p, jjCANVAS@ canvas) { return true; }
bool onDrawScore(jjPLAYER@ p, jjCANVAS@ canvas) { return true; }
bool onDrawAmmo(jjPLAYER@ p, jjCANVAS@ canvas) { return true; }
bool onDrawHealth(jjPLAYER@ p, jjCANVAS@ canvas) { return true; }


Nice suggestion.. but I don't know how to use it and insert it.. because I'm not a vetaran level maker.. yet!..
And my opinion, that's seems not essential works. :p

But if I learn about how to use it, then I'll use it right away! :D

Louis K
May 13, 2014, 06:18 AM
Nice one! This reminds me of BlurredD's intros mixed up with QoB's. Yet it's not so calm like QoB, nor so dramatic as BlurredD or EvilMike's intros (though I enjoyed those too). It has a smile of it's own. ;)

Same here XD but of course, this levels are my first home cooked story level. So I quote the other awesome level's style 'a lot'.

Anyway, thanks for watching!

Obi1mcd
Jul 20, 2014, 03:34 AM
http://i.imgur.com/4v0WCBm.png

Grass is hard to draw. Does anybody have any resources/references/feedback? Mainly I'd like the top to look less flat, but I haven't had much luck striking a balance between upper grass looking like green spikes or green lines.

CrimiClown
Jul 20, 2014, 10:04 AM
http://i.imgur.com/4v0WCBm.png

Grass is hard to draw. Does anybody have any resources/references/feedback? Mainly I'd like the top to look less flat, but I haven't had much luck striking a balance between upper grass looking like green spikes or green lines.

I think it should be quite a bit deeper (more entwined with the dirt) and have little variations of spikes. For grassy spikes, I suggest making them look like this:

http://chaos.foxmage.com/CrimiClown/grassy.png
(I am not the greatest artist)

Starting off wide at the bottom with curved lines going up, slowly meeting up in the middle gives you the illusion that the player is walking on the grass and it's bent backwards, towards layer 5 (so you needn't bother with layer 3).

My two cents.

Treylina
Jul 20, 2014, 01:27 PM
I think it should be quite a bit deeper (more entwined with the dirt) and have little variations of spikes. For grassy spikes, I suggest making them look like this:

http://chaos.foxmage.com/CrimiClown/grassy.png
(I am not the greatest artist)

Starting off wide at the bottom with curved lines going up, slowly meeting up in the middle gives you the illusion that the player is walking on the grass and it's bent backwards, towards layer 5 (so you needn't bother with layer 3).

My two cents.

Please don't use RGB green. You can get away with using it in mechanical things, but in nature themes it looks ugly and clashes with everything else.

Also, for your tileset it would be convenient to upload as a gif/bmp for editing, so I have the pallette instantly too. I could improve it.

Anyway, the main problem I see is that theres no dedicated light source. It's like a texture was drawn on, but I don't get a feeling of contrast. Drawing the light/shade source first can help, then you can improvise on the textures by reshaping the shading and lighting.

Also, the stone pallette is way too limited. There's not enough shades to make it look smooth and they look slightly flat. You don't need to limit yourself so much when you stick to a colour scheme. The offical tileset pallettes are huge.

I made an edit. I made two versions of grass. One that more reflects what it looks like at the moment, and the other being an overhaul. I didn't completely edit the stones because it could take too long and so I wouldn't waste my time if you dislike the changes. The pixel gradient there was just for easy reference (and I added two shades of brown).

http://s7.postimg.org/4twem0tuv/4v0_WCBm_EDIT.png

There's all sorts of ways to draw grass. After all, it's a symbol.

CrimiClown
Jul 20, 2014, 09:46 PM
I believe he was talking about shape, rather than colour. That's why I barely mentioned colour and, for the idea, could've left the inside of the grass transparent for demonstrative purposes.

Obi1mcd
Jul 21, 2014, 03:36 AM
The colour is not really my focus at the moment, no, since that can generally be toyed with later. I think one conclusion I've reached is that I should for a start try and make it a bit bigger, seeing as an attempt at lots of small blades ends up blending together.
And the rocks are a whole separate thing that I probably won't touch for the time being.
Thanks for the feedback, I'll have another crack at the grass!

AvalancheMaster
Jul 21, 2014, 04:53 AM
Short term: An episode of three single player levels, called "Therion" (the levels are respectively called Pegulis, Atlatos and Therion). Mainly done to polish my JCS skills and understand the basics of Angelscript. Here's a screenie from Pegulis.

http://i.imgur.com/5J2iNO5.png

Long term: I hope to be able to create an ~21 mission RPG episode with somewhat open world (you can somewhat choose the order of the planets you visit), an RPG system based on coin collecting (you can upgrade things like maximum health, weapons and fastfire) and, among other things, utilising the Devan as follower snippet and even playing as Devan in one of the levels (in a space sidescrolling shooter type of gameplay).

I will need help with coding, though, so we'll see where this idea goes. First I'll finish the Therion pack.

Treylina
Jul 21, 2014, 09:24 AM
-snip-

I'm not sure why you saved in JPEG in the first place. (sure it's a png now but I can see the compression artefacts). I'll take it as a mistake.

I would maybe say it looks flat but then again it's a blade tileset, the recent ones usually look like that way.

I'd also go for a more sky blue (or you can check out ice blue). Or a de-saturated brown since that's what frozen soil usually looks like.

Also, you might want to make the shading of the snow a bit darker for more contrast. It's not very noticeable. Then again it's a JPEG which isn't a good way to judge tilesets on.

AvalancheMaster
Jul 21, 2014, 02:38 PM
I'm not sure why you saved in JPEG in the first place. (sure it's a png now but I can see the compression artefacts). I'll take it as a mistake.

I would maybe say it looks flat but then again it's a blade tileset, the recent ones usually look like that way.

I'd also go for a more sky blue (or you can check out ice blue). Or a de-saturated brown since that's what frozen soil usually looks like.

Also, you might want to make the shading of the snow a bit darker for more contrast. It's not very noticeable. Then again it's a JPEG which isn't a good way to judge tilesets on.

Didn't save it in JPG, I made a screenshot and Ctrl+V-ed it in imgur's upload window. And as for the sky... Er... There's no sky in the screenshot? It's winter white in colour, so it fits quite nicely.

I might try to increase the contrast of the snow, though.

Thanks for the advises!

Love & Thunder
Jul 21, 2014, 03:29 PM
Imgur does weird things to images; try CTRL+V-ing it into GIMP, and saving it as a JPEG with maximum quality settings(Not sure if that will work, but I theorise that it'll at least make the artifacting not quite so bad).

AvalancheMaster
Jul 26, 2014, 05:40 AM
Thanks, guys.
Here's one of the tilesets that I'll be using in my pack. Very early WIP. Somewhat War of the Worlds inspired. Somewhat Sludge & Stoner rock inspired. Expect some Carrotus assets, some Beach assets, some Medivo and Marbelara assets, a Caterpillar, custom enemies (yay!) and custom platforms that can be implemented through JJ2+. The background will be forest and mountain. As much as it sounds as if this will be a conversion, I'll try to make it as more original as possible.

http://i.imgur.com/UUUcml9.png

Of course, criticism will be appreciated.

Treylina
Jul 26, 2014, 02:47 PM
Didn't save it in JPG, I made a screenshot and Ctrl+V-ed it in imgur's upload window. And as for the sky... Er... There's no sky in the screenshot? It's winter white in colour, so it fits quite nicely.

I might try to increase the contrast of the snow, though.

Thanks for the advises!

I don't mean the sky at all, but a type of blue. I'm pointing out that the dark blue ground feels artificial in colour and I suggested more appropiate colours to try out. Sorry, should've referred to that.

Chances are, imgur compressed the image in a JPEG manner by uploading it directly. I can definitely see the artefacts in that pic so there's something not right. Save it on your computer first and imgur likely won't do that again.

As for the tileset, you are limiting the gradient too much. I'm also not sure what the red is really meant to be, and the top of it barely has any contrast. There's also nothing to make it look smooth. Also, the grey ground has what I like to call paper shading/lighting (which is basically when it's not applied like it's a dynamic surface, but rather it's all just applied to the left and right directly). Here's a simple, hasitly done image of what i mean (with limited colours because lazy).

http://s22.postimg.org/o4ga2051d/Ball_things.png

I'll make an edit sometime...if I knew what the red stuff was meant to be. If it's grass then it doesn't feel like it symbolises it very much, perhaps partly because the roots are hard to see. Also if im not lazy, I may fix up the perspective and make a simple template for the rest.

AvalancheMaster
Jul 26, 2014, 03:09 PM
I don't mean the sky at all, but a type of blue. I'm pointing out that the dark blue ground feels artificial in colour and I suggested more appropiate colours to try out. Sorry, should've referred to that.

Chances are, imgur compressed the image in a JPEG manner by uploading it directly. I can definitely see the artefacts in that pic so there's something not right. Save it on your computer first and imgur likely won't do that again.

As for the tileset, you are limiting the gradient too much. I'm also not sure what the red is really meant to be, and the top of it barely has any contrast. There's also nothing to make it look smooth. Also, the grey ground has what I like to call paper shading/lighting (which is basically when it's not applied like it's a dynamic surface, but rather it's all just applied to the left and right directly). Here's a simple, hasitly done image of what i mean (with limited colours because lazy).

http://s22.postimg.org/o4ga2051d/Ball_things.png

I'll make an edit sometime...if I knew what the red stuff was meant to be. If it's grass then it doesn't feel like it symbolises it very much, perhaps partly because the roots are hard to see. Also if im not lazy, I may fix up the perspective and make a simple template for the rest.

Eh... should the red stuff be something specific? I mean, what's the yellow stuff in Labrat? The yellow... snow (yuck) in Inferno? It's not a grass per se, but it is a moss, like the green ground in Psych. Think of it as a red chewing gum plant. It currently needs some props for as context.

As for the stone, I know what you mean, but I am lazy and quite limited by their small size. If I fix this, it'll be one of the last things I'll fix.

Here's another preview.

http://i.imgur.com/Lp1kEAL.png

FarkasUrdung
Jul 30, 2014, 02:05 PM
Is there anyone here who tried using the castle tile set?

Making detailed levels with that is a nightmare. The large variety of blocks and the fact that the background is practically the same thing makes making levels literally take a month.

Here is a screenshot of a level I made:

http://i60.tinypic.com/2el8e9s.png

This is the third level in which I used this tile set and I was already fed up with its complexity while I was doing the second level.

What are your thoughts on the matter?

Also here's something I made in half an hour after studying the carrotus levels for another half an hour.

http://i61.tinypic.com/5ogqxc.png

I just began this level, there isn't really anything to show, so make of it what you will.

It reminds me. Back when I was very young the first tile sets I tried out were the diamondus tile set and this one. I created a carrotus cave which I filled up with thorns. There was a part where you had to climb up on the thorns, getting hurt was absolute.

Now thinking back it was pretty ridiculous considering difficulty, though I think I'd try using this idea in an upcoming carrotus level I'm planning to make.

What do you think? (Considering you're an "average gamer" and not somebody who's into "kaizo stuff".)

Seren
Jul 31, 2014, 05:53 AM
This is the third level in which I used this tile set and I was already fed up with its complexity while I was doing the second level.

What are your thoughts on the matter?
I blame tile arrangement. I only ever use tilesets when I really consider their layout easy to work with, and there's hardly anything that throws me off more than the official tilesets. Castle is a perfect example, with useful layer 4 tiles being placed on top and bottom of the tileset, split with background layers, foreground curtains, and those nearly useless slide tiles. Another offense they're guilty of is that you need to try really hard to make the most basic things tile correctly. Speaking of which, good luck with that in Carrotus; I spotted 3 subtle tilebugs in your picture so far (outside of the obviously unfinished bottom of the screen). I believe that reasonable amounts of Carrotus tilebugs are widely acceptable, just because they take ages to avoid - and because official levels also contain them - but no potential justification can speed up the wearisome process of reducing their numbers.

It reminds me. Back when I was very young the first tile sets I tried out were the diamondus tile set and this one. I created a carrotus cave which I filled up with thorns. There was a part where you had to climb up on the thorns, getting hurt was absolute.

Now thinking back it was pretty ridiculous considering difficulty, though I think I'd try using this idea in an upcoming carrotus level I'm planning to make.

What do you think? (Considering you're an "average gamer" and not somebody who's into "kaizo stuff".)
This is not a commonly explored field and I suspect it's often assumed to be a trait of bad design to create level sections where it's impossible not to get hurt; however, it can be pulled off relatively well. Deserto Orbital Base (http://www.jazz2online.com/downloads/3855/episode-two-the-rebirth-of-evil/) has the radioactive contamination area and I don't recall seeing anybody complain about that. The general rule is: place a full energy carrot before the challenge because you can't possibly know how much health the player got there with. Optionally add a checkpoint. You may also want to give the player a subtle hint that this is indeed the correct path to follow - climbing thorny vines might seem counter-intuitive. In the aforementioned example, EvilMike solves this by clearly leaving no other path and no way to backtrack, which is probably the best solution. Something as simple as an arrow sign might do but could instead give impression that you need to activate a trigger to get past. Meanwhile, a straightforward text sign would achieve the intended effect but get rid of most of the magic.

snzspeed
Jul 31, 2014, 07:14 AM
Eh... should the red stuff be something specific? I mean, what's the yellow stuff in Labrat? The yellow... snow (yuck) in Inferno? It's not a grass per se, but it is a moss, like the green ground in Psych. Think of it as a red chewing gum plant. It currently needs some props for as context.

As for the stone, I know what you mean, but I am lazy and quite limited by their small size. If I fix this, it'll be one of the last things I'll fix.

Here's another preview.

http://i.imgur.com/Lp1kEAL.png

I really like the gray bricks, but the red moss looks kind of odd color wise.

FarkasUrdung
Jul 31, 2014, 09:12 AM
I spotted 3 subtle tilebugs in your picture so far (outside of the obviously unfinished bottom of the screen).

Do you mean these 3?

http://i61.tinypic.com/2a8nqx0.png

As I said, I just begun this map. I usually spend hours with making each tile fit together perfectly. I often place a tile, then replace it, then undo the change, then do something else, then try a different pattern until I feel like it's acceptable. What caused making this nothing nearly half an hour was that I tried to fit those 1/8-tile bottoms. So I am bound to notice these errors myself anyway.

Castle is a perfect example, with useful layer 4 tiles being placed on top and bottom of the tileset, split with background layers, foreground curtains, and those nearly useless slide tiles. Another offense they're guilty of is that you need to try really hard to make the most basic things tile correctly.
I believe the reason for that is they already made a level with the tileset, then decided not to use the slide after all, but kept in just in case, then came up with the tiles on the bottom.

Still, it's a puzzle in itself just to find the pieces you can use. They did this with the carrotus tile set as well. The 1-tile-large bottom in the darkened area is nearly at the end of the tile set with tiles that differ from the basic wall tiles by a few pixels (they have vine coming out of them and whatnot).

The general rule is: place a full energy carrot before the challenge because you can't possibly know how much health the player got there with. Optionally add a checkpoint. You may also want to give the player a subtle hint that this is indeed the correct path to follow
Of course, that is self-explanatory. I'd never think about not having any of that considering I intend to utilize both the normal and hard difficulties.

DoubleGJ
Jul 31, 2014, 11:35 AM
Copy and paste man, copy and paste. Do so in an irregular way, mix it up, but it saves time and no one will really notice if you do it randomly enough. If you got some good wall pieces arranged that look nice, do exploit it. As someone who's been working on a levelpack with lots of levels with the official tilesets - for literally years - I can assure you that it did take me a good while to find everything these tilesets have to offer and how they work, and it is a pain in the ass, but the results can be really pretty - still not enough custom tilesets look as good as Stadler's. Just rest assured you're not the only one struggling but you can get the hang of it.

also, hope you're ready for trying the hell entrance tileset, because it's one hell of a ride

FarkasUrdung
Jul 31, 2014, 01:01 PM
I'm using the level editor for JJ2 1.20. How can I copy placed tiles with that? The only thing I discovered is F mirrors tiles.

Actually, I'm not struggling. I'm used to this stuff. (Hell, I once began ripping every tile set from a SNES rpg by taking screenshots and got done with about 3/4 in 5 years.) And yes, I will use inferno. I am going to use every tile set in the game (or a modified version of them found here) and plan to make 3 levels each.

Violet CLM
Jul 31, 2014, 01:21 PM
B.

Check the readme, there are other helpful hotkeys like Ctrl+E and Shift+E and (though no one seems to agree with me on this one) Backspace.

FarkasUrdung
Jul 31, 2014, 01:33 PM
Oh, and is there a fix for the mirrored animating tile causes crash bug?

Violet CLM
Jul 31, 2014, 01:37 PM
JJ2+.

Treylina
Aug 2, 2014, 12:22 PM
And yes, I will use inferno

Good luck with that. I bet you'll make at least a few tilebugs because inferno is such a pain.

Btw, still going to make an edit on that tileset.

EDIT: I started working on it. It's taking longer than I thought, and I'm tired so I'll finish it tomorrow.

FarkasUrdung
Aug 2, 2014, 12:40 PM
I bet you'll make at least a few tilebugs because inferno is such a pain.
I'm annoyed to hear this from a second person now. It's possible, yes.
While fixing my mistakes from earlier I realized what a piece of shit that carrotus tile set is. The partial bottoms only work when you make 1 tile long surfaces, they don't fit very well with the other blocks, which clearly states the tile set creator(s) didn't know what he/she/they was/were doing.

Obi1mcd
Aug 2, 2014, 09:30 PM
I'd say it's not so much that he (Nick) didn't know what he was doing, but that tiles were constantly being added as the level design required it. I think there was something along those lines in an interview a while back, but it doesn't seem to be in the articles section so I can't actually check.

DennisKainz
Aug 9, 2014, 01:03 AM
http://i.imgur.com/ElPfgvh.png
This is a draft for the remake of the Resurrection of Devan Shell episodes. It only includes 4 background layers and a few sprite layer details at the moment.
I have no touch screen to draw with, so I draw the draft first, then I redraw it shaded, and then I redraw each layer on the PC to avoid tilebugs. Ofcourse, i will first need to find a good software to do this.

cooba
Aug 9, 2014, 03:08 AM
Not only devres does not need an AngelScript remake, it absolutely does not need a remake which applies annoying, anti-fun changes likejumpStrength = less than 3 tiles

keyRun = false

DoubleGJ
Aug 9, 2014, 05:25 AM
this could be cool as a separate thing entirely, one unrelated to evilmike's episodes

Love & Thunder
Aug 9, 2014, 11:26 PM
I agree; don't redo other people's work, do your own.

oever532
Aug 15, 2014, 05:24 AM
Greetings all, I'm the latest member here.

I'm trying to work on a whole series of levels, based on an older game known as King's Valley II. The project has been going on for a time and I hope to release screencaps of it soon enough. :)

Love & Thunder
Aug 15, 2014, 05:31 AM
Welcome to the forums; fire exits are north, south, and dennis.

Anyway, that sounds fun, I look forward to seeing it. :)

oever532
Aug 15, 2014, 05:34 AM
Thank you.:D

I have so far 48 levels out of the 60 complete and I am also looking them over and testing them to ensure everything goes the way I want it to go. More details will come as soon as I'm allowed to make a thread in here so I'll be able to inform all of you of the current progress.

CrimiClown
Aug 15, 2014, 12:47 PM
Welcome to the forums; fire exits are north, south, and dennis.

Anyway, that sounds fun, I look forward to seeing it. :)

Please do not open the nostalgia valve unless absolutely necessary.
He said VALVE! HL3 confirmed!

Louis K
Oct 26, 2014, 04:53 PM
<iframe width="640" height="390" src="//www.youtube.com/embed/AnnCHUVAzLs" frameborder="0" allowfullscreen></iframe>

I've just making a strange laboratory map on my free time.
...and nothing to to more talk about it :P

P.S.
I'm kinda worried about releasing JJ3DX 'Zeta'.
It's already completed and test was success, But I'm worried about should I upload it..
I was counting on more reactions and advice,

but actually..

it was failed. :(

Download rates still stagnant, and no more reviews(well, 72 downloads and one quick review with rating 10 is quite big success to me but..). It does mean peoples doesn't care about it actually I think.

So, Zeta version will not uploaded until more reviews are replied about JJ3DX.
I think I need to more test about it.. :/

Torkell
Oct 27, 2014, 11:51 AM
Please do not open the nostalgia valve unless absolutely necessary.
Says the person with a nostalgic signature :p

Love & Thunder
Oct 27, 2014, 03:36 PM
[video]
I've just making a strange laboratory map on my free time.
Looks awesome! :)

So, Zeta version will not uploaded until more reviews are replied about JJ3DX.
I think I need to more test about it.. :/
It's not that people aren't interested, it's that they don't know what to say. They can say random praise such as "Fun game." But they generally don't, since they think it's a waste of time unless they have something they really want to say.

That's my experience anyway...

Obi1mcd
Nov 4, 2014, 08:35 PM
Still drawing stuff:
http://i.imgur.com/FNVFru5.png?1

Stijn
Nov 5, 2014, 03:15 AM
Nice! Very detailed. Hope the rest of the tileset has some other colours as well though ;)

Ragnarok!
Nov 5, 2014, 03:21 AM
Yeah it does look pretty :>

Treylina
Nov 5, 2014, 09:55 AM
I'm still drawing stuff too;

http://s27.postimg.org/wb4gvc83n/Suburb_Hotel.png

Treylina
Dec 22, 2014, 12:53 PM
http://2imgs.com/2i/i/54989041/3f0ddad991e6b53e5deff50fef595c76/cb30b69c4f.f.png

Its coming. Not forgetting christmas this time around.

EDIT: Just incase, Im viewing it in the mask mode. Its not actually pitch black bland level.

Image isn't working properly. This might be why;

"no hotlinking to large images, use supplied link and thumbnail"

I use postimg and it's reliable (I think) with no stupid thumbnails or registering required.

snzspeed
Dec 22, 2014, 02:30 PM
Image isn't working properly. This might be why;

"no hotlinking to large images, use supplied link and thumbnail"

I use postimg and it's reliable (I think) with no stupid thumbnails or registering required.

OK I will upload a better screenshot tomorrow.

DoubleGJ
Dec 28, 2014, 02:52 PM
http://i.imgur.com/CXoDvDi.png

feels good to be using JCS again after so much work I had to get done recently

Love & Thunder
Dec 28, 2014, 02:56 PM
That reminds me of one of the Band Land levels from the original Rayman.
Looking forward to the final result. :)

snzspeed
Dec 28, 2014, 05:45 PM
That reminds me of one of the Band Land levels from the original Rayman.
Looking forward to the final result. :)

Ahh, Rayman 1. The amazing game which made me cry when I was a kid... :lol:

Blackraptor
Dec 28, 2014, 11:23 PM
http://i.imgur.com/GijM2Ii.jpg

Rather a large image so I'll just leave this here instead of breaking the thread by directly displaying it here.

~17 ish j1 levels coming to a j2o near you sometime in the near future

Jelly Jam
Dec 29, 2014, 12:51 AM
http://i.imgur.com/GijM2Ii.jpg
Rather a large image so I'll just leave this here instead of breaking the thread by directly displaying it here.
~17 ish j1 levels coming to a j2o near you sometime in the near future
Yeah, saw a screenshot of one of your lvls the other day. These all look awesome! :)

Slaz
Dec 29, 2014, 07:14 AM
The raptor is loose and hunting down SWAG's territory! :O

Ragnarok!
Dec 29, 2014, 04:59 PM
^ woah at all the above

Violet CLM
Dec 29, 2014, 05:45 PM
Some of those tilesets do look familiar! Looking forward to what kinds of wacky enemies and stuff will be roaming the halls.

Blackraptor
Dec 29, 2014, 08:11 PM
heh, thanks guys :)

I don't wanna compare these to SWAG since it's in a league of its own and Violet's j1 expertise far exceeds mine, but yes they were inspired by SWAG, particularly the latter maps and ones using his (slightly modified, sorry!) sets, also by NS's Mission Spaz: Foreseeable Future. Hopefully all the 'one day' levels would encourage others to give J1E a try, since yeah they really were made in a day, once you get the hang of it its pretty easy to make maps.

Also tons of new wacky enemies. Enough that I ran into memory allocation errors in virtually every map, and sometimes had to resort to splitting maps into multiple levels so I could use them all :p

If anyone would wanna try their hand at making a level or a collab or just wants some technical advice i'm down to give whatever help i can offer, tho i still have a lot to learn myself lol. A good start would be to check out others' levels or the official ones, though the Epic level designers seldom bothered to name their events

Just saying, but this doesn't mean i've lost interest or given up on making stuff for jj2, just going wherever the inspiration and motivation takes me :)

snzspeed
Dec 30, 2014, 09:04 AM
http://i.imgur.com/GijM2Ii.jpg

Rather a large image so I'll just leave this here instead of breaking the thread by directly displaying it here.

~17 ish j1 levels coming to a j2o near you sometime in the near future

Looking forward to this, esp the hill top? zone tileset, really wanna see how it looks. :D

cooba
Dec 30, 2014, 09:33 AM
Looking forward to this, esp the hill top? zone tileset, really wanna see how it looks. :DYou mean you haven't found the Hill Top level in SWAG? :+

snzspeed
Dec 30, 2014, 09:39 AM
You mean you haven't found the Hill Top level in SWAG? :+

OH.

XxMoNsTeRXM
Jan 26, 2015, 02:58 AM
Well I am trying to remake the JJ1 Bonus in JJ2 (NOT 3D) but make some... sort of bonus level in JJ2, images, feel free to spot differences ;)

http://i.imgur.com/bDqF35b.png
http://i.imgur.com/3dNkL9l.png
http://i.imgur.com/ijTxOD0.png

Primpy
Jan 26, 2015, 07:49 AM
Well I am trying to remake the JJ1 Bonus in JJ2 (NOT 3D) but make some... sort of bonus level in JJ2, images, feel free to spot differences ;)

Looking forward on your idea!
(Sorry for not removing the pictures Stijn, but it's harder when you're on a mobile device)

Jelly Jam
Jan 26, 2015, 09:10 AM
Well I am trying to remake the JJ1 Bonus in JJ2 (NOT 3D) but make some... sort of bonus level in JJ2, images, feel free to spot differences ;)

So, i'm supposed to find something unusual about this level. Hmmm....
Oh wait! I know! Your level has tilebugs, which we can see in the second photo! :+

Just kidding xD. This looks neat dude, keep it up! :D

XxMoNsTeRXM
Jan 26, 2015, 09:15 AM
So, i'm supposed to find something unusual about this level. Hmmm....
Oh wait! I know! Your level has tilebugs, which we can see in the second photo! :+

Just kidding xD. This looks neat dude, keep it up! :D

You got me, I was like "what... where?" :)

Primpy
Jan 26, 2015, 11:26 AM
You got me, I was like "what... where?" :)

Well, no need to worry. It's just a small tilebug, it happens to all of us xD
Good luck finishing your level!

Stijn
Jan 26, 2015, 12:15 PM
XxMoNsTeRXM: if those levels are not 3D, how do they capture the gameplay/feel of JJ1's bonus levels? I see you're doing some scripted stuff, but to be honest I don't really get how they will emulate JJ1's bonus level style from the screenshots.

XxMoNsTeRXM
Jan 27, 2015, 03:45 AM
XxMoNsTeRXM: if those levels are not 3D, how do they capture the gameplay/feel of JJ1's bonus levels? I see you're doing some scripted stuff, but to be honest I don't really get how they will emulate JJ1's bonus level style from the screenshots.

Yes... I might even show a video with the bonus level when it's done.

Slaz
Jan 28, 2015, 01:33 AM
Judging from the screenshots, it rather looks like a Treasure Hunt with a timer and score count. As Stijn said, it doesn't really remind me of JJ1's bonus levels at this point, but I'm definitely interested in scripted levels based on any kind of score system. So keep it up! ;)

Louis K
Jan 28, 2015, 04:04 AM
Well I am trying to remake the JJ1 Bonus in JJ2 (NOT 3D) but make some... sort of bonus level in JJ2, images, feel free to spot differences ;)

@XxMoNsTeRXM
One question - Just for online play or single play available?
even it doesn't work on single playing, that's so awesome work I think. Keep it up!


@For this thread

Of course this thread is for JCS map, but I think it doesn't make a big problem.

https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-xaf1/v/t1.0-9/10455661_1558241957778877_5189092465992274588_n.jp g?oh=909ff2d9a52b4041427c07a2a8ffba6f&oe=555B442E&__gda__=1431550617_3b87f0c421674adf26f0c34b35dcee2 6

This is 'The Boss' map(the last map of the JJ3DX).
I've test it and the result is '47 Attempts and 3 times win' without any cheat.(so totally, this map is not impossible at least.<s>the problem is just horribly f***ing hard</s>)
But I'm trying to make it much easier. :l

XxMoNsTeRXM
Jan 28, 2015, 04:13 AM
@Louis K: It's for single player.

Louis K
Jan 28, 2015, 04:19 AM
@Louis K: It's for single player.

:D great to hear that!

Jelly Jam
Jan 28, 2015, 11:40 AM
Alright, I've decided to make a Single Player Episode series. It won't be ANY good as devres and RoE, but i'm trying. I'm not really good with JCS.
Anyway, started working on episode 1. The name of this series is ''(Unofical) Jazz Jackrabbit 3''

Story
''After Jazz and Spaz retreaved the wedding ring, they decided to use the time machine to get back home. However, since Jazz shot the diamond on the top of the machine, it started to explode, and they had only ONE chance to get to their time. They have set the settings to 'future', but never bothered to see at what period of the future they were going into...
When they warped to the future, the time machine was busted. They started looking for the way out of the damn, hoping they arived in their own time, and if not, find some help to get back to their freaking time sequence.''

The story ain't promising, eh? I know. Well, i guess this teaser photo is something...

http://i.imgur.com/j3ivqj9.png

Violet CLM
Jan 28, 2015, 11:42 AM
Looks good so far!

Jelly Jam
Jan 28, 2015, 11:50 AM
Looks good so far!
Thanks, I pictured that because i thought it was the most promising part of the level.
Although, If you look into this photo, it doesn't really look good...
http://i.imgur.com/d5FhfQc.png

Y'know, if some of you want to help, I can send you the first level (this level) when i have time.
And also, the bottom left part of this pic is supposed to be the part shown in the first picture...

DoubleGJ
Jan 28, 2015, 03:59 PM
The story ain't promising, eh?
pretty good, actually! I don't think that kind of thing was done before

Love & Thunder
Jan 28, 2015, 06:22 PM
Indeed; the story does actually sound like the setup for what could be a very fun level series! :)

Primpy
Jan 28, 2015, 11:56 PM
I'd play that!

Jelly Jam
Jan 29, 2015, 12:53 AM
pretty good, actually! I don't think that kind of thing was done before
Well, thanks for the encouragement! :D, Although, I haven't thought of the entire story yet. It's all thought of for episode 1 and 2, though.
I'd play that!
Well... I don't think so... There are some parts where it's imposible to go through without a sugar rush, but then again, I put some kind of 'tutorial texts' which give you helpful tips (''Take everything that you can't kill. It might help ya out...''(yeah, this is for the sugar rush part ;p)).

XxMoNsTeRXM
Jan 29, 2015, 02:51 AM
Alright, I've decided to make a Single Player Episode series. It won't be ANY good as devres and RoE, but i'm trying. I'm not really good with JCS.
Anyway, started working on episode 1. The name of this series is ''(Unofical) Jazz Jackrabbit 3''

Story
''After Jazz and Spaz retreaved the wedding ring, they decided to use the time machine to get back home. However, since Jazz shot the diamond on the top of the machine, it started to explode, and they had only ONE chance to get to their time. They have set the settings to 'future', but never bothered to see at what period of the future they were going into...
When they warped to the future, the time machine was busted. They started looking for the way out of the damn, hoping they arived in their own time, and if not, find some help to get back to their freaking time sequence.''

The story ain't promising, eh? I know. Well, i guess this teaser photo is something...

http://i.imgur.com/j3ivqj9.png

That's very interesting, also I am making a single player episode, it's the continuation of Jazz 2 Episodes, and so with that, people will have many options to choose for the continuation of the Jazz 2 they like, maybe... I got a screenshot on my hand:

http://i.imgur.com/8jYQw1y.png

Jelly Jam
Jan 29, 2015, 03:31 AM
it's the continuation of Jazz 2 episodes.

So, from what I understood, you were planning to continue the JJ2 story as well?
Then i guess I have to think of another story...

XxMoNsTeRXM
Jan 29, 2015, 03:36 AM
So, from what I understood, you were planning to continue the JJ2 story as well?
Then i guess I have to think of another story...

I am planning from about the summer of 2012, but now I am using Angel Script for it, I am not so far ahead, but I will make 3 episodes, Jazz, Spaz & Lori, but alone I can hardly make each level, I want like one episode to contain 10-13 Main Levels, 6-9 Bonus Levels, 10-13 Special Missions (in each episode), and the level that I showed you it's a special mission, maybe if we work together we would be able to finish it faster, and your level gave me an idea, in a main level you will be in hell and you will have different ways to choose, one way will lead to a trap then a demon will appear, and it will force you to go into a special mission and help him or else you will be stuck in there (maybe we can even make an interesting way of escaping instead of forcing you to make that special mission), and that special mission will use your level.

Jelly Jam
Jan 29, 2015, 04:40 AM
I am planning from about the summer of 2012, but now I am using Angel Script for it, I am not so far ahead, but I will make 3 episodes, Jazz, Spaz & Lori, but alone I can hardly make each level, I want like one episode to contain 10-13 Main Levels, 6-9 Bonus Levels, 10-13 Special Missions (in each episode), and the level that I showed you it's a special mission, maybe if we work together we would be able to finish it faster, and your level gave me an idea, in a main level you will be in hell and you will have different ways to choose, one way will lead to a trap then a demon will appear, and it will force you to go into a special mission and help him or else you will be stuck in there (maybe we can even make an interesting way of escaping instead of forcing you to make that special mission), and that special mission will use your level.
Sounds lovely!
But I think I'll pass...
I just don't like the whole scripted levels idea. I'm trying to rip the original JJ2 gameplay so it really looks like a sequel! I won't be able to help you make the levels cause i'm just so lazy, and my episodes are supposed to have 6 levels each and 1 secret minigame level! Hell, if I'm too lazy to make 7 levels, then i definetly won't be able to make 10 to 13 levels. :roll:, Also Lori ain't related to my story at all (sorry Trey :() But when it's finished, and if some of you really want to play as her, go ahead, but have in mind that she won't be able to make super jumps, which are in the first level.
Well i wish you good luck with your episode series, Judging by the picture, I'm sure it will be great.

P.S
Are there any remixes of ''Jazz Be Damned'',''Dark Groove'' and the hell freezes over soundtrack? If there are and someone has them, feel free to contact me on skype!

EDIT: Alright, I'm not really going to rip ALL of the traditional JJ2 gameplay cause some of the levels will have pits :p.

XxMoNsTeRXM
Jan 29, 2015, 04:49 AM
Sounds lovely!
But I think I'll pass...
I just don't like the whole scripted levels idea. I'm trying to rip the original JJ2 gameplay so it really looks like a sequel! I won't be able to help you make the levels cause i'm just so lazy, and my episodes are supposed to have 6 levels each and 1 secret minigame level! Hell, if I'm too lazy to make 7 levels, then i definetly won't be able to make 10 to 13 levels. :roll:, Also Lori ain't related to my story at all (sorry Trey :() But when it's finished, and if some of you really want to play as her, go ahead, but have in mind that she won't be able to make super jumps, which are in the first level.
Well i wish you good luck with your episode series, Judging by the picture, I'm sure it will be great.

P.S
Are there any remixes of ''Jazz Be Damned'',''Dark Groove'' and the hell freezes over soundtrack? If there are and someone has them, feel free to contact me on skype!

EDIT: Alright, I'm not really going to rip ALL of the traditional JJ2 gameplay cause some of the levels will have pits :p.

10-13 Main Levels + 10-13 Special Missions + 6-8 Bonus Levels = 32-34 Levels each episode, kinda long, but still, If I will be able to get at least one episode done by summer or next year, it will be cool.

Jelly Jam
Jan 29, 2015, 04:53 AM
32-34 levels each episode
http://fc08.deviantart.net/fs71/i/2013/107/7/d/say_aaaaa_by_sarahharas1-d620qt2.jpg
OH MY GOD! DOES EVEN DEVRES HAVE THAT?!


Now being serious. 32 levels in one episode is too much, dude. You should split into more episodes. 11 levels in one episode, for an example.

XxMoNsTeRXM
Jan 29, 2015, 01:04 PM
You don't have to do them all, you will be able to choose if you want to do the bonus or not, do the special mission or not

cooba
Mar 5, 2015, 02:14 PM
<img src="http://i.imgur.com/hAbTAHc.gif" />

Primpy
Mar 5, 2015, 11:26 PM
*gif*

Actually looks pretty nice! I'm curious how this will turn out.

Jelly Jam
Mar 5, 2015, 11:33 PM
Lol, that looks like Daybreak with some heat effect, pallete shifts and timer.
And, Oh look! 5.0 preview of visual stuff (gun, ctf scores) ;)

XxMoNsTeRXM
Mar 6, 2015, 02:11 AM
<img src="http://i.imgur.com/hAbTAHc.gif" />
You can verify the computer's date and you can do some cool stuff with that, right? For example put a black n' white look to the level.

Jelly Jam
Mar 29, 2015, 05:27 AM
http://i.imgur.com/AIq0DAx.png

Seren
Apr 7, 2015, 09:55 AM
http://i.imgur.com/yxWnjxq.png
http://i.imgur.com/DX5shrj.png

Primpy
Apr 7, 2015, 10:45 AM
Sir Ementaler, oh - my - god.
When? When are you going to release this masterpiece?

XxMoNsTeRXM
Apr 8, 2015, 05:04 AM
Sir Ementaler, oh - my - god.
When? When are you going to release this masterpiece?

That's what I said too when I saw it, "OH... MY... GOD!"

Seren
Apr 8, 2015, 05:26 AM
The first screenshot is from a multiplayer level that has potential to sit around on my hard drive forever. The second is being rewritten because it initially had finite fun potential and I found that unacceptable given the possibilities.

Slaz
Apr 8, 2015, 07:05 AM
Those mushrooms sure look atmospheric. Add some palette shifting here and there and Psych may finally live fully up to it's name. 8D

cooba
Apr 12, 2015, 09:12 AM
<img src="http://i.imgur.com/e49e54Y.png" />

Primpy
Apr 12, 2015, 11:55 AM
<img src="http://i.imgur.com/e49e54Y.png" />

You made me curious :)

DennisKainz
Apr 26, 2015, 05:05 AM
http://i.imgur.com/mTpWpLt.png
http://i.imgur.com/YAFOXsF.png

I'm trying to get this featured, and I'm not good at making multiplayer levels, so I need you people to give me advice. I'll be glad to mention all of you in the credits for your help.

Here's the link with the file (https://copy.com/y92pq2uAVkt2Im27)

Treylina
Apr 26, 2015, 06:58 AM
I'm trying to get this featured, and I'm not good at making multiplayer levels, so I need you people to give me advice.

If you're not good at making something, trying to get featured will be out of your reach. From my experience, those who play SP only/mostly have no idea how to make MP levels. If you want to become a good MP levelmaker, you have to play MP more often to understand what works, and what doesn't.

My main issues, is that there is no flow at all (full of places to bump into and many pinpoint areas) and it's full of huge deadends. I really don't get the pole sticking out of the ground. This level could really do with some one-ways and springs (especially at the flowers and areas sticking out from above), and a more simple layout. I'm not a fan of the X-keep blue spring either, as if you're trying to go up from the right, it's fairly easy to end up bumping into the ceiling. Also, this level is virtually unplayable to move around as Lori and hugely Spaz biased. It also seems like you don't know about RF climb. That allows you to access the RF and seek pu area from below. I actually don't mind RF climb areas, though if you can only access them as Spaz... bleh.

I'm also not a fan of seek pu secrets, as pretty much anyone who knows the level will win automatically. The seek and bouncer PU and the area topmost the RF PU and that area below the thin platform, also looks pretty campy.

I usually avoid making long cramped horizontal areas, as they are too safe or risky. There is no in-between for them because you either can't dodge what will come at you, and it protects against most incoming projectiles.

Also, ice in levels that contain pits is good. The best way to make players go to the pit area is to put the most rewarding pickups there. I apply the risk-reward theory to my levels. The risker the area, the greater the reward, and vice versa.

One of your primary goals when making a MP level, is that it should be relatively easy and quick to move around, with each path having a purpose. Were concentrating on killing players and escaping, not fighting with the layout. It's okay to have some open areas. To be honest, I think the layout should be started over.

There's also a big reason good MP levels don't contain hurt areas. It's that they can be used counter-intuitively to your advantage. Lets say you have strong projectiles coming towards to hit you, but you hop on the spikes instead because they do less damage. It's also an aspect of fighting with the level rather than players themselves.

I assume that maybe this level is meant to have more springs and some one-ways, but come on, they don't take long to add.

DennisKainz
Apr 27, 2015, 12:29 AM
I re-uploaded the file (https://copy.com/y92pq2uAVkt2Im27)

I followed your advice as best as I could. Am I still missing something?

Also, I couldn't find a workaround for the carrotus pole I use as a timed door, as collisions with objects are ignored in multiplayer mode.

Note for everyone: Remember to suggest me new ways to make the level better. I'm trying to get it featured.

Also feel free to take it in your hands and edit it, and then re-upload it in this thread. Don't upload it in j2o downloads, though. It's my level after all ...

Obi1mcd
Aug 31, 2015, 03:16 AM
So hey, how about that grass I was trying to draw about a year ago?

http://i.imgur.com/EDzlioB.png

Redid the dirt a while back, and had another go at the grass while I was without internet the other night. As a bonus, any lower grass tile will work with any upper grass tile. A fair bit happier with it than with what I had before, which, for reference, looked like this:

http://i.imgur.com/4v0WCBm.png

I've spent more of my tileset-making time (which admittedly isn't much in the first place) fiddling with the base tiles rather than expanding upon it, though sooner or later I should have a go at padding things out with some more useful tiles so that I can get something I can release.

Seren
Aug 31, 2015, 03:51 AM
The original tiles didn't catch my attention at all but now it definitely looks like something I'd use. It's a huge improvement.

Obi1mcd
Aug 31, 2015, 04:45 AM
Thanks, glad to hear it. Been putting a lot more effort into learning to actually draw properly, rather than just relying on tricks and cheats to get it to look ok. It's a little slow but I think I've been making some progress.

Treylina
Aug 31, 2015, 06:37 AM
But I made a thread for projects asides from level WIPs...

http://www.jazz2online.com/jcf/showthread.php?t=19861

Anyway, a nice improvement.

Obi1mcd
Aug 31, 2015, 12:45 PM
Oh, right. Force of habit, I guess.

DoubleGJ
Aug 31, 2015, 09:56 PM
http://i.imgur.com/EDzlioB.png
very pretty! but do the tiles look good even without the layer 3 bits? if I were to use this in a level, I'd likely want to do parts with normal grass, and some with beaten grass

Obi1mcd
Sep 1, 2015, 03:29 AM
No, not at all. The layer 4 bits are just the layer 3 with a bit of "background" grass to make it still look ok if you can't be bothered doing layer 3 stuff over the whole level. I could potentially change that, I suppose, or perhaps add a variant of upper grass tiles that's more beaten down.

Love & Thunder
Sep 1, 2015, 11:25 AM
or perhaps add a variant of upper grass tiles that's more beaten down.

I suggest you do this.

ShadowGPW
Sep 1, 2015, 11:43 PM
By request, updating an old CTF level.

Primpy
Sep 2, 2015, 09:45 AM
I started working on this (http://i.imgur.com/YgQjfKL.png) CTF water level around one month ago but gave up due to lack of interest. Should I keep working on it? It is not done but I feel like the entire design of the map is just not good. What do you guys think?

Treylina
Sep 2, 2015, 12:27 PM
I started working on this (http://i.imgur.com/YgQjfKL.png) CTF water level around one month ago but gave up due to lack of interest. Should I keep working on it? It is not done but I feel like the entire design of the map is just not good. What do you guys think?

It's hard to know what events are placed because the level is zoomed out so much. Taking screenshots in-game would remedy that (try F12 but make sure you have plus. You can make JCS open plus by default by renaming Jazz2.exe to something like jazz2-.exe and jazz2+.exe to jazz2.exe.).

Anyway, it's very corridory and horizontal. And it looks like the 1 tile passages above the middle would be campy. Whatever is in those cramped looking deadends that are above the tight bottom passage, looks potentially campy as well. Same with those 1 tile passages that lead to the top.

Making an interesting layout is mixing horizontal and vertical spaces and utlising different ways to reach areas (I don't mean as many alternate paths as possible, I simply mean not relying on one method of platforming to reach up areas). Varying the size of spaces allows for more varied gameplay too, and have no need to be parallel, (excessive parallel passages results in a corridory layout which is bland if you ask me). And be sparse on cramped areas, because people will camp in them, and/or it'll get annoying having to get hit by everything. Though 1 tile vertical passages are fine, providing the area above isn't hard to counter.

I'm also not a fan of entirely closing up the top area unless it's inside something man made or a cave.

Though to be honest, I don't recommend making MP levels if you haven't played the gamemode much, if not at all. When you play online (the main MP gamemodes such as battle and CTF) for a good while, you get a much better idea of what works well and what doesn't.

Stijn
Sep 2, 2015, 12:30 PM
The ability to make full-level screenshots would actually be quite nice. Though there's a few technical limitations that make it impossible at this point, unfortunately.

Seren
Sep 2, 2015, 12:38 PM
MLLE can export levels to png (at least in my forked repo).

Stijn
Sep 2, 2015, 12:46 PM
With events, etc? Jazz2Online exports levels to png too, but it would be cool to see enemies and other objects as well.

Seren
Sep 2, 2015, 12:50 PM
I imagine I could write a mutator.

Primpy
Sep 2, 2015, 01:27 PM
It's hard to know what events are placed because the level is zoomed out so much. Taking screenshots in-game would remedy that (try F12 but make sure you have plus. You can make JCS open plus by default by renaming Jazz2.exe to something like jazz2-.exe and jazz2+.exe to jazz2.exe.).

Anyway, it's very corridory and horizontal. And it looks like the 1 tile passages above the middle would be campy. Whatever is in those cramped looking deadends that are above the tight bottom passage, looks potentially campy as well. Same with those 1 tile passages that lead to the top.

Making an interesting layout is mixing horizontal and vertical spaces and utlising different ways to reach areas (I don't mean as many alternate paths as possible, I simply mean not relying on one method of platforming to reach up areas). Varying the size of spaces allows for more varied gameplay too, and have no need to be parallel, (excessive parallel passages results in a corridory layout which is bland if you ask me). And be sparse on cramped areas, because people will camp in them, and/or it'll get annoying having to get hit by everything. Though 1 tile vertical passages are fine, providing the area above isn't hard to counter.

I'm also not a fan of entirely closing up the top area unless it's inside something man made or a cave.

Though to be honest, I don't recommend making MP levels if you haven't played the gamemode much, if not at all. When you play online (the main MP gamemodes such as battle and CTF) for a good while, you get a much better idea of what works well and what doesn't.

Sorry for the bad screenshot, I will take some more accurate ones tomorrow, it's a little late here.

I tried to make it more vertical, it was in the original plan. I was trying to remake TF2's 2fort map in 2D but during the progress I kind of forgot what it was supposed to look like in my mind. Didn't really turn out like that map at all. Where the 1 tile passages are, there are the flags. I know, it is a terrible position for a flag but gave up before finding a better one. I will try to make passages wider the next time, I guess.

I really do apreciate this tip. I am a little bad when it comes to level design (I'm a little bad when it comes to everything actually) but I'd really like to improve. I will keep that in mind, thanks :)

I guess when I will get to finish the map (maybe) I will open up the top area.
*rabbit made

I guess that's my biggest downside. I don't play MP much because I'm just bad at it and I don't find it very entertaining either (I do like the relaxers and streetfighters though). I will try to get myself playing more though, maybe it will seem easier and funner when I get the hang of it.

The ability to make full-level screenshots would actually be quite nice. Though there's a few technical limitations that make it impossible at this point, unfortunately.

That would be pretty helpful. J2O Downloads kind of does that already but it's way smaller. On the bright side, it's possible and hopefully will be done someday.

I imagine I could write a mutator.

That's sweet. I hope you will write it someday, it would be a very useful thing.

Treylina
Sep 2, 2015, 02:13 PM
-snip-

To be pedantic: Making an area wider means making it more horizontal. That's not what the map needs lol.

The best CTF base placements are defendable, but also attackable. And not too easy to rush. So I think the best place would be at the middle, placed amongst the corner further from the bottom vine(?).

Primpy
Sep 3, 2015, 12:46 AM
To be pedantic: Making an area wider means making it more horizontal. That's not what the map needs lol.

The best CTF base placements are defendable, but also attackable. And not too easy to rush. So I think the best place would be at the middle, placed amongst the corner further from the bottom vine(?).

Thank you, I will think about it.

Seren
Sep 3, 2015, 10:03 AM
Copy the following code, paste it into a text editor, save as SEscreenshot.mut, enable it in JJ2+ by typing "<code>/mutators sescreenshot on</code>", cycle to the level you want to take a screenshot of, type "<code>!screenshot</code>", wait between several seconds to several minutes depending on level size (yes, it can take several minutes, and the game will act as if frozen for that time, don't attempt to interact with it or Windows will assume it stopped responding), a file named "SEscreenshot.ppm.asdat" will appear in your JJ2 directory, remove the ".asdat" extension, use an image editor to convert the resulting PPM to a PNG, perhaps shrink the image if its file size is still too big for your needs.

Optionally: instead of "<code>!screenshot</code>" you can type "<code>!screenshot file_name</code>" or "<code>!screenshot "file name"</code>" (replacing file_name with a selected string of text, the latter syntax allowing whitespace) to save a picture with a custom file name.
#pragma name "Full Level Screenshot"
jjPALCOLOR getColor(jjPALCOLOR dest, int index, SPRITE::Mode mode, int param) {
jjPALCOLOR source = jjPalette.color[index];
switch (mode) {
case SPRITE::BRIGHTNESS:
return param &lt; 128 ?
jjPALCOLOR(dest.red * param &gt;&gt; 7, dest.green * param &gt;&gt; 7, dest.blue * param &gt;&gt; 7) :
jjPALCOLOR(~(~dest.red * param &gt;&gt; 7), ~(~dest.green * param &gt;&gt; 7), ~(~dest.blue * param &gt;&gt; 7));
case SPRITE::FROZEN:
{
jjPALCOLOR color(dest.red + source.red * 3 &gt;&gt; 2, dest.green + source.green * 3 &gt;&gt; 2, dest.blue + source.blue * 3 &gt;&gt; 2);
int light = color.getLight();
return jjPALCOLOR(light &gt;&gt; 3, light * 5 &gt;&gt; 3, light);
}
case SPRITE::GEM:
{
const array&lt;int&gt; hue = {245, 106, 136, 201};
jjPALCOLOR color;
color.setHSL(hue[param & 3], 255, index &lt;&lt; 1);
return jjPALCOLOR(dest.red + color.red * 3 &gt;&gt; 2, dest.green + color.green * 3 &gt;&gt; 2, dest.blue + color.blue * 3 &gt;&gt; 2);
}
case SPRITE::INVISIBLE:
return dest;
case SPRITE::PALSHIFT:
return jjPalette.color[(index + param) & 255];
case SPRITE::PLAYER:
{
jjPLAYER@ player = jjPlayers[param];
CHAR::Char chara = player.charCurr;
bool inRange0 = index &gt;= (jjIsTSF && chara == CHAR::LORI ? 24 : 16) && index &lt; 48;
bool inRange1 = index &gt;= 88 && index &lt; 96 && jjIsTSF && chara == CHAR::LORI;
bool inRange2 = index &gt;= 80 && index &lt; 88 && (chara == CHAR::BIRD || chara == CHAR::BIRD2 || chara == CHAR::FROG);
bool inRange3 = index &gt;= 59 && index &lt; 64 && chara != CHAR::BIRD && chara != CHAR::BIRD2;
if (inRange0 || inRange1 || inRange2 || inRange3) {
array&lt;uint&gt; fur(4);
for (int i = 0; i &lt; 4; i++) {
fur[i] = player.fur &gt;&gt; (i &lt;&lt; 3);
}
if (chara == CHAR::BIRD) {
for (int i = 0; i &lt; 2; i++) {
uint temp = fur[i];
fur[i] = fur[i | 2];
fur[i | 2] = temp;
}
}
if (inRange0)
index -= 16;
else if (inRange1)
index -= 88;
else if (inRange2)
index -= 80;
else if (fur[3] != 40)
index -= index &lt; 61 ? 34 : 33;
else
return source;
return jjPalette.color[(fur[index &gt;&gt; 3] + (index & 7)) & 255];
}
}
return source;
case SPRITE::SINGLECOLOR:
return jjPalette.color[param];
case SPRITE::TRANSLUCENT:
return jjPALCOLOR(dest.red + source.red &gt;&gt; 1, dest.green + source.green &gt;&gt; 1, dest.blue + source.blue &gt;&gt; 1);
}
return source;
}
void drawLayers(array&lt;array&lt;jjPALCOLOR&gt;&gt;& image, const array&lt;int&gt; &in layers) {
int width = image.isEmpty() ? 0 : image[0].length(), height = image.length();
int layerCount = layers.length();
array&lt;jjPALCOLOR&gt; translucentPixels;
for (int i = 0, j = 0; j &lt; height; (i++) == (j += 32)) {
for (int k = 0, l = 0; l &lt; width; (k++) == (l += 32)) {
array&lt;int&gt; tiles(layerCount, -1);
for (int m = 0; m &lt; 32; m++) {
array&lt;jjPALCOLOR&gt;@ row = image[j | m];
for (int n = 0; n &lt; 32; n++) {
int column = l | n;
for (int o = 0; o &lt; layerCount; o++) {
int tile = tiles[o];
if (tile &lt; 0) {
int layer = layers[o];
int layerWidth = jjLayerWidth[layer], layerHeight = jjLayerHeight[layer];
int x = k, y = i;
if (x &gt;= layerWidth) {
if (jjLayerTileWidth[layer])
x %= layerWidth;
else
x = -1;
}
if (y &gt;= layerHeight) {
if (jjLayerTileHeight[layer])
y %= layerHeight;
else
y = -1;
}
tile = tiles[o] = x &gt;= 0 && y &gt;= 0 ? jjTileGet(layer, x, y) : 0;
}
int index = jjPIXELMAP(tile)[n, m];
if (index != 0) {
jjPALCOLOR color = jjPalette.color[index];
if (tile & TILE::ANIMATED == 0 && jjTileType[tile & TILE::RAWRANGE] == 1) {
translucentPixels.insertLast(color);
} else {
row[column] = color;
break;
}
}
}
while (!translucentPixels.isEmpty()) {
jjPALCOLOR one = translucentPixels[translucentPixels.length() - 1], two = row[column];
row[column] = jjPALCOLOR(one.red + two.red &gt;&gt; 1, one.green + two.green &gt;&gt; 1, one.blue + two.blue &gt;&gt; 1);
translucentPixels.removeLast();
}
}
}
}
}
}
void drawFrame(array&lt;array&lt;jjPALCOLOR&gt;&gt;& image, jjANIMFRAME@ frame, int x, int y, int d, SPRITE::Mode mode, int param) {
const jjPIXELMAP source(frame);
int width = frame.width, height = frame.height;
int xMax = image.isEmpty() ? 0 : image[0].length(), yMax = image.length();
bool hFlip = d &lt; 0, vFlip = (d & 0xC0 != 0) && (~d & 0xC0 != 0);
x += hFlip ? 1 - (width + frame.hotSpotX) : frame.hotSpotX;
y += vFlip ? 1 - (height + frame.hotSpotY) : frame.hotSpotY;
int xDir = hFlip ? -1 : 1;
int yDir = vFlip ? -1 : 1;
int xStart = hFlip ? width - 1 : 0;
int yStart = vFlip ? height - 1 : 0;
for (int i = 0, j = y, k = yStart; i &lt; height; (i++) ^ (j++) ^ (k += yDir)) {
if (j &gt;= 0 && j &lt; yMax) {
array&lt;jjPALCOLOR&gt;@ row = image[j];
for (int l = 0, m = x, n = xStart; l &lt; width; (l++) ^ (m++) ^ (n += xDir)) {
if (m &gt;= 0 && m &lt; xMax) {
int index = source[n, k];
if (index != 0)
row[m] = getColor(row[m], index, mode, param);
}
}
}
}
}
void takeScreenshot(const string &in filename) {
array&lt;int&gt; fgLayers, bgLayers;
for (int i = 1; i &lt; 8; i++) {
if (
jjLayerHasTiles[i] &&
jjLayerXSpeed[i] == 1.f &&
jjLayerYSpeed[i] == 1.f &&
jjLayerXAutoSpeed[i] == 0.f &&
jjLayerYAutoSpeed[i] == 0.f &&
jjLayerXOffset[i] == 0.f &&
jjLayerYOffset[i] == 0.f
)
(i &lt; 4 ? fgLayers : bgLayers).insertLast(i);
}
bgLayers.insertLast(8);
int width = jjLayerWidth[4] &lt;&lt; 5, height = jjLayerHeight[4] &lt;&lt; 5;
array&lt;array&lt;jjPALCOLOR&gt;&gt; image(height, array&lt;jjPALCOLOR&gt;(width));
drawLayers(image, bgLayers);
for (int i = 1; i &lt; jjObjectCount; i++) {
const jjOBJ@ obj = jjObjects[i];
if (obj.isActive &&
obj.curFrame != 0 &&
obj.eventID != OBJECT::STOMPSCENERY &&
obj.eventID != OBJECT::COLLAPSESCENERY &&
obj.eventID != OBJECT::DESTRUCTSCENERY &&
obj.eventID != OBJECT::DESTRUCTSCENERYBOMB
) {
if (obj.eventID == OBJECT::CTFBASE) {
int animSet = jjAnimSets[ANIM::FLAG], x = int(obj.xOrg), y = int(obj.yOrg), d = obj.var[2] != 0 ? 1 : -1, t = jjGameTicks / 6;
const jjANIMATION@ anim;
@anim = jjAnimations[animSet + 1];
drawFrame(image, jjAnimFrames[anim + obj.var[1]], x + 5 * d, y + 17, d, SPRITE::NORMAL, 0);
@anim = jjAnimations[animSet + 2];
drawFrame(image, jjAnimFrames[anim + t % anim.frameCount], x + 23 * d, y - 36, d, SPRITE::NORMAL, 0);
if (obj.var[4] == 0) {
@anim = jjAnimations[animSet + 5];
drawFrame(image, jjAnimFrames[anim + t % anim.frameCount], x - 64 * d, y - 4, -d, SPRITE::NORMAL, 0);
} else {
@anim = jjAnimations[animSet + 6];
drawFrame(image, jjAnimFrames[anim + obj.counter / 4 % anim.frameCount], x - 64 * d, y - 4, -d, SPRITE::NORMAL, 0);
}
}
int pickupAnim = obj.curAnim - jjAnimSets[ANIM::PICKUPS];
jjANIMFRAME@ frame = jjAnimFrames[obj.curFrame];
SPRITE::Mode mode;
int param = 0;
if (obj.freeze != 0) {
mode = SPRITE::FROZEN;
} else if (obj.justHit != 0) {
mode = SPRITE::SINGLECOLOR;
param = 15;
} else if (pickupAnim == 22 || pickupAnim == 34 || pickupAnim == 35) {
mode = SPRITE::GEM;
param = obj.var[0] - 1;
} else if (frame.transparent) {
mode = SPRITE::TRANSLUCENT;
} else {
mode = SPRITE::NORMAL;
}
drawFrame(image, frame, int(obj.xPos), int(obj.yPos), obj.direction, mode, param);
}
}
for (int i = 0; i &lt; 32; i++) {
const jjPLAYER@ player = jjPlayers[i];
if (player.isInGame && !player.invisibility)
drawFrame(image, jjAnimFrames[player.curFrame], int(player.xPos), int(player.yPos),
player.direction ^ (player.antiGrav ? SPRITE::FLIPV : SPRITE::FLIPNONE),
player.frozen == 0 ? player.spriteMode : SPRITE::FROZEN, player.spriteParam);
}
drawLayers(image, fgLayers);
jjSTREAM file;
string header = "P6 " + width + ' ' + height + " 255\n";
int headerLength = header.length();
for (int i = 0; i &lt; headerLength; i++) {
file.push(header[i]);
}
for (int i = 0; i &lt; height; i++) {
for (int j = 0; j &lt; width; j++) {
jjPALCOLOR color = image[i][j];
file.push(color.red);
file.push(color.green);
file.push(color.blue);
}
}
file.save(filename);
}
bool onLocalChat(string &in text, CHAT::Type type) {
array&lt;string&gt; results;
if (type == CHAT::NORMAL && jjRegexMatch(text, """!screenshot(?:\s+([^\s"]+|"([^"]+)"))?\s*""", results, true)) {
string filename;
if (results[1].isEmpty())
filename = "SEscreenshot";
else if (results[2].isEmpty())
filename = results[1];
else
filename = results[2];
takeScreenshot(filename + ".ppm.asdat");
return true;
}
return false;
}

Violet CLM
Dec 1, 2015, 02:43 PM
<img src="http://www.tachyonlabs.com/sam/Jazz2-SwitchTestV-000.png" />
Getting back to my roots or something with a good old-fashioned test level. Well, except for the scripting.

DennisKainz
Dec 9, 2015, 04:53 AM
http://i.imgur.com/cC03vcC.png
This is a very hard level that I'm working on, called "The Impossible One".
You have 1 only heart, can't run or use special moves, and you must save on ammunitions for when you'll need them.
I've tested most of the level by myself, and I'm pretty sure it CAN be completed.
I need you people to help me with a few things:
- Make sure there are exactly 66 enemies, and that they can be ALL defeated even in Turbo mode (every single shot must be done right)
- Make sure all puzzles can actually be solved
- Help me fix the bug where the player is killed by the RF blast (When you fall from too high, you die, but a RF blast from above also crushes you to the ground)
- Help me fix the annoying stomping sound on slippery slopes
- Help me fix the deactivation bug where some enemies do not reappear if you walk too far and then return
HERE'S THE FILE (https://copy.com/yGzYR4WRADIDc48C) (hopefully)
The part around the triggered pool is a Reworder thing that I'll compile when the level is done.

Thanks to Violet for explaining me the trick to rescale backgrounds.

Also, I restarted working on the level "Beneath the World we know". HERE'S THE LINK (https://copy.com/y92pq2uAVkt2Im27)

Borgia
Jan 2, 2016, 12:22 AM
Currently working on a new test. I had planned to finish it before the end of 2015, but that was before I discovered how difficult the selected tileset is. Also, I had other things on my mind, so working on this test wasn't always guaranteed. I use the Blizzard tileset (night version), which brings with it a lot of opportunities. All my work so far has been put into animating tiles, creating an environment, discovering how everything works so as to prevent tilebugs, thinking of a 'story' I could implement, etc.

I have yet to start working on the first level. What I'll try to do is to make sure it's not a conventional test which just goes from level one to level last and that's it. No, there should be something more to it than that. Without knowledge of AngelScript and all that kind of fancy stuff, my powers may be limited, but I'll try to make the best out of it nontheless.

Heh, with all that written here, I wonder what I'm going to write in the description as soon as I upload this. Maybe the same story, but extended a little ^^.

http://i301.photobucket.com/albums/nn71/Evil-K/Jazz2-BorgiaBlizzardTest-000_zpslh16dvpo.png

http://i301.photobucket.com/albums/nn71/Evil-K/Jazz2-BorgiaBlizzardTest-001_zps993jokes.png

Violet CLM
Jun 8, 2016, 09:11 PM
Very early stages in terms of graphics and layout, but there's like 300kb of supplementary files already...
<img src="http://i.imgur.com/s9F9zPh.png">

Primpy
Jun 8, 2016, 11:27 PM
Violet, that looks interesting! I also like the enemy you added.

ap0stle
Jul 7, 2016, 04:48 AM
That looks amazing Violet. I literally just read through this whole thread and god what a nostalgia blast it was.

Jelly Jam
Jul 8, 2016, 05:13 AM
That custom enemy got me really curious!
Looks neat!

AvalancheMaster
Jul 21, 2016, 06:50 AM
Something's brewing in Aesop's book of green hares and tortoises.

Unlike how most of you start, I decided to start with the column order (and not in proper order, as well—I started with Ionic, then made the Corinthian). For now I plan to use a recolored version of Castle as the base, plus custom-made ground tiles, plants from Jungle or another tileset, destructible vases and pottery, fountains, statues and grapevine vines. Probably some red and blue versions of some blocks, for CTF purposes.

Also, some custom animated enemies from opengameart.com, but there's quite a lot of work before I even begin thinking about implementing new enemies.

**EDIT:** Well, I decided the best fit would be a reworked conversion from JJ1 Stonar. Here are two updated screenshots (I removed the old ones) which show the two palettes in which the tileset will come.

Aesopia Day

http://i.imgur.com/NJ9k6QN.png

Aesopia Evening

http://i.imgur.com/ECD44yx.png

AvalancheMaster
Jul 30, 2016, 05:20 AM
Sorry for double-posting, but since this is a completely different project, I think it's worth a bump.

The Green Knight Rises!
(Actually called "Arkham Rabbits")

A 1v1 Battle level I'm working on for me and my friend to play. It uses a modified version of blurredd's Windstorm Fortress, so I'll have to wait for an approval on his end to release it publicly.

http://i.imgur.com/r7huIEC.png
http://i.imgur.com/4n8sXAQ.png
http://i.imgur.com/tj0xkHD.png

Stijn
Jul 30, 2016, 06:48 AM
Looks great, AvalancheMaster. I like the atmosphere a lot.

PurpleJazz
Jul 30, 2016, 09:52 AM
Genuinely looking forward to get the opportunity to play those levels. :D
I find your use of tileset merges really inspiring.

Violet CLM
Aug 29, 2016, 05:19 PM
Very early stages in terms of graphics and layout, but there's like 300kb of supplementary files already...
<img src="http://i.imgur.com/duSJQhW.png" />
Updating my previous screenshot.

Treylina
Aug 29, 2016, 05:42 PM
Is..that my large heart edit? :o I don't mind at all though.

PurpleJazz
Aug 30, 2016, 01:04 AM
That looks intriguing! Can't wait to see it in action. :)

Violet CLM
Aug 30, 2016, 08:06 PM
Trey: I don't believe so? I recall your mentioning such a thing, but I'm pretty sure I made one myself at some point, and the sprite I used for this level has the filename that I would have used. So unless I overwrote my heart with yours, I think not. But I might have.

DoubleGJ
Aug 31, 2016, 05:12 AM
sorry for offtopic, but that last part was so poetic I just had to put it in my sig

Jelly Jam
Feb 1, 2017, 03:12 PM
I like the way this is going.

http://i.imgur.com/jKc1u8D.png

It's battle.

Primpy
Feb 2, 2017, 03:08 AM
Looks interesting, Jelly! Is the blue part above water supposed to be, uh, background water? Is it a perspective thing? :)

Jelly Jam
Feb 2, 2017, 02:41 PM
It's a perspective thing, yes. The background is not visible when in water.

Jelly Jam
Sep 19, 2017, 01:32 PM
I ovewrote that level above (:().

https://i.imgur.com/0B2shSM.png

Maybe you can see where I'm going with this one?

Violet CLM
Sep 19, 2017, 08:00 PM
Taking a guess, you're going to pos 138,18 in Voltage Village, but with a different palette.

Jelly Jam
Sep 20, 2017, 03:52 AM
Yes, sort of.

Love & Thunder
Sep 20, 2017, 05:55 PM
Taking a guess, you're going to pos 138,18 in Voltage Village, but with a different palette.
I was going to make a joke about the idea that you pulled that off the top of your head, and how crazy that is, but now I'm legitimately wondering if that's the case. :lol:

Jelly Jam
Sep 21, 2017, 08:59 AM
Yes I made lots of areas look identical (actually I copied the background layers directly from the Tubelectric levels, lazy :<). That level is supposed to remind you of the original in lots of ways, but not everywhere.

Jelly Jam
Sep 26, 2017, 11:30 AM
This area is also from Tube2 (everything from the Sonic platforms to 138,18 actually), though maybe this one looks more convincing?

https://i.imgur.com/WyyXX5X.png

Yes that is Jazz1Enemies.asc and I am having A LOT more fun with it than it looks like c:

Violet CLM
Feb 14, 2018, 01:12 AM
It brings you great pain for me to announce that <strong>BunnyLover 2018</strong>, the community's most hotly anticipated Valentine's Day project since the LMAT set, will not be released this February 14th. Here are some screenshots to keep you company while you pine away.

<img src="https://i.imgur.com/N6GXgh8.png" /> <img src="https://i.imgur.com/kvmQoYX.png" /> <img src="https://i.imgur.com/XEnBVUU.png" /> <img src="https://i.imgur.com/If6GJDf.png" /> <img src="https://i.imgur.com/MLn3zEs.png" /> <img src="https://i.imgur.com/03W57F9.png" /> <img src="https://i.imgur.com/x11qORb.png" />

DennisKainz
Sep 23, 2018, 11:47 AM
https://i.imgur.com/UuEEYjm.png
After a long time, I decided to make a battle level. However, I don't guarantee I'll actually finish this. The level layout is complete, but the eyecandy will take a very long time to finish, and it's stressing me too much.
This battle arena is slightly bigger than a regular battle arena, and features speed shoes that actually make you run faster!
Before I proceed with the development, though, I need you people to give me some advice, since battle arenas aren't my forte.
And here's the link to the WIP:
https://www.dropbox.com/s/xnuofisv1ntq43a/WIPsuperlush.zip?dl=0

DennisKainz
Feb 21, 2019, 02:14 AM
Maybe I shoudn't bump the thread or reply twice, but...
I'm remaking that old OLC level, Cold Cavern, using only vanilla JJ2 tiles (except the background). Here's a picture:
https://i.imgur.com/bi25KYP.png
https://i.imgur.com/egmE0kt.png
And here's the link:
https://www.dropbox.com/s/5puy17pzh66aafn/newcoldcavern.zip?dl=0

My question is: Am I allowed to upload this, or does it infringe the copyrights of the original level?

Violet CLM
Oct 5, 2019, 10:31 PM
<img src="https://cdn.discordapp.com/attachments/478883648351764484/620406986944544768/Jazz2-SWITCHTESTV2-004.png" />
<img src="https://cdn.discordapp.com/attachments/171304512068255745/626832011767840790/Jazz2-SWITCHTESTV2-005.png" />
<img src="https://cdn.discordapp.com/attachments/597155742113595422/630289188822056961/Jazz2-switchtestv2-006.png" />
As everyone knows, the best sequels resemble their predecessors as little as possible. So I am pleased to announce that Mighty Switch Test 2 will <em>not</em> feature revisiting areas, tube blocks, belt blocks, block colors that don't switch if you stand on them, laser blocks, or Tweedle.

Ðx
Dec 28, 2019, 08:41 AM
https://external-content.duckduckgo.com/iu/?u=https%3A%2F%2Fi.ytimg.com%2Fvi%2F7qIQEOoEKrI%2F maxresdefault.jpg&f=1&nofb=1

My new levul. WIP.

Assassin
Jun 24, 2020, 09:12 PM
https://i.imgur.com/OUHKW43.png

https://i.imgur.com/PiahnGn.png

https://i.imgur.com/YeYe1In.png

https://i.imgur.com/GxQGSXo.png

ShadowGPW
Jun 24, 2020, 11:18 PM
^ I like those Ass