View Full Version : seen some of the levels will never gon on j2o
Violet CLM
Feb 4, 2009, 09:56 PM
This is the thread to post all those abandoned projects you know you're never going to finish or even touch again, or even projects you finished but aren't good enough to put on J2O! The refuse pile. Stuff that you loved and left.
I'll start with 2.2 levels from some old pack (2003, it looks like) that... okay, honestly, I don't totally remember the plot, but I suspect it was supposed to tell the story of what happened between the two parts of the JJ2 ending movie, that is, the trip back to Carrotus from Dam Nation. Expect 2003-quality level design, but do note an interesting thing about the pack, shown in the filenames and also in the end of jj25e.j2l, where the plot was supposed to be able to branch off depending on what ending of the level you used. Eventually we'll actually see that in practice, right? <a href="http://www.tachyonlabs.com/sam/JJ25.zip">Download.</a>
What have you got?
cooba
Feb 5, 2009, 02:28 AM
Will post some crap later.
Troglobite
Feb 5, 2009, 01:23 PM
http://www.2shared.com/file/4809185/f78dc263/Random_Junk.html
Some of the tileset aren't mine, but I included them if I used them
Puffie40
Feb 6, 2009, 09:47 AM
http://www.majhost.com/gallery/puffie40/Jazzavatar/Screenshots/lava01.jpg
http://www.majhost.com/gallery/puffie40/Jazzavatar/Screenshots/lava02.jpg
This is from the only level that was completed. Story was too complicated for one level, and by the time I got somthing planned, I stopped working on it. I don't like dealing with the demon parts.
I might, MIGHT finish it, but it's slim. The ending planned was good.
Ragnarok!
Apr 5, 2009, 01:01 PM
Looks nice... Ill post a few stuff later =]
ill post some stuf latar.
Olsen
Apr 7, 2009, 12:59 AM
hmm puffie didnt I test that a long time ago? o.o
Dermo
Apr 7, 2009, 10:08 AM
<a href="http://s92.photobucket.com/albums/l30/drmooismyname/?action=view¤t=MarioRemake.jpg" target="_blank"><img src="http://i92.photobucket.com/albums/l30/drmooismyname/MarioRemake.jpg" border="0" alt="Photobucket"></a>
plunK
Apr 7, 2009, 05:34 PM
I would recognize a perfect convert of Super Mario Bros 3 anywhere....... thats sweet. I'll post some stuff later (No laughing, some is worse than that Zeal Lolz tileset of mine)
Violet CLM
Apr 14, 2009, 03:54 PM
<a href="http://www.tachyonlabs.com/sam/foorumanbattles.zip">Fooruman Battles</a>
A lot of work went into FSP. I knew that the pack had to end with a Fooruman boss, but I had no idea how that was going to work, so I made some prototypes. (There's a similar test level somewhere for the Mad Monks in TTJJ2, but it's just the same as the final, so it's not too interesting to look at.) Of course, none of these three were actually used for FSP's Fooruman battle... I forget where exactly that one came from, but I still quite enjoy it. Anyway, these three:
footest.j2l: A very early, very generic tile boss. Shoot some destruct scenery, meanwhile the level attacks you.
footest2.j2l: Clearly this is where Greenkiller was developed, although you can see several ways in which the fight was changed between prototype and final. This has Greenkiller as a miniboss to lead up to the big Fooruman fight, which... was highly conceptual but not actually very playable. Avoid the falling turtles, grab the seeker missiles when they bounce out of the ground, shoot the blocks with the missiles, repeat.
footest3.j2l: My guess is that Black Ninja grew out of this one, but I'm not sure. Perhaps the other way around. I think this provides an incredibly elegant solution to the twin problems of being hurt by the boss while it's alive and then not being hurt when it's dead... the lava tile, for the record, was a placeholder, I'd have replaced it with something with a similar mask but better graphics later. Still pretty cool.
(tileset not included)
Puffie40
Apr 14, 2009, 05:32 PM
hmm puffie didnt I test that a long time ago? o.o
yep :( That was two years ago wasn't it? JJ2+ made that MP3 mod obsolete since then...
EvilMike
Apr 14, 2009, 07:18 PM
Unfinished and unreleased levels are my specialty. Here's one that a small number of people have seen. It was never finished, though I came close. It was going to be one of the very first levels featuring death pits, and was to be featured in Battle Server, back when it was still around. This dates from may 2006. Note that the version of the tileset used here predates the one where the clouds could be sloped.
The title is "EvilMike's not-so-evil Fortress". A sequel of sorts.
http://i42.tinypic.com/2m76wd2.png
http://i40.tinypic.com/2u9k19i.png
http://i44.tinypic.com/2a69vfa.png
http://i42.tinypic.com/sxn0jl.png
http://i40.tinypic.com/xmomsj.png
That shield costs 200 coins btw (100 to get to the seeker pu, and then a second coin warp that you see there).
<a href="http://www.tachyonlabs.com/sam/foorumanbattles.zip">Fooruman Battles</a>
A lot of work went into FSP. I knew that the pack had to end with a Fooruman boss, but I had no idea how that was going to work, so I made some prototypes. (There's a similar test level somewhere for the Mad Monks in TTJJ2, but it's just the same as the final, so it's not too interesting to look at.) Of course, none of these three were actually used for FSP's Fooruman battle... I forget where exactly that one came from, but I still quite enjoy it. Anyway, these three:
footest.j2l: A very early, very generic tile boss. Shoot some destruct scenery, meanwhile the level attacks you.
footest2.j2l: Clearly this is where Greenkiller was developed, although you can see several ways in which the fight was changed between prototype and final. This has Greenkiller as a miniboss to lead up to the big Fooruman fight, which... was highly conceptual but not actually very playable. Avoid the falling turtles, grab the seeker missiles when they bounce out of the ground, shoot the blocks with the missiles, repeat.
footest3.j2l: My guess is that Black Ninja grew out of this one, but I'm not sure. Perhaps the other way around. I think this provides an incredibly elegant solution to the twin problems of being hurt by the boss while it's alive and then not being hurt when it's dead... the lava tile, for the record, was a placeholder, I'd have replaced it with something with a similar mask but better graphics later. Still pretty cool.
(tileset not included)
i really loved these 3 tests :I
cooba
Apr 15, 2009, 09:20 AM
Violet and EM inspired me to actually post something so here goes: <a href="http://chaos.foxmage.com/cooba/DiambScorch.zip">Diamondus ß Scorch</a>
<img src="http://chaos.foxmage.com/cooba/scorch.png" />
I didn't find Diamß Lava dramatic enough so I made this. Not entirely compatible with the original Diamß sets (I replaced some stuff with mine) but other than that it's all working.
Points of interest:
5,50 - the shine sprites replaced by (blatantly ripped) stars from LMAT Kansas. 6,70-10,83 - I sacrificed the leaves so that I could put seamless water tiles, fire, and the OMF Katana from Labrat. 10,76 - a pretty ugly tile I used to emulate blinking of background stars. It didn't work as I wanted but I'm keeping it for some creative mind Finally, 8,84 - removed a duplicate frame of the waterfall animation (yes, there was one!) and put a Medivo raindrop instead.
Enjoy? I guess.
CrimiClown
Apr 15, 2009, 12:17 PM
That IS really nice. O_O Wow.
SPAZ18
Apr 15, 2009, 01:00 PM
Wow, very nice tileset and Garden Brawl looks excellent with that set too. :cool:
I might have some useless stuff in my JJ2 folder I could put here. I'll see what I can find.
PurpleJazz
Apr 16, 2009, 04:35 AM
http://img19.imageshack.us/img19/2084/jazz0006.png
A tileset I had in the works, called Concrete Jungle.
CrimiClown
Apr 16, 2009, 06:58 AM
img
A tileset I had in the works, called Concrete Jungle.
The caves and ground pattern look really nice... the grass, however... Still, I encourage you to finish this. It looks really good.
Olsen
Jul 15, 2009, 02:55 PM
Hah, unreleased stuff... I have a ton of (-)(-)(-)(-) in all of my different Jazz2 folders (several computers ye), but I got one level which I got kinda far on... was supposed to be the first level of a SP episode, but I never got around to finish it... ofcourse.
http://i30.tinypic.com/nvnlw3.png
http://i29.tinypic.com/21no74h.png
http://i26.tinypic.com/nx5jrs.png
I also got a battle level that is basically finished, some people have seen it. It's called Exit Sandland. I wonder why I never released it... (o yea, it was partly because I flat out stole an idea p4ul had for ec with the diamondus tileset, but now that Impressive Flashback was cancelled I suppose it's ok to release it :p)
Ragnarok!
Jul 19, 2009, 05:58 AM
It actually looks really neat. ;o
Olsen
Jul 19, 2009, 06:42 AM
Thanks, and lol, those screenshots are from an earlier version of the level... That's what 3 different computers with Jazz2 on them does to you. :)
http://i30.tinypic.com/o8eb7o.png
http://i26.tinypic.com/mcerkg.png
http://i29.tinypic.com/1535g02.png
I kinda feel like finishing this >o
DodgeS
Nov 16, 2010, 08:17 PM
http://i52.tinypic.com/200w5s2.png
http://img573.imageshack.us/img573/8004/xvers.png
XD
Obi1mcd
Nov 16, 2010, 10:12 PM
I love that background effect in the first screenshot.
Oh, and since the thread's been revived anyway, I might show one tileset if anybody's interested. I was going to use the Past/Present/Future concept from Sonic CD, and have all the tilesets swap seamlessly, but Violet beat me to the idea with RaneforusV. The 'Present' version of the set is finished, though. Might post a screenshot tomorrow.
Violet CLM
Nov 16, 2010, 11:56 PM
Oh, well, don't let that stop you from using the concept, and certainly don't let that apparently stop you from wanting to release the tileset at all!
Speeza
Nov 17, 2010, 09:03 AM
http://img19.imageshack.us/img19/2084/jazz0006.png
A tileset I had in the works, called Concrete Jungle.
Eh bit late but I love the spring yard zone background !
http://sost.emulationzone.org/oldsosth/oldsosth/images/springyard.jpg
Yes neg repper it's the spring yard zone from Sonic 1.
Obi1mcd
Nov 17, 2010, 07:00 PM
Oh, well, don't let that stop you from using the concept, and certainly don't let that apparently stop you from wanting to release the tileset at all!
Don't worry, the tileset was going slowly, and the 'past' version was having difficulties with inconsistent drawing styles. I might put the present one up, but as it is it's a basic Townsville ][ clone.
Crazy Rabbit
Jun 25, 2011, 10:54 PM
some scraped stuff as i promised...sorry for spam xD
http://www.2shared.com/file/UZhM-1vF/CRs_JUNKYARD.html
cooba
Oct 30, 2011, 05:13 AM
A while ago Raggot and I were working on another collab, as a follow up to Rainforest Revelry. We were pretty pleased with how it looked:
<img src="http://chaos.foxmage.com/cooba/leakymom01.png" />
<img src="http://chaos.foxmage.com/cooba/leakymom02.png" />
The gameplay was pretty much non-existant, though, so we ended up canning the level and Rag disappeared for over a year and I pretty much forgot about it until now.
The most finished version is named "HOUSTON RAGS MOM HAS A LEAK". When making revelry we kept sending eachother burns in that form and this tradition continued :o
FawFul
Nov 16, 2011, 01:11 PM
I like how it starts feeling so slimy :D. greatly done tbh. I can see the idea is there and that the thin platform-eyecandy + windows in it really makes it neat. It's believable that that kind of soil is polished like that, it actually matches perfectly.
Violet CLM
Nov 29, 2011, 07:06 PM
While we're on the subject, the <a href="http://www.tachyonlabs.com/sam/Crysilis.zip">original example level for CrysilisV</a> was going to be a lot larger. There's a good deal of path branching, some cute gimmicks, and in general me displaying a complete lack of awareness that CrysilisV's sparse background layers means that levels using it probably shouldn't be filled with wide open spaces.
(The tileset was edited more recently than that level, so you'll need to use jjnowall to get through the light speed dash sucker tube section. Oh well.)
Ragnarok!
Nov 30, 2011, 02:56 AM
Well that was mighty fun to play, and yeah actually I think that's the main problem I've had with the set, the background, else I'd probably have finished one of the 6 or 7 attempts I've made with the set. It's a really nice set to use (and that example level kinda showed me I was using it a bit differently than you probably intended).
I really liked the collapsing stuff. That was fun!
EvilMike
Nov 30, 2011, 05:50 PM
While we're on the subject, the <a href="http://www.tachyonlabs.com/sam/Crysilis.zip">original example level for CrysilisV</a> was going to be a lot larger. There's a good deal of path branching, some cute gimmicks, and in general me displaying a complete lack of awareness that CrysilisV's sparse background layers means that levels using it probably shouldn't be filled with wide open spaces.
(The tileset was edited more recently than that level, so you'll need to use jjnowall to get through the light speed dash sucker tube section. Oh well.)
I like the sparse background. It might not have much detail, but it's not ugly. There have been several times when I've deliberately gone with a spare look, even when a more complex one was easily available.
PurpleJazz
Dec 30, 2011, 12:50 PM
Carrotus Defense Force (http://www.mediafire.com/?0gjm2z092mnis2c)
The few remnants of a single player pack I started back in 2008. It was essentially an effort to compete with Devres in the "episodic epic" genre. I had a lot planned for it, although very little of what was on paper actually got made in JCS. These are just 3 levels that showcase the best of what was being done up to now. There's also a number of cutscene levels but they aren't really worth showing. None of these are finished; one is about 35% complete and the others are about 5% complete. I'm posting them here because I still feel they're worth looking at out of curiosity. Don't expect the level design to be quite on par with what I am capable now, but have fun!
Violet CLM
Jan 17, 2012, 07:30 PM
<a href="http://www.tachyonlabs.com/sam/wind5.zip">Windy Tests 5</a>
Years ago I had a series of test levels called Windy Tests. The first level was supposed to be a single player level I was making based on some story by Ducky or Blacksheep or someone, but then I decided to make it multiplayer. The series progressed to Windy Tests 4, which greatly expanded the basic formula by adding multi-directional gameplay, and this is what's left of the unfinished 5, which was intended to stretch over multiple .j2l files in accordance with some sort of plot I no longer remember anything about.
wind5a: Artificial Breeze Station. This was intended to serve as a refresher on how Windy Tests worked, gradually walking the player through the basic formula before said basic formula got jettisoned for the more interesting later levels. It's... not honestly worth playing.
wind5b: Untitled, and very much unfinished. Since Wind4 added multidirectional gameplay, I decided that the next logical step was multidirectional test progression. Not a bad idea, but not implemented incredibly well, and massively unfinished.
Someday I may try again, though I'd scrap all this stuff and start afresh. I'm thinking maybe the Xargon tileset.
ETA: actually, let's take a gander at <a href="http://www.tachyonlabs.com/sam/FLEEbrick.zip">the single player levels</a> too. These are high-concept, which is to say, low-gameplay. Play for the first time the levels from which Windy Tests were born, in which I took an existing set of constraints (the possibilities of the JJ2 engine) and gave myself a whole lot more constraints for no good reason.
Treylina
Mar 20, 2014, 09:59 AM
I moved my old cancelled tilesets here.
http://s16.postimg.org/qr2la5gwl/Tileset_thingy.png
This is my first tileset that got cancelled for several reasons. First of all, my skills have improved so much since then that I would end up wanting to redraw everything, and at that point I should just start again. Second, the theme is so uninspiring I didn't know what EC stuff to add. Third, I limited the colours too much. Fourth, the theme is generic (there's lots of random coloured tilesets out there). Yes...the bottom things are clouds. I was terrible at clouds. I'm still not good at them, but not as bad anymore. I'm not interested in creating basic toony clouds. The flat-looking purple tile with an orange circle is the unfinished tube turning point.
http://s30.postimg.org/73ldtp0xt/Temple_Ruins_V1.png
My second tileset. What inspired me to start it was Violet's "challenge" of thinking no one could trump Natures Ruins (well, actually I don't think that tileset is that great). However, this is actually a remake of Natures Ruins and Mystic Isle put together, since they could work without feeling out of place (and for more versatility!).
Here's an experimental alternate pallette version, inspired from graphicsgale's automatic gradient creator. It's a stormy pallette.
http://s13.postimg.org/j3yukqzkn/Temple_Ruinsv1storm.png
However, there were many problems with this attempt. The consistency went off the hook. I was learning how to make tiles look better in the middle of creating this. I started from left to right. Tiling it also would've been a pain the way I drew the tiles. The sea looks decent, but the sheer amount of detail would've made it a huge pain to animate..and a mountain of animation frame tiles. I'm intending to follow a similar style to the V1 sand hill in V2, except it'll be made more with tiling in mind and the right side of the hill won't look like it's sticking out.
cooba
Mar 20, 2014, 01:26 PM
That is fucking magnificent looking. Consider picking it up again sometime!
Treylina
Mar 20, 2014, 03:30 PM
That is fucking magnificent looking. Consider picking it up again sometime!
I'm doing a new version of temple ruins though, and it looks even better. The V2 progress is on "The most OBSCURE/RARE/BLAH" thread, which isn't the best place to put such a thing. I may make an individual thread for my tileset progress.
It might look like there's not enough progress in it so far to compare, though the grass is soo much better. Templeruinsv1 is a tileset trainwreck in terms of consistency and tileability. I've actually improved since I progressed on V1.
If you actually think I should continue that test tileset...lololololol. I can draw Jazz, Spaz and Lori better now, especially Spaz, he was my weakest point.
FireSworD
Mar 21, 2014, 01:52 AM
The grass looks good, but that straight dark spot in the middle gives it a contrived, split appearance, instead of looking reasonably natural. I suggest redesigning the grass, but keep the art style.
Treylina
Mar 21, 2014, 07:39 AM
The grass looks good, but that straight dark spot in the middle gives it a contrived, split appearance, instead of looking reasonably natural. I suggest redesigning the grass, but keep the art style.
...Do you guys even acknowledge there's a v2 in the works? The grass is so much better in that version. Fine, I'll put the preview here even though this version is not cancelled.
I plan to keep some elements from original, though. However, I'm not sure how the v2 sea will turn out, it'll probably come down to what turns out best from experimenting, but I'm not animating a huge detailed sea. The v2 sea will at least try to reguard perspective more, though.
http://s23.postimg.org/vldpxjycn/Templeruinsv2preview.png
The stone sticking out still bothers me, it looks like its glued on. And I don't like the inside soil as much. Otherwise, I think it's an improvement.
Yeah, the rare/unpopular/blah thread was a bad place to post it after all, becoming a "Lets nominate crappy tilesets for the lols" thread.
If someone really likes v1 that much...they can work on it themselves. It's too much of a mess for me.
Love & Thunder
Oct 15, 2015, 12:02 PM
So, about a year ago, I came up with an idea for a level pack centring around navigating an increasingly complex tube system in Medivo. I ended up making one very short level and then giving up. The level I ended up making is pretty decent, so here's a video of me playing it, and demonstrating one of the reasons I got fed up(A crippling bug that comes up every time I've done a proper test of it - it can be seen at 3:16).
<iframe src="https://www.youtube.com/embed/jtVRdy8mOb8" allowfullscreen="" frameborder="0" height="480" width="640"></iframe>
The level was supposed to be about 3-4x as long as it ended up, but I ended up building it in the wrong direction, and I had to cut it short. I'll probably return to the level pack at some point, but I'll start fresh if I do; this level is ugly, rough, and there's that bug, so I'm not sure it's usable.
Anyway, as is visible in the video, I tried to fix the bug by having it teleport you back and forth a bit, but to no avail(Although I remember it working at one point when I was testing it). Putting that teleport in is the point where I gave up.
Stijn
Oct 15, 2015, 12:28 PM
I was just reading an article on urban exploration and abandoned underground stations, so the idea of something of an abandoned underground system resonated with me. The level looks fairly confusing though, with a lot of areas looking very similar. The problem with navigation via warps is that you lose track of where you are really quickly. I guess a good way to address that would be a minimap or something.
cooba
Oct 15, 2015, 12:39 PM
I remember discussing tube systems with Violet once upon a time and reaching a conclusion that had Stonar had an abandoned underground (surely the hands have to come from somewhere), the trains would have been animal skeletons on tracks.
snzspeed
Oct 15, 2015, 12:47 PM
http://i.imgsafe.org/e82ddd3.png
http://i.imgsafe.org/e9d6270.png
Im still quite proud of this, and some other unreleased levels I've made. Obviously inspired by TR2. :)
Oh and one more.
http://i.imgsafe.org/177aa2d.png
http://i.imgsafe.org/8cb9da9.png
I recall that while I originally started this level/tileset angelscript wasnt available. It didnt stop me from being creative (or stupid :D) though, as I used a custom anims file where I deleted the player's blaster bullet sprites. Hence I managed to disable the infinite blaster. I also made a custom sprite for coins, making it look more like a gem, although I think I lost the anims file. Heh...
Love & Thunder
Oct 15, 2015, 04:25 PM
Stijn: Agreed. If I return to it, I'll probably downplay warps in favour of more tubes, since that was the initial idea.
The samey look is mostly a result of the level still being unfinished; I planned on giving it a more varied look when some more levels were done(Perhaps even using a script to swap out the teleport sprite to make it look like Jazz is walking through doors, rather than teleporting through them). Basically, I really wanted to start work on level 2(Never did), which was going to involve tube junctions with switches to change directions. Kind of like the tram level of Half-Life, except faster and with more action between puzzles.
Cooba: Interesting.
SNZ: Wow.
snzspeed
Oct 15, 2015, 05:45 PM
You know what
http://i.imgsafe.org/461ed57.png
"Picture City"
http://i.imgsafe.org/9516988.png
I've also found lots of unfinished/unused completed levels. I think that if I combined them all I could make a release or something.
Obi1mcd
Oct 15, 2015, 06:39 PM
You know what
http://i.imgsafe.org/461ed57.png
Nice, is that water a textured background?
snzspeed
Oct 16, 2015, 12:12 AM
Nice, is that water a textured background?
Yes!
Stijn
Oct 16, 2015, 01:54 AM
That looks very good!
XxMoNsTeRXM
Oct 16, 2015, 10:07 PM
You know what
http://i.imgsafe.org/461ed57.png
I've also found lots of unfinished/unused completed levels. I think that if I combined them all I could make a release or something.
From where do you have that tileset? I want that tileset, can you give me a link? Or did you made it?
snzspeed
Oct 17, 2015, 01:31 AM
From where do you have that tileset? I want that tileset, can you give me a link? Or did you made it?
I made all those tileset's myself. They are unreleased but I could upload them in one pack, the thing is that most of them still need fixing/proper mask and updated tile layout.
SaVn
Oct 17, 2015, 04:10 AM
You know what
http://i.imgsafe.org/461ed57.png
"Picture City"
http://i.imgsafe.org/9516988.png
I've also found lots of unfinished/unused completed levels. I think that if I combined them all I could make a release or something.
Nice levels!
SaVn
Oct 17, 2015, 04:13 AM
http://i.imgsafe.org/e82ddd3.png
http://i.imgsafe.org/e9d6270.png
Im still quite proud of this, and some other unreleased levels I've made. Obviously inspired by TR2. :)
Oh and one more.
http://i.imgsafe.org/177aa2d.png
http://i.imgsafe.org/8cb9da9.png
I recall that while I originally started this level/tileset angelscript wasnt available. It didnt stop me from being creative (or stupid :D) though, as I used a custom anims file where I deleted the player's blaster bullet sprites. Hence I managed to disable the infinite blaster. I also made a custom sprite for coins, making it look more like a gem, although I think I lost the anims file. Heh...
It is similar to Kejero's TombRabbit 2
cooba
Oct 19, 2015, 12:38 AM
I've also found lots of unfinished/unused completed levels. I think that if I combined them all I could make a release or something.You have to do this!
I'm sick of unused levels disappearing for years until somebody remembers to host their entire cache folder one night. Lots of amazing or simply very interesting levels, ideas, concepts have gone to waste that way and in 2015 we can not afford that.
proud2beamerican
Oct 19, 2015, 08:36 PM
http://i.imgsafe.org/e9d6270.png
I would do something with that gray texture, as it looks completely out of place. IMO it's better to have simpler graphics than trying too hard to make it look realistic.
http://i.imgsafe.org/8cb9da9.png
IMHO interiors of the buildings are the most boring levels ever. No offense.
You know what
http://i.imgsafe.org/461ed57.png
"Picture City"
http://i.imgsafe.org/9516988.png
I've also found lots of unfinished/unused completed levels. I think that if I combined them all I could make a release or something.
YES! That's what I want to see! Brave colors and 2D graphics full of platform-game like energy!
snzspeed
Oct 20, 2015, 12:53 AM
I would do something with that gray texture, as it looks completely out of place. IMO it's better to have simpler graphics than trying too hard to make it look realistic.
I started remaking the gray texture during sometime when the set was completed. It was far more simpler, and somewhat completed, but I had to change tile layout which made the level scrambled, which is why I didnt take a screenshot with that version.
IMHO interiors of the buildings are the most boring levels ever. No offense.
OK? IMHO They are usually good.
YES! That's what I want to see! Brave colors and 2D graphics full of platform-game like energy!
These 2 shots were heavy WIP's so I guess final one would have had way more color.
Violet CLM
Oct 20, 2015, 10:51 PM
<a href="http://www.tachyonlabs.com/sam/icenaturetrash.zip">Some themed junk from 2002-2008.</a> Most are example levels of one sort or another. Not sure anyone besides URJazz ever saw these... there's a backstory there but it's not mine to go into.
<a href="http://www.tachyonlabs.com/sam/violetmaze5.zip">A Spelunky-inspired SP level</a> that randomizes its layout every time you play it; you can also play this online (and you may have seen it hosted before), in which case all players will see the same layout. Health, ammo, and coins are all maintained across cycles, but when you die, all are reset. Carry Eva clones or purple gems to the exit for extra health/coins. Buttstomp objects in stores to buy them, but hope you have enough money to pay the cost. All done in 4.# AngelScript, before useful things like object behavior functions or custom net packets or bulk tile cache handling.
DennisKainz
Dec 22, 2015, 08:03 AM
http://i.imgur.com/bJY2OjZ.png
Not really an abandoned project, just a showcase of what possibilities the new JJ2+ offers with background. I didn't know where else to post this.
HERE'S THE FILE (https://copy.com/O1eUs74wWHggXCS1)
WARNING! This level takes an insane amount of CPU, so make sure you have a powerful computer!
Stijn
Dec 23, 2015, 06:28 AM
Well done, that looks like a proper jungle!
Slaz
Dec 23, 2015, 07:48 AM
Nice indeed! Maybe try expanding it by making the textured background look like a jungle puddle, using fadeposition and (perhaps) a different texture.
Primpy
Dec 23, 2015, 11:58 AM
Beside the fact that some trees' quality is too low, it looks fantastic!
Violet CLM
Jan 27, 2016, 10:14 PM
<a href="http://www.tachyonlabs.com/sam/violetcrap.zip">A bunch of stuff</a>, mostly from the early 2000's. Some finished (but unreleased) multiplayer levels, some example levels, a couple of eyecandy tests, the first ever mutator, and a script for a battle level that I never got around to making a layout for.
ETA: <a href="http://www.tachyonlabs.com/sam/raceEleventy.zip">and here's this</a>
DennisKainz
Mar 31, 2016, 06:24 AM
A colonius remake I was working on. It took me like 3 days just to draw this, so I give up.
http://i.imgur.com/nIUi3jq.png
Stijn
Mar 31, 2016, 06:55 AM
Looks very nice though. But it's also rather similar to the original, so maybe it wouldn't quite be worth the effort.
Treylina
Mar 31, 2016, 08:48 AM
The more you practice, the faster you get at art.
However, perhaps there are too many panels and bricks at once, making it tedious to work on. The other advantage of making it bigger and in smaller amounts, is that you can also add more detail into them.
I consider the optimal way to make tilesets is to keep features simple, then work the details into them (rather than the other way around).
Violet CLM
Apr 17, 2018, 11:27 AM
<a href="https://shemitz.net/static/files/misc/CheloniaV.zip">CheloniaV</a> is a tiny battle level I made just for testing MLLE's JJ2+ features (while they were in development) but isn't really interesting on its own.
Jelly Jam
Apr 17, 2018, 12:27 PM
With a little more work, it could be a small, proper duel level
cooba
Apr 17, 2018, 12:33 PM
but isn't really interesting on its own.What does it matter? Please post it on J2O where JJ2 levels belong.
Violet CLM
Apr 25, 2020, 12:59 PM
<img src="http://tachyonlabs.com/sam/GiantBees.png" />
Mighty Switch Test! 2! (out soon) is set in a series of discrete bits of blown apart spaceship, where you navigate from one to the next by using an airboard and bubble shield to get through the vacuum of space. <a href="https://shemitz.net/static/files/misc/thirdship.zip">That's taken from this 2005-era draft.</a> Also featuring a cool sequence at the end (if you skip the inviting-looking tube) where you have to shoot destruct scenery blocks with the right timing to avoid death.
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