Apr 28, 2011, 02:31 PM | |
I'll start of a note for, um, Leus probably? Whoever made the first part. A Hurt event causes damage only if a player touches it from above (stands on it) or is stuck inside of it. Anyway it's useless to put it on wall/ceiling spikes, as it's going to have no effect. Use the Bees event instead (I fixed that already, because I believe it was actually meant to hurt the player, sorry for an interference though).
Yeah I didn't know about that, thanks for fixing it for me. Another edit of the existing part I made is fixing the masking (sorry, it annoyed me as hell). However, looks like in the newest part it was done without much thought again. Hell, people check the mask before saying "my work's done, everything's okay, cool". What's wrong with the masking? Looks fine to me. Let's take a step back, the Toaster PU. Still Leus I suppose? In the first version it was already possible to take with use of Bouncers, after the latest edit it's even easier, and I'm still not sure if that was even intended (and I guess not). Yes it was intended to be able to be gotten with the bouncers. Not sure who added the spike-filled part below, but it's made in an annoying manner as the Hurt event is placed on slopes, so you can just run at it (and that's also where the aforementioned poor masking is). I don't care, it's not like I want to say it's bad, won't interfere with your style, but I'd recommend considering doing something with it, especially since the spikes are invisible on low detail. Again, I don't see what's wrong with the masking, but I didn't realize they were invisible on low-res sorry about that, I don't mind if someone does something else with it I'm not attached to that part. I just realized after the last edit with the spikey room above that I had not included enough difficulty, so I tried to kick it up a notch. Hence, if you jump too carelessly over the spikes you'll jump up through the ceiling and have to try again. But if you think there's a more efficient way to do this then feel free, or else I'll try and make it better when it's my turn again. The pipe part is bothering me too, but I'll ignore it, just take some notes: Lori can get through some of the pipes and, if it matters, in regular JJ2 (without +) Spaz often gets stuck in a wall at one spot next to the crate. Oh, also would be nice if you didn't use trigger 31, it's the only one that can be used by non-MCE trigger crate generators. I don't expect we're going to need to use any, but it's better to save such a possibility when it doesn't cost anything. Okay, we don't need to use trigger 31 I didn't even designate anything for it to do, I thought I'd leave that up to someone else. And the pipes are meant to be able to be gotten through at certain points (only while running as far as I can tell), so I guess if different characters have different abilities that just makes the level more interesting IMO. Also, the fact that the size is currently set to 256x64 doesn't mean that we have to stick with it. Furthermore, I'd say it even should be larger, as it's a group project, and uploading a level of the default size would be considered a total joke. This means that you don't have to save space nor add rather weird invisible sucker tubes at the bottom of the level. I don't get at all what is it for. Yeah, whatever, we can change the size and remove the suckers I don't care. I just thought that'd be a penalty for falling and failing to make it into the pipe area, maybe just leading you to a different section of the level. And the last thing, I'd be thankful if you upload levels with a version number after the filename, to keep it clean. Please. Possibly in the form of "lmal_v03" (if it's the 3rd edit), but any other way would be okay with me. Good idea. Btw, in my turn I tried to start to use the text strings section for such notes like these, but it seems that there's too much of them to fit in there, and it's not the best way of communication anyway, that's why I post here. I recommend using text strings for fun purposes then, it'll look much more professional. Yeah posting here is good. I tried to use the text strings to respond about the Toaster powerup too, but I guess it didn't get saved for some reason. My "WHAT HAPPENS NEXT" text strings are just intended to maybe somehow inspire the level makers for the next segment haha. ![]() Thanks for the feedback, like I said I'm really enjoying this project and can't wait to see how it'll turn out.
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Apr 29, 2011, 08:30 PM | |
Is anybody else actually working on this? Lol.
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Apr 30, 2011, 01:33 AM | |
Apr 30, 2011, 03:42 AM | |
Well he's been sending me PMs when it's my turn. So far I've done two out of the three real edits though, and my last edit was three days ago and I still see nothing new.
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May 1, 2011, 01:29 AM | |
So... I will come tomorow?
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May 1, 2011, 03:45 AM | |
Yeah, about that... I'd like another day. I'm kinda tied up with real life but I can work on it tomorrow.
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May 1, 2011, 06:13 AM | |
So should I make this now? I have now time.
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May 1, 2011, 07:23 AM | |
Cool, I like the new LMAL page updates.
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May 1, 2011, 07:56 AM | |
I guess it's the next person's turn now, I finally made my first official edit to LMAL. I would like to state my outrage that my suggestion of the theme of Haunted House when I first tried to create the level but failed in uploading was not carried out by the next person in the cycle (ahem, that's you Leus).
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May 1, 2011, 09:47 AM | |
What? I just built on what was already there which, when I got it, was just the place where the Jazz Start position is. I dunno what you're talking about, but sorry man.
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May 1, 2011, 11:45 AM | |
I forgot to make it to 1.23 what should I do?
I tried to upload the 1.23 version, but my code expired. And...I'm done with my work, so tomorow can be someone else. But I think SE has TSF, so after all, this isn't that big problem. ![]() |
May 1, 2011, 11:57 AM | |
Why did you change my pipes segment? It was functional, you just have to run to get through it. I thought that was an interesting sort of puzzle/gameplay element thing, I dunno.
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May 2, 2011, 09:02 AM | |
because it had a few bugs, sorry if I made too big edit(I think it was some 3 tiles). If you want I'll remake it when my turn comes again...
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May 2, 2011, 12:37 PM | |
Oh yeah it wasn't big it's just that the part you changed was the main point of the segment. But if it was buggy then I guess it needs to change, what was wrong with it though?
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May 3, 2011, 06:58 AM | |
Cooba, don't get me wrong everything looks great but, you changed the dynamics of pretty much every segment. Am I misinterpreting something about this project?
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May 3, 2011, 07:25 AM | |
I'm going to go out on a limb there and say that my changes are improvements all around. I turned the gaping hole at the beginning into some actual piece of gameplay, and gave the entire thing more flow. I haven't properly tested the part with the spikes (you can't get past without getting hurt) but I like how it's simultaneously punishment for falling from the platform and part of an alternate route. It's also easier to get into the annoying hard spike part at the top (it was ridiculous before).
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May 3, 2011, 01:31 PM | |
Alright, yeah, I do like what you did. I guess I was just unclear as to the liberties we should be taking with each edit. This gives me some good inspiration actually. I'll try not to mess anything up for anyone else but there are at least a few elements I'd like to add back, while keeping with the new structure and flow of course.
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May 3, 2011, 07:03 PM | |
Wait is it supposed to be my turn right now? I just realized that based on the order you gave, but I haven't gotten a code.
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May 3, 2011, 08:47 PM | |
Alright well just in case today was supposed to be my turn, I worked out a little somethin' just now. If I get all day tomorrow too I'll spend more time, create a little more and do some more fine tuning, but if you want it in as soon as possible just shoot me the code and I'll upload it as soon as I wake up. G'night guys!
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Check out BollyWorld--my attempt at a unique boss battle--and let me know what you think! http://www.jazz2online.com/downloads/6603/bollyworld/ |
May 4, 2011, 10:05 AM | |
Cool, well I'm assuming this means I've got the rest of today so I'm gonna try a few more things and upload it this evening.
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Check out BollyWorld--my attempt at a unique boss battle--and let me know what you think! http://www.jazz2online.com/downloads/6603/bollyworld/ |
May 4, 2011, 01:00 PM | |
Uploaded. The concept I started in the upper left isn't really fleshed out, I went through numerous trials and couldn't really land on anything solid so I'll just leave it kind of open for now. Feel free to mess with it however you want, or if not, I'll try and improve it on my next turn.
Level's lookin' good guys. I'm stoked to play the final version. ![]()
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Check out BollyWorld--my attempt at a unique boss battle--and let me know what you think! http://www.jazz2online.com/downloads/6603/bollyworld/ |
May 4, 2011, 06:55 PM | |
Yeah, but someone just blocked up the Spaz area. I mean, come on.
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May 5, 2011, 01:26 AM | |
I got a code on 26 april still, I was gone and i never noticed after
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May 5, 2011, 02:06 AM | |
Nerd rocks.
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May 5, 2011, 05:22 AM | |
Sean: The Spaz area was blocked for some reason in the version before mine, but I copied what you had done from a previous version, put it in and expanded it a bit. It shouldn't be blocked anymore in my version.
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May 5, 2011, 07:21 AM | |
It wasn't blocked, I moved it to the back so that Spaz could have as much of an entrance as Jazz does, I think it's pretty obvious that someone else would expand it to the right?
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May 7, 2011, 03:55 AM | |
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May 7, 2011, 05:55 AM | |
I've only added a small section, as I'm a little busy today. I'll try to put something a bit more in-depth in my next edit.
Also, I think the background needs changing. The rain/lightning effect looks alright, but since it uses 2 layers and layer 5 is being used, I think we should try something else.
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