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Project: The Unofficial Holiday Hare 17

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cooba

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Dec 3, 2017, 12:09 PM
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Haven't started my level yet, but instead I made a small intro:

Old Dec 3, 2017, 01:20 PM
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ShadowGPW

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Dec 3, 2017, 01:25 PM
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Quote:
Originally Posted by cooba View Post
Haven't started my level yet, but instead I made a small intro:

Oh i love this stuff! Wanna do the first?
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Old Dec 3, 2017, 01:45 PM
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Dec 3, 2017, 08:45 PM
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I'd like to help if you still need level designers. I already started working on an easy holiday themed single player level for Christmas since I usually try to release something at the end of the year
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snzspeed

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Dec 4, 2017, 04:48 AM
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its coming!

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0_0
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I thought it will take you to December 2018 in next year,but it seems I'm wrong.
Old Dec 6, 2017, 07:09 AM
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Dec 6, 2017, 07:16 AM
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Quote:
Originally Posted by Blackraptor View Post
I'd like to help if you still need level designers. I already started working on an easy holiday themed single player level for Christmas since I usually try to release something at the end of the year
gladly my friend, added you!

For future people signups are closed now! We are going for an 8 level pack! Groovy!

@to all:
Made a level roadmap & weapon roadmap. So we won't get 8 3 way rocket power ups or something

You can still swap around with a different person if you both agree to it.
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Last edited by ShadowGPW; Dec 6, 2017 at 07:47 AM.
Stijn

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You're denying the offer of a single player level from Blackraptor? That's one gift raptor I wouldn't look in the mouth, really
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Dec 6, 2017, 07:47 AM
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You're denying the offer of a single player level from Blackraptor? That's one gift raptor I wouldn't look in the mouth, really
nonono he is accepted and added in the list! Just wanted to make clear that it is closed now.
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Dec 6, 2017, 09:43 AM
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Project: The Unofficial Holiday Hare 17

Nice roadmap!

I started working on my level yesterday. The name will be ‘Come Home For Xmas’ and it’ll therefore be set in a snowy Carrotus. There’ll not be much Plus stuff aside from extra layers (and tiles) to make it more christmas-y.

By the way, since difficulty is mainly a perspective, could you name an existing hard level for comparison on how hard me and PJ’s level should be?
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Last edited by Slaz; Dec 6, 2017 at 10:14 AM.
ShadowGPW

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that is a very good question... hmms, didn't really think about that.. Uhmm...
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Dec 6, 2017, 11:49 AM
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Will the final boss be Bilsy or some scripted one?
Also I like the roadmaps , bouncers are my favorite weapon c:
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Dec 6, 2017, 12:09 PM
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Quote:
Originally Posted by Jelly Jam View Post
0_0
0_0? :P
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Dec 6, 2017, 01:18 PM
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Originally Posted by ShadowGPW View Post
that is a very good question... hmms, didn't really think about that.. Uhmm...
Haha well, I'll just make it 'generously challenging' without going too far then. As I believe a Holiday Hare episode should have some laid-back nature to it.
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Dec 6, 2017, 01:29 PM
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Quote:
Originally Posted by ShadowGPW View Post
lvl 1 Blaster power up
pls no
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Quote:
Originally Posted by Sir Ementaler View Post
pls no
I have to agree with this. Blaster PU is by far the most powerful weapon you can get in single player, and getting it as early as level 1 could trivialise the rest of the episode. In approximate order of usefulness among PU weapons going from least to most, I'd say it would go something like Ice > Electro Blaster > Bouncer > Pepper Spray > RF > Seeker > Toaster > Blaster.

Ice is more or less useless in SP outside of very specific circumstances, and EB is similarly useful only as a utility weapon.

Bouncer PU can come in handy for hitting enemies below you when stomping isn't safe, although at only 2 damage it can be a bit underwhelming in terms of power versus tougher enemies and bosses.

Pepper Spray PU has good damage potential (up to 4 damage per shot) and the gradual aim mechanic can come in handy at times.

RF PU is often risky to use because of explosion recoil, and standard RF is pretty mediocre in SP, although it has the highest damage per second of any weapon (doing up to 9 damage per shot!), and so can shred through bosses in no time at all.

Seeker PU is just a simple damage upgrade over regular Seekers, although you end up conserving more ammo as the only standard enemies that can't be killed in one hit are Tuf Turtles, Suckers, Float Lizards and Witches.

Toaster PU has insane damage output, a wide spread and very low ammo consumption, with the only downside being that it has fairly limited range. When ammo is not factored in, it's probably the best weapon in SP.

The reason Blaster PU is so overpowered in SP is because there is absolutely no cost to use it. As soon as you get it and ideally pair it with some fastfires, there's no reason not to fire it at all times and due to doing 2 damage per shot with no drawbacks, the game will become a breeze. I think we should either avoid using it entirely or save it for a hard to reach secret in the final level.

On another subject, here's a preview of my level so far:



The blue and white monkeys throw snowballs instead of bananas.

Last edited by PurpleJazz; Dec 6, 2017 at 04:56 PM.
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That looks great PJ! My map is also pretty easy and intended for beginners, but I can make it more of a challenge if you want it to be placed in the middle of the pack. I am using some frozen springs and sidekick/uppercut stomp blocks though, its fine if the player has toaster ammo from any of the previous maps but having TNT would be a cheap way of bypassing some puzzles and accessing secret areas they shouldn't be able to reach. So if anyone whose maps precede mine plans to place TNT pickups please let me know so we could switch or figure something out.
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Alright, let's skip blaster PU then

and PJ, man.. you are making me looking like a doofus in design. You really stepping up the game man! Also scripting enemies so they are throwing new stuff (or whatever) is awesome!
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Dec 6, 2017, 11:53 PM
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Quote:
Originally Posted by snzspeed View Post
0_0? :P
Meaning I'm stunned with how good it looks! I like the nice snowy morning theme :3
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lol, after seeing PJ’s screenshot, it’ll be quite the challenge to get my level even nearly up to par with those standards. Great work though, seeing this pack coming together in such a short time is amazing!
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Dec 7, 2017, 03:21 AM
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How the heck did you do that with the lightning
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Some mediocre but free and original pixel art:

If anyone has requests for other original images or JJ2 sprite edits, preferably people who are making a level for this and wish to use them, feel free to bring them up. Keep in mind that due to time constraints, I will not be making anything ambitious or particularly polished.
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this is awesome!!! thanks SE!
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They look nice! Perhaps someone could pack them into a .j2a or .j2t for easier inclusion within multiple levels?
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lil badnews peeps, primpy is dropping out because of school duties
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Dec 8, 2017, 12:06 PM
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School's been a pretty big pain in the butt for me too so I get you Primpy!

With that said, progress on my level is probably a lot slower than with others, but I'm sure I'll be done by the 19th!
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by god SE; I love this!
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Looks amazing guys! cant wait
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Quote:
Originally Posted by Sir Ementaler View Post
*Flashbacks from collapsing ice bridge in own level*

Definately needs at least one of those :P.
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Quote:
Originally Posted by Borgia View Post
*Flashbacks from collapsing ice bridge in own level*

Definately needs at least one of those :P.
Lmao this is exactly what I thought XD
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This thread's been quiet. How's everybody doing?

I finally got started on level 1, not a lot of done yet but I like how's it turning out:



While doing some scripting, I've also found an old idea of mine where collecting gems gives you rewards. For example:
  • get X red gems for a full heal
  • get Y green gems for an extra heart
  • get Z blue gems for an extra life
I've already got this coded and tutorialised in my level and I think it could work well as a pack-wide feature (provided we make gems carry on between levels).

What does everybody think?
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Looks fantastic.

Jazz2_Jelly_HH17_005

No major level of detail yet, I'll get to that later. :P

EDIT: For some reason I couldn't get the image to show up.
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Dec 13, 2017, 03:33 PM
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It's coming...

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Not done yet and it's not that special, and my iteration of the CandionV trees looks a bit odd since I still suck at AngelScript, but that may be something to look into later.. The 2nd castle looks fine and adds depth, making it appear to have 4 towers.

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Last edited by Slaz; Dec 13, 2017 at 05:24 PM.
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I bring bad news: my level has somehow been rendered unreadable by MLLE, so I can't work on it for the time being. Since I'm busy over the weekend, unless it can be fixed asap I'm most likely not going to finish this on time

Update: The level has been fixed now; thanks so much Violet! I've agreed to collab with Sir Ementaler to help me get this level out on time. Would a potential short extension to the deadline be up for consideration? It would allieviate a considerable amount of pressure from me.

Last edited by PurpleJazz; Dec 14, 2017 at 11:43 AM.
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Who's making the last level of HH17?
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Who's making the last level of HH17?
ShadowGPW according to, well, ShadowGPW.

Or at least a final boss of some kind.
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Good work for everyone, the levels look great.
Will there be some effects at the main menu?
Will these levels fit into a new episode of new art?
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