Apr 21, 2008, 12:01 AM | |
I'd be carefull with using that amount of Water in that level, since movement in it is very slow and limiting, and it's a lot harder to aim/dodge bullets. While the idea may fit with the theme you're aiming for, but when the level gets put into practise players will probably be annoyed by the generally slow gameplay, and not have an enjoyable time playing.
Water can be put to good use if the level is made so that players aren't forced to use it to get from base to base, instead they only need to use it as an extra route which could provide them with some advantages strategically than if they took the faster route(s). Just keep this in mind. Forgive me if I made any typing mistakes, I'm in a bit of a hurry. |
Apr 21, 2008, 01:20 AM | |
It's not a CTF now. Removed the Bases and changed it to Battle.
Also, I have changed the Background. More screens to come! |
Apr 21, 2008, 03:10 PM | |
Battle is cool ;D. but ctf = best.
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Apr 23, 2008, 08:11 AM | |
In gameplay probably yes, but I am way more into playing the oldies 'n' goodies for various teamgames and such. I don't mind seeing new CTFs in some public servers (hell, I love it), but still, I am way more into battle now. (especially in leveldesign, though I am heavily deinspirated right now and it would be arduous to make a level for me )
...did I just write some kind of nonsense or it is just me?
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Apr 23, 2008, 01:08 PM | |
"deinspirated"
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Apr 23, 2008, 08:51 PM | |
I am defascinated by Eigus' root word misuse.
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Apr 26, 2008, 11:58 PM | |
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Apr 27, 2008, 12:52 AM | |
I like the overall look of those screenshots. You're right that the lava looks wrong though. It's way too bright or something, also why is there a giant waterfall of lava in the middle of a city in the first place?
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Apr 27, 2008, 12:57 AM | |
I originally added the blood falls to try and give the level a more "devastated" feel, although I agree with you about the fact that they do look a little strange with this tileset. These ones are only temporary until I make some new ones from scratch, and/or edit the palette. I'll also probably use them in the sewers only.
About the city palette, I intentionally made the palette look dull as it supports the atomsphere. I might change this though. EDIT: Better? Last edited by PurpleJazz; Apr 27, 2008 at 02:05 AM. |
Apr 27, 2008, 02:05 AM | |
If you want a sort of waterfall that fits in a bit better, I suggest dirty water. Some sort of brown, or muddy blue colour would work. Lava/blood is more dramatic and all, but it really does not fit the theme. You kind of need everything to be on fire for that to work.
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Apr 27, 2008, 02:39 AM |
PurpleJazz |
This message has been deleted by PurpleJazz.
Reason: asds
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Apr 27, 2008, 03:32 AM | |
The fence behind the gate looks too artificial. The palette changes are good though more contrast is needed (Nick Stadler never used simple generated gradients himself). I like how the sprites turned out.
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Apr 27, 2008, 03:40 AM | ||
Or you can replace the black shading in the waterfall with yellowish grey, making it look like, well, pee and slime.
Oh, also, I liked the red clothes, the new palette change makes the fencer looks rotten.
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Apr 27, 2008, 06:58 AM | ||
Maybe they are zombies!
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Apr 27, 2008, 07:02 AM | |
I've now edited the falls so that they match the colour of the water pools in the sewers. Don't feel like posting yet another screenshot at the moment.
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Apr 28, 2008, 02:11 AM | |
Good job, PJ.
I can beta that when the time comes, if you like. |
Apr 28, 2008, 11:57 AM | |
Am I the only one who thinks that the waterfall tiles PJ is using look ugly as sin? I mean aside from a few of the problems already mentioned (I.E. Magical floating waterfall, waterfall's colors seem off, fence looks out of place) the - scratch that sentence I was writing. The only thing preventing me from enjoying the screenshots are the waterfalls.
Aside from that (and the fence thing), good job PJ. |
Apr 28, 2008, 12:05 PM | ||
Quote:
Last edited by PurpleJazz; Apr 28, 2008 at 12:15 PM. |
Apr 28, 2008, 04:51 PM | |
The reason those waterfalls, or the ones that were popular a while back with other tileset conversions, or basically any waterfall in any tile ever, do look "ugly as sin" is because they have nothing to do with the perspective of the tileset they're in. JJ2 uses a much more complex graphic style than JJ1 and that lesson is not being learned in this one crucial field. Compare the water pools from Jungle and, in fact, Colonius - they're not flat and full-tile. In JJ1 they would be, but this isn't JJ1. I've used this example before, but here's what waterfalls (and heck, water in general) should look like in an isometric game like JJ2.
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Apr 29, 2008, 07:27 AM | ||
Well, what are you waiting for people, go make some Megaman X4 conversions!
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Apr 30, 2008, 12:54 PM | |
@Eigus: looks interesting, the mutated skull is a nice concept but I suppose the bricks below it don't look too good
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May 2, 2008, 04:03 PM | |
It's in fact more logical for distant background objects to be light than dark, because of fog/distance fog.
Then again, if it's real damn far away, it could just as well be dark, but on the other hand it's a nice and much underused style to make it light. Alas, that's about the only thing worth a compliment about those pics. |
May 2, 2008, 05:28 PM | |
If those mutated skulls were used as torches elsewhere, that would be cool. Unfortunately the tileset won't support that, and to me it just looks wierd how it is now. Besides that, I don't see any other real problems in the screenshot.
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May 2, 2008, 11:20 PM | |
Hmz, I really hate that hocus pocus tileset. It makes jazz 2 looks kinda retro
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May 3, 2008, 05:51 AM | |
o_o Cool! I hope you didnt do that rocket fast thing Also, this is reminding me of Zelda, the first water image especially. They look great, keep up the good work. I hope there are puzzles (that aren't annoying) and use mere logic or a bit of brains, or better yet, some fun gameplay gimmicks
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May 3, 2008, 06:03 AM | |
Thanks Rag
Unfortunately my brain is kinda off so you'll probably have to give me some ideas In these levels there'll be many paths except for the main ones, some will be hidden, but all must be explored to finish the levels Maybe I'll even include backtracking to previous levels if you forget to take anything or stuff like that.
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May 3, 2008, 08:18 AM | |
I've always wanted to see a "backtrack" bonus level... Maybe one hidden somewhere very greatly in the level, and you'll have TNTs which will let you do certain things or you're a bird this time so you can go higher or something. Maybe even it's been destroyed or taken over.. iono, be creative.
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May 3, 2008, 08:36 AM | |
I just had to quote that.
Regarding the level, it's nice to see you used a normal skull for once, and if you want puzzle ideas, start with boulders, or switches that make the water go higher lower to break chests. TDII uses this trick for one of it's levels.
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May 3, 2008, 09:52 AM | |
;pppp
Sorry, I couldn't resist This is the main bad guy of the pack. No, he isn't the monk that gave you the magical flying carrot. This is the Summoner. wellnameimpliesstuffplzthxbye. He was once a monk from the castle where there's the water dungeon and other stuff, but he was banished from there because he studied black magic. He wants to destroy everything that is related to the white mages' castle. So if your rabbit has been sent by the white mages to destroy Summoner, then he wants to destroy your rabbit. UGH I SUCK AT DESCRIPTIONS AND STUFF LIKE THIS So, uh, he is the main bad guy and wants to destroy the white mages and because of that you must destroy him. Also this is the corridor that connects the white mages' castle with the Summoner's castle.
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