Dec 13, 2011, 10:07 AM | |
Depends on your browser. And fighting Spaz would require more plot, which is not exactly something that's easy to convey in JJ1 levels.
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Dec 13, 2011, 11:01 AM | |
Oh, it's not a replacement for Chuck as I thought. (Where's the boss bar?)
Using Chrome, btw, so it's gonna be a plugin or something on your side.
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Mystic Legends http://www.mysticlegends.org/ The Price of Admission - Hoarfrost Hollow - Sacrosanct - other - stuff |
Dec 17, 2011, 09:57 PM | |
Red.
Also stay tuned for some screenshots (maybe) on christmas day from a WIP..
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Fear cuts deeper than swords |
Dec 19, 2011, 11:46 AM | |
I would really like to know which programs used Nick Stadler to make his tilesets, and which ones used Alexander Brandon to make his music, and most important, his samples/instruments.
That would make much easier to make a good ... ahem ... decent levelpack.
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Free will was a mistake. - God |
Dec 19, 2011, 12:01 PM | |
Not really the topic for it, but:
Nick: Deluxe Paint Alex: Sound Forge 4.0, Scream Tracker, and Impulse Tracker |
Dec 19, 2011, 12:12 PM | ||
Quote:
Very useful info.
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Free will was a mistake. - God |
Dec 24, 2011, 12:29 PM | |
So apparently I've been posting progress of this here for over 2 years...
Some progress made on Dreamscape....with proof!
Link to the album: http://s1094.photobucket.com/albums/i455/YawningAbyss/ Too early for a release date to be set for it still, however. I might be willing to accept collaborations/contributions if anyones interested.
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Fear cuts deeper than swords |
Dec 24, 2011, 01:06 PM | ||
Quote:
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Free will was a mistake. - God |
Dec 25, 2011, 02:22 AM | |
No screenshots in this post, but I figured this is the best place to post up without creating a new thread. I'll need an artist to draw some pictures for my SP pack as I suck at drawing. Hint: They're drawings of Jazz, Spaz, and Lori and stuff. If you're interested just PM me and I'll tell you more.
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drop by my SoundCloud or something if you want, it's my life's pride |
Dec 27, 2011, 05:47 AM | |
I'm not really a fan of the pipes on layer 5. They're too bright and so clash with the sprite layer.
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Dec 27, 2011, 08:05 AM | |
Does ANYTHING in the so called best tilesets on J2O NOT CLASH with the sprite layer layout???
Btw 7th Lava Fall is the one that bugs me THE MOST
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Free will was a mistake. - God |
Dec 31, 2011, 12:34 PM | |
My latest singleplayer level, "Amphibe: The Unsung Hero" is complete, and is in the betatesting stages. Expect a release in (hopefully) the first week or two of January.
Really excited about this one, guys!
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Don't say "cannot," say "why not?" IN DEVELOPMENT: Renascence: The Last Jackrabbit |
Dec 31, 2011, 09:59 PM |
Violet CLM |
This message has been deleted by Violet CLM.
Reason: question was answered
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Dec 31, 2011, 10:10 PM | |
Excellent. That'll keep me honest. *back to more time-consuming edits*
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Jan 2, 2012, 12:40 PM | |
Amphibe: The Unsung Hero is now up! Download today!
http://www.jazz2online.com/downloads...e-unsung-hero/
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Don't say "cannot," say "why not?" IN DEVELOPMENT: Renascence: The Last Jackrabbit |
Jan 6, 2012, 03:59 PM | |
Hey all!
I've just recently begun work on improving and releasing old, nearly finished levels of mine. I recently uploaded a very slightly edited version of Electric Canyon (which I think has a much higher rating than it deserves!) and the next one out is Exit Sandland, an old level I worked on during 2006 (when I was in the then-not-dead IC! Fun times!). Some of you might have seen this level before, as I have hosted it on some occasions. Now that the eyecandy will probably be considered flattering, not outright theft (sorry p4ul!) I figured it would be a good time for release. I would, however, like to test the level thoroughly first! If enough people are interested I could set up a server at a not too far time in the future (after my re-examinations, which are over after the middle of next week!). Anyway, I guess I should provide some screenshots!
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some kind of nature
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Jan 6, 2012, 06:35 PM | |
Looks good, but i sense too many trees
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Jan 7, 2012, 02:13 PM | |
Thank you!
Yeah, there's probably too many foreground trees, which I fear might block vision too much. I'm also quite unsure about the ammo, carrot and warp placement, but I guess you can't see that from screenshots... So here's the level: clickyclicky!
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some kind of nature
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Jan 7, 2012, 04:42 PM | |
On the whole I actually really like it, though yeah, I'm unsure on some of the placement. For example; there's way too much seeker ammo in the bottom right corner, also in dead-ends, making them perfect camp-spots, same kinda goes for bottom left I guess, but not as extreme. The top is pretty great, RF ammo is placed very nicely, I'd probably like to see more bouncers along the top, but ever so slightly. Also, the carrots are VERY close to eachother, only two I think? I'd probably put one in the top left corner too, just for the sheer size of this level. :P Unless this is intended for duels or something, either way I very much like it! ^^, maybe just reduce the amount of seeker ammo (or please do!)
Eyecandy is good, and I dont think vision is impaired too much... :P Last edited by Ragnarok!; Jan 7, 2012 at 04:52 PM. |
Jan 7, 2012, 05:18 PM | |
Thank you!
Fair and agreeable criticism, I've reduced the number of seekers avalible and added some more bouncer ammo at the top. I also added another carrot. The pepperspray ammo, I wonder if there is much use for it, or if I should replace it with bouncer ammo / a blaster powerup or something? Level updated: clickz! Also I guess I shouldn't fill this thread with betatestingtalk, so if I should take this to a new thread instead let me know.
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some kind of nature
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Jan 11, 2012, 07:43 AM | |
I'm working on my second level (The first one is finished and downloadable, but nothing more than a level-making practice on my side).
Some screenies: Destructable blocks make it harder to get in: A V-pole!: Carrot can fall through gaps: Total view of my level, which is clearly not finished. Feedback would be appreciated. |
Jan 11, 2012, 04:03 PM | |
I also noticed you put some events in the right most tile. They don't work on the furthest to the right column. You'll have to add more space to work with.
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drop by my SoundCloud or something if you want, it's my life's pride |
Jan 12, 2012, 03:17 AM | |
Thanks for the feedback. I'll work on it
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Jan 12, 2012, 06:35 AM | |
Which, I guess, would make the first parts of the game critical. Interesting concept, to say the least.
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drop by my SoundCloud or something if you want, it's my life's pride |
Mar 8, 2012, 02:22 AM | |
Nice. The tile 4 to the left and 1 down from the red spring is the only tile bug I notice, and Carrotus is notoriously good at ensnaring its users. The layout looks a bit heavy on dead ends, but it's hard to say for sure with so small a window of preview.
Compared to the previous level in this planet, this one is much more structured in its many paths. Branch points still come quickly and often, but they're more clearly constructed as branch points, and there are fewer opportunities simply to fall from one path to another on account of missing some floating platform or other. Which isn't to say that falling is never an issue; the bottommost path is honestly one to avoid. |
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