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tell some of the levels what u are buiding and goning on j2o

Violet CLM

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Dec 13, 2011, 10:07 AM
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Quote:
Originally Posted by cooba View Post
This makes the screenshot ridiculously blurry.

Could you perhaps make the clone look more like Spaz?
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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cooba

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Dec 13, 2011, 11:01 AM
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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.
Blackraptor

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Dec 17, 2011, 09:57 PM
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Red.


Also stay tuned for some screenshots (maybe) on christmas day from a WIP..
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DennisKainz

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Dec 19, 2011, 11:46 AM
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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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Violet CLM

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Dec 19, 2011, 12:01 PM
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Not really the topic for it, but:

Nick: Deluxe Paint
Alex: Sound Forge 4.0, Scream Tracker, and Impulse Tracker
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Dec 19, 2011, 12:12 PM
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Talking

Quote:
Originally Posted by Eva Earlong
Oh, thank you!


Very useful info.
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Blackraptor

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Dec 24, 2011, 12:29 PM
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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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DennisKainz

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Dec 24, 2011, 01:06 PM
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Quote:
Originally Posted by Blackraptor
This place is evil...
I realize that now.
It is an abomination upon all life...
Welcome to my life, mr. Blackraptor. Welcome to my life ...
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Jgke

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Dec 24, 2011, 01:12 PM
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Welcome to my life, mr. Blackraptor. Welcome to my life ...
Perhaps, you should leave this place then?
burn it to the ground
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Dec 25, 2011, 02:22 AM
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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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Jgke

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Dec 27, 2011, 02:51 AM
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Ragnarok!

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Dec 27, 2011, 04:42 AM
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I spy tilebugs!
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Dec 27, 2011, 04:46 AM
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*looks*
Wow, 2 in the screenshot. Never mind my 640x512 resolution.
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Dec 27, 2011, 05:47 AM
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I'm not really a fan of the pipes on layer 5. They're too bright and so clash with the sprite layer.
Old Dec 27, 2011, 06:30 AM
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Dec 27, 2011, 08:05 AM
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Angry

Quote:
Originally Posted by PurpleJazz View Post
They're too bright and so clash with the sprite layer.
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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Ragnarok!

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Dec 27, 2011, 08:09 AM
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Gus why are all your posts ridiculously negative and derogatory to almost everything to do with JJ2?
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Dec 27, 2011, 08:11 AM
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Perhaps he hates JJ2?
Ragnarok!

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Dec 27, 2011, 10:10 AM
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Enough to visit these forums regularly? Yeah that's definitely the reason.
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Dec 27, 2011, 11:57 AM
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It's a start.
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Dec 31, 2011, 12:34 PM
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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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Old Dec 31, 2011, 09:59 PM
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Obi1mcd

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Dec 31, 2011, 10:07 PM
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It could use some work still, yeah. Mostly because some sections look too thin in comparison. Although some sections look like they've been sloped/rotated wrong.
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Violet CLM

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Excellent. That'll keep me honest. *back to more time-consuming edits*
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PT32

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Jan 2, 2012, 12:40 PM
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Amphibe: The Unsung Hero is now up! Download today!

http://www.jazz2online.com/downloads...e-unsung-hero/
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Olsen

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Jan 6, 2012, 03:59 PM
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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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Olsen

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Jan 7, 2012, 02:13 PM
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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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Ragnarok!

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Jan 7, 2012, 04:42 PM
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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.
Olsen

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Jan 7, 2012, 05:18 PM
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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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Grytolle

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Hey, plz make a pwn version of Gry's jungle so I can somehow trix it into the jjnet mappool. It'd be great for my ego
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Jan 8, 2012, 04:43 AM
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I guess I could do that!
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PublicVoid

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Jan 11, 2012, 07:43 AM
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Talking

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.
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Jgke

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Jan 11, 2012, 09:11 AM
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It's too box-like.
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Jan 11, 2012, 04:03 PM
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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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PublicVoid

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Thanks for the feedback. I'll work on it
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Ragnarok!

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I like the blocks but they don't respawn ;[
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Which, I guess, would make the first parts of the game critical. Interesting concept, to say the least.
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Or people would destroy them before the game starts, which is more probable, especially for those who don't use GMR.
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Wind test. It was going to be released for Wind Meister level contest, but I was just too lazy. I have found it in my jj2 directory so I decided to continue making it.
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doing with firesword
this is almost my first try
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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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