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

PT32

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Mar 10, 2012, 12:06 PM
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Quote:
Originally Posted by Violet CLM View Post
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.
Refresh my memory, but which level specifically is this supposed to be?

It looks kind of intriguing, which is why I ask.
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Violet CLM

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Mar 11, 2012, 11:40 PM
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This one.
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Mar 13, 2012, 10:51 AM
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Quote:
Originally Posted by Ktos. View Post




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.
Nice test, but you had plan a data release?
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PT32

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Mar 14, 2012, 09:10 AM
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Quote:
Originally Posted by Violet CLM View Post

This one.
NICE!!!!!

PLEASE let me know when it comes out on J2O. I would love to review that for you!
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Crazy Rabbit

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Apr 21, 2012, 07:44 PM
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Upcoming SP pack - World Travel -





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Violet CLM

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Apr 21, 2012, 08:09 PM
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Something feels subtly off about that second picture...
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Apr 21, 2012, 08:17 PM
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Well, maybe it looks a bit weird and very surprising - I'm just trying to make levels on themes of much tastes... It's only one such level in the pack (second one)
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Olsen

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Aug 1, 2012, 03:31 PM
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A little something I'm finishing up but need some advice on...



Available here!

Too much ammo? Too small? Just bad? Tell me!
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Sean

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Aug 30, 2012, 01:48 AM
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Shots heavily WIP



Remaking an old level of mine, but fixing really newbie issues like flow, ammo placement, and worst of all, eyecandy.

Oh, and the background is playable.



Background level flows mostly downwards, with suckers to take you back up at the bottom, so quite the circular flow.
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Aug 30, 2012, 02:02 AM
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Quote:
Originally Posted by Sean View Post
Oh, and the background is playable.
This is a line I would love to see more often.
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Quote:
Originally Posted by Violet CLM View Post
This is a line I would love to see more often.
Not quite sure what you mean by that. Hadn't FireSworD done something similar but different before? There might also be other levels with the same concept, unless there's a pun I unknowingly put into my sentence.

EDIT: Oh yeah, and n00b as well.
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Oct 24, 2012, 05:38 AM
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I know, I posted a similar image 2 years ago or something. Found the tileset back in some backup and decided I'd try to finish it, here's hoping. Currently experimenting with the color scheme, it's largely done apart from that.
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Oct 26, 2012, 04:42 AM
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Thumbs up

Quote:
Originally Posted by Stijn View Post


I know, I posted a similar image 2 years ago or something. Found the tileset back in some backup and decided I'd try to finish it, here's hoping. Currently experimenting with the color scheme, it's largely done apart from that.
It`s nice to finish it. It looks awesome!
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Oct 28, 2012, 11:42 AM
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This was meant to stay quiet until release but I made no progress on it in a few months so I'm showing it in hope positive feedback will boost my motivation to finish it.
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Oct 28, 2012, 01:17 PM
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That looks awesome
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Oct 28, 2012, 01:28 PM
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I completely missed that right-aligned text the first time
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Oct 28, 2012, 10:31 PM
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Wow, you've done a fantastic job eliminating the grid there!
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Oct 28, 2012, 10:42 PM
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I'm not wild on the palette -- it looks too much like Sirius/Dimensions -- but yeah, I'm having a hard time even finding repeated tiles, let alone saying for sure where the boundaries between tiles are. The Aquaria-looking mushroom thing looks really weird without anti-aliasing, but what can you do?
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Oct 29, 2012, 02:18 AM
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omg

this would look so perfect with some sort of bloom

maybe make some sort of haze or glow worm patterns for foreground layers, they could complete the mood perfectly
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Oct 30, 2012, 11:22 AM
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Also it looks slightly hard to use
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Feb 22, 2013, 11:32 AM
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Wow! I looked at Sir Ementaler's screenie, and I really loved it!

Last edited by DennisKainz; Apr 26, 2013 at 11:23 AM.
Obi1mcd

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Feb 22, 2013, 02:44 PM
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Well, if you insist.

Still a work-in-progress.
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Feb 22, 2013, 03:55 PM
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Likewise, if you insist...
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Feb 22, 2013, 04:36 PM
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Quote:
Originally Posted by Violet CLM View Post
Likewise, if you insist...
Asteroids > Tetris. Though honestly I never liked either.

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minmay

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Feb 22, 2013, 09:25 PM
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(needs some palette adjustments...)
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Feb 23, 2013, 12:28 AM
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Wow! All of your work is wonderful!

Last edited by DennisKainz; Apr 26, 2013 at 11:22 AM.
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Obi: it would look great if the sky was brown/orange-ish, like this but more saturated.
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I'll give it a try and see how it looks.
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Old Feb 24, 2013, 07:47 AM
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Al
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Quote:
Originally Posted by Sir Ementaler View Post
Asteroids > Tetris. Though honestly I never liked either.

[DATA EXPUNGED]
Both Tetris and Asteroids look interesting, creations like this show the true power of the AS API. I wonder though, how do you render the score (if that's what the zeros are, in SE's case)? Do you use objects with their animation/frame frozen somehow?

(screenshots of UT-based Onslaught gamemode coming soon, >75KB of scripting already)
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Feb 25, 2013, 02:24 AM
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Unreleased (read: incomplete) builds.
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Quote:
Originally Posted by GLaDOS View Post
I wonder though, how do you render the score (if that's what the zeros are, in SE's case)? Do you use objects with their animation/frame frozen somehow?
What Violet said, however the approach you mention is also possible -- it's how it was temporarily solved in SEsota1.j2as after all.
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Old Feb 25, 2013, 09:44 AM
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Ignore the schwarzenguard or whatever :D

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Apr 16, 2013, 02:38 PM
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Hocus Pocus

It's more "look at my tileset!" than a level, but... I made a full tileset of whole Hocus Pocus game (thanks to VioletCLM for necessary info) and just started making levels. Probably there is nothing special about the level yet, but since its made with the new tileset it may be worthy to show it, since its defininitely something new...



The very bad thing is that probably I won't be able to upload it anywhere, since it uses all the graphics from Hocus Pocus full game (not only from first shareware episode, but also from the next 3 episodes)... I've already been told that 3D Realms is not okay with sharing graphics from full version's graphics.

PS: yes, this screenshot is from JCS, not from a game (that's why u can't see pickups and Jazz).
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Apr 16, 2013, 02:56 PM
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Just to add some more screens, where you can see actual gameplay:





I've created also some alternative palettes for JJ and enemies.
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Just some advice: Save in PNG instead, JPEG is just ugly to use on games and images with limited colours.
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Since my testers never got back to me I've taken the time to test and tidy up my own levels.

Level 5 was using a really old version of Chrysalis Cave. Didn't give a whole lot in terms of eyecandey. So today I decided to move the level over to violets conversion. (Still a WIP)

Before:


After:
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while there are quite a few areas i think need a small tweek, that looks nifty (Y)
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Sorry for the bad quality. This is going to be a ground force lvl. Since im extremely slow with eyecandy i'm not sure when i finish this. I hope it's before the next JDC and i hope its playable.
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Ragnarok!

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looks pretty cool
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