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

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Jun 10, 2011, 01:41 AM
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Put some eyecandy on background layers, in that tileset, should be some sand eyecandy tiles too. Use them.
Ragnarok!

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Jun 17, 2011, 09:22 AM
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Blacky, do I see a maplestory monster? o.o
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Jun 29, 2011, 09:42 AM
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A CTF level what I'm building
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Jul 1, 2011, 11:24 AM
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Because hey, why not? Not pictured is the fearsome red minecart, which has spikes sticking out of its sides.
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Jul 1, 2011, 11:26 AM
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Is this part of SWAG? If it is, I'm assuming it's zone is from Sonic 2 8-bit?
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Jul 1, 2011, 11:46 AM
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I'm sticking to Sonic 1, but with the caveat that its zones have appeared and been further developed in a few other games since 1991 and those other appearances are also fair game for grabbing stuff. So Green Hill Zone uses the caves and launch ramp from the GG version (although unfortunately I doubt there's enough sprite room for the giant fish from Sonic Generations), and Labyrinth Zone uses the mine cart and giant boulders from Sonic 4 Episode I. Which isn't to say that I might not grab obstacles from other zones entirely, but the environments themselves are all from Sonic 1.
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Jul 1, 2011, 09:20 PM
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EVER STORY 2 STILL ALIVE...



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Ragnarok!

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Jul 2, 2011, 08:20 AM
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^ Like it
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Jul 13, 2011, 09:23 AM
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That's looks nice one. Liked the Tube Electric lvl....
Btw, how do you make Jazz/Spaz "colored"(as shown in MP) in SP lvls?
(I have 1.23 with JJ2+...)
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Jul 13, 2011, 10:17 AM
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Quote:
Originally Posted by FOX292 View Post
Btw, how do you make Jazz/Spaz "colored"(as shown in MP) in SP lvls?
Host the SP level online or in local LAN and press F8 to hide your name.

It's not recommended to play some levels like this, because they rely on events resetting once you get far away enough from them (which doesn't happen online).
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Jul 24, 2011, 11:03 AM
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Upcoming level for the duel tournament 3.0 level contest:

[No, this Level won't have bushes or animated waterfalls]

Last edited by FawFul; Jul 24, 2011 at 11:14 AM.
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Jul 24, 2011, 11:26 AM
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AIR
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Jul 24, 2011, 02:58 PM
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Making battle pack:

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Jul 25, 2011, 03:01 PM
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You like making eyecandy eh? ;P
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Jul 26, 2011, 01:27 PM
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Nice one, bro....
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Aug 16, 2011, 08:10 AM
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Yet another tileset.


A little lacking in ground variation so far, but that will be fixed sometime soon.
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Aug 16, 2011, 12:29 PM
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Liking the tilted buildings in the background.
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Aug 16, 2011, 07:45 PM
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@Obi1mcd
Looks good... Nice style.
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Heaven's Door

My new (and I must also point out, my first and only) single player pack and levels! With a clever palette for the intro rolling text and awesome speed up/reverse features for it, it has to have one of the best intros made.

With a plot completely devoid of Devan Shell and including lots of character deaths, what's not to like? Plenty of self-edited tilesets and also one self-made, with a custom tileset courtesy of Obi1mcd, and a crystal cave as a bonus level.

I don't claim to be an experienced level maker, and even less so a good single-player episode creator, but I certainly hope this won't disappoint you!

Awesome Innovative Introduction!


Space station with working vacuum spaces!
(It also doubles as a credits level)


Featuring the place we all want to go to!


I hope this has you interested enough!

ETA: Indefinite, at least a year.
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Aug 17, 2011, 04:23 AM
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I saw your Space station with working vacuum spaces!...
Good job for beginning and I hope you'll finish it soon... :3

Add more eyecandy in heaven level...
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Aug 17, 2011, 04:40 AM
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I like the text scroller! Consider using a better font though
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Aug 17, 2011, 04:47 AM
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Why, do you have a problem with Arial?
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Aug 17, 2011, 05:42 AM
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I prefer Helvetica!

Just feels like it doesn't fit that well with JJ2's cartoony graphics. Don't take that as a protip to use Comic Sans, I'm not sure which font would be better. Just a feeling.

Anyway, given the fact that you're probably using a tileset specifically made for that level, surely there should be a few palette entries to spare that allow you to make the font look more crisp and anti-aliased?
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Aug 17, 2011, 01:19 PM
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Actually that's not a bad idea Stijn. Thanks for that.
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I wonder if it would be hard to make some fake anti-aliasing in the intro tileset with some clever translucency tricks. Like, the pixels supposed to blend in with the background could be cut out, put on a different layer and made translucent.
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Aug 17, 2011, 05:48 PM
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Actually, yes, cooba. Using a slightly different method, but anti aliased text while moving is perfectly possible.
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Aug 18, 2011, 08:38 PM
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Cool ????????????

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?!
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Out of curiosity, when do you plan to release another version of SWAG? These Labyrinth screenshots are looking quite nice.
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I dunno... WID, maybe? I could do a second demo with Marble or something, but it's probably the weakest planet right now, and there's not all that much (to be) patched up with Hillgrius since the SAGE demo. No plans of any kind at the moment, just showing off awesomely complicated events. But I will mention that Blacky released a new JJ1 episode the other day so y'all should go play that.
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Judging by the timestamps on my posts, it took me three months to make the events and layout for this single level. So expect to see a release in, oh... January. Of 2013. Anyway, these folks aren't the toughest fight of all time, but I feel that's kind of contractually required when you use the Lagunicus boss sprite.
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Sep 30, 2011, 02:56 AM
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I almost expected you to say 2012 but 2013? You are a harsh man sir.
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Well, I don't like it either. :P I just don't work on this stuff very fast at all, and Star Light Zone is uninteresting enough I doubt it'll make me go much faster. Although it does have significantly simpler walls than Spring Yard or Labyrinth, so maybe eyecandy will take less time. Dunno.
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The pictures look great by the way.
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I'm going to make an episode. I think I will just call it "Gus made some levels" or something. Anyway, this is going to be the first level: Jazz in a tundra, trying to find the entrance to a secret base.

I'm following the original JJ2 style: Levels are 16384 tiles wide (256x64 or 128x128), ALL background layers are used, and the text strings appear on the signs only. Oh, and it is meant to be played on 320x200 (16:9) or 320x240 (4:3). An exception is the splitscreen mode for local play.

I would like to add some custom music, but I can't find any good instrument collection or soundbank, so I'm pessimist about musics.
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Oct 25, 2011, 04:41 AM
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Quote:
Oh, and it is meant to be played on 320x200 (16:9) or 320x240 (4:3)
Who plays JJ2 320x200 nowadays? Atleast 4-5 people?

Oh by the way I wish good luck and the level on screenshot seems fine and has good background. Go on!
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Oct 25, 2011, 08:22 AM
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320x200:

1.) Is annoying to play in JJ2
2.) Makes it very difficult to use the level's tileset for any other level
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However, it is his choice, and the level will admittedly be more unique.
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Oct 25, 2011, 10:15 AM
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The screenshoted tileset looks great. Not sure I condone smallness.
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n00b did a 320x200 level in Kansas once, but after about half an hour of searching I'm going to give up on finding a download link. :[ Anyway, I know what you're against is text strings being used for narration, but don't forget that the official JJ2 levels do use them for dialogue as well, pretty much whenever you run into a boss. They're not the exclusive domain of signs.
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