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

Vegito

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Nov 23, 2011, 05:33 AM
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Quote:
Originally Posted by FireSworD View Post
IMPORTANT: PLEASE READ THIS BEFORE LOOKING AT PICTURE BELOW:

I'm not really planning to finish this, and it's obviously very unfinished; not much tiles, and tiles are in places where they shouldn't be. That said, the main reason I am posting this is for advice: I am hoping for helpful, understanding advice and reasonable crits. Please don't comment on the fact it's obviously unfinished and try to think about the picture below logically.

This is an armory assault level. Basically, a team of players raid an armory to gather powerful weapons of each type, one type at a time. The weapons are default jj2 ammo (maybe shields too). Places are opened up by using weapons instead of smashing crates, this is to ensure a logical progression that is also quite varied and non-linear.

The picture below shows a self-made tileset of my own, inspired from default jj2 sets like castle and tubelectric. I have a lot of control over the outcome, and making a new set comes with benefits, especially for assault. I might also add a short story, but nothing too deep.

Picture
Does indeed seem interesting, the tileset so far gives me the zaitox feeling.
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Nov 30, 2011, 04:43 AM
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I'm trying to make a Nippius tileset ... ahem ... remake.
I also made the night version for this layer.

I need a program to quickly make gradients for indexed palettes. It takes me half an hour everytime when I define palette gradients with GIMP, INDEX PER INDEX!!!
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Nov 30, 2011, 04:57 AM
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Palette Suite does gradients pretty well.
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Nov 30, 2011, 05:58 AM
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Uh, can't you use that color change tool?
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Dec 1, 2011, 02:30 AM
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Thank you for the advice! Palette suite is awesome!
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Old Dec 1, 2011, 03:18 PM
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Dec 2, 2011, 04:45 PM
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Nearly-complete layout for Star Light Zone act 1. Loops and fans and springs and all that good stuff. It's possible to complete this one in like 28 seconds if you know what you're doing, but it's supposed to be a fast planet, so that's fine. And development took just two months instead of three; production rate is increasing like wildfire!
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Dec 4, 2011, 03:50 PM
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Some pics from a WIP Diamondus thing I have going on. I doubt, by the way, that it'll be particularly challenging.


Damn, I neglected to put the images into png.
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Last edited by Dreadnought; Dec 4, 2011 at 03:51 PM. Reason: IMG =P
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Dec 5, 2011, 06:21 AM
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That last screenshot uses too many trees for me.
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Dec 5, 2011, 06:27 AM
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Nah I think it's good, keep it up.
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Dec 5, 2011, 07:12 AM
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It has lots of trees because it is my attempt at making something like a bayou or marsh.
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Dec 5, 2011, 07:24 AM
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That makes sense then.
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Dec 6, 2011, 02:44 PM
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Damn lighting, how does it work? =3=
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Dec 6, 2011, 02:50 PM
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In a nutshell, you can't have lighting and water at once. (There are exceptions, but they won't work in your situation, if we're talking about the Diamondus level above.)
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Dec 6, 2011, 03:02 PM
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Well. That sucks. Especially when I want to make a mine-based level after that one. I'll work something out there.
Well. Just have to add some more events in there and I'll have to find someone bored enough to test the silly thing.
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Dec 6, 2011, 03:11 PM
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If you need ambient lighting following a section with water, you can just split it off into a separate .j2l. If you need them at the same time, though, you're SOL.
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Dec 6, 2011, 03:46 PM
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How annoying.
Anyway. Now to polish off the rough edges.
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To keep your interest. VERY WIP shot of a Lava Fortress level. Pictured:

1. Batman swooping down to Glide Kick henchman Jazz
2. A reality-law-breaking facility wedged directly in the middle of an active volcano. Yes, active.
3. Extensive tube system which actually makes perfect sense if you think about it.
4. Animals not getting burnt to death by just standing near lava

It's tough to make things natural looking when tilesets often offer straight lines where nature is extremely random, but hopefully I can make it work.
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Dec 8, 2011, 03:20 AM
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5. Unfinished wall
6. A death pit without any warning sign (judging from Jazz being off center at the screenshot?)
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Dec 8, 2011, 03:28 AM
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Quote:
Originally Posted by cooba View Post
6. A death pit without any warning sign (judging from Jazz being off center at the screenshot?)
He's looking up.
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Dec 8, 2011, 03:51 AM
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6. A death pit without any warning sign (judging from Jazz being off center at the screenshot?)
Still hundreds of tiles from the bottom. Besides, not using death pits in this level anyway.
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Dec 8, 2011, 05:43 AM
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He's looking up.
Wow, I am an idiot. For some reason I assumed looking up would scroll the screen up.
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Dec 8, 2011, 07:52 AM
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It does scroll the screen up...
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Dec 8, 2011, 08:18 AM
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Thumbs down wtf

I meant to type down!

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Dec 9, 2011, 02:59 PM
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I have just started this one.
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Lookin' pretty damn good.
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Dec 10, 2011, 05:37 AM
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BUT ENOUGH TALK.

Last edited by CelL; Dec 10, 2011 at 05:43 AM. Reason: fixed broken link
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I like the open sides.
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Dec 10, 2011, 06:35 AM
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>2011
>CelL making a level
>feelsgoodman.jpg
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In a polar (heh) opposite of my previous screen, a cold as 'hell' area!



Inferno has to be the buggiest set I've ever dealt with. No, I haven't worked with Colony yet.
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Dec 10, 2011, 08:44 AM
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>2011
>still using the 2011-meme
>not knowing how to greentext

ISHYGDDT
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Dec 10, 2011, 09:23 AM
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why would I do it manually if I don't have to on imageboards

and Sean, I know that feel. Also, liking the text string
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Dec 11, 2011, 11:20 AM
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Colony isn't anywhere near as bad.
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Dec 11, 2011, 04:02 PM
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From what I've heard it seems some people think so.
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The masking is the worst part; at least P4ul made a fix for the night palette which resolves this. Colony isn't too hard to tile correctly, whereas as Inferno is virtually impossible to use without having some tile bugs, and also has a dodgy mask.
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Dec 12, 2011, 02:17 AM
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I understand the impossibility of using Inferno without tilebugs, and I'm already looking into possibly redoing the whole level using a different tileset, but Inferno just looks nice, and that's something that's hard to find, so it's easy enough to ignore the tilebugs during actual playing.
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Quote:
Originally Posted by CelL View Post


Looks like a very original yet typical 'Fortress' layout. And it's Battle which is even more amazing.
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Trying to decide on a color for the Jazz clone's gun. Thoughts? (nothing in shot is final.)
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Dec 13, 2011, 01:49 AM
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Yellow. Would fit his bandana.
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Dec 13, 2011, 07:12 AM
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I think red would look better.
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Quote:
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width="640" height="334"
This makes the screenshot ridiculously blurry.

Could you perhaps make the clone look more like Spaz?
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