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Project: The Unofficial Holiday Hare 17

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Dec 16, 2017, 03:18 AM
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Quote:
Originally Posted by ionut00 View Post
Will there be some effects at the main menu?
Will these levels fit into a new episode of new art?
It's a level pack, not an episode. No and (most likely) no.
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Quote:
Originally Posted by ShadowGPW View Post
Also if someone is willing to take up the task for some artwork (episode logo etc) is highly appreciated.
OK, here's my contribution.

The logo:

I didn't manage to find a better quality. I made the 17 myself using the candy cane font.

Here's the episode image:

I draw this.

Here's the entire image I made before cropping it to the episode image::


And here's how it could look in the game:


What do you think?
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Unhappy

Guys got some bad news tho, the flu got the better of me. Was planning to finish the level this weekend but now laying more in bed then editing. Puking and placing tiles isn't a great combination. I really hope hope hope I feel better the upcoming days so I can finish the final level.

@Primpy; yes yes yes an exit ala HH95 is amazing
@Roobar Holy mother! That is even better then anticipated, that is beautiful. Thank you so much.


Quote:
Originally Posted by PurpleJazz View Post
I bring bad news: my level has somehow been rendered unreadable by MLLE, so I can't work on it for the time being. Since I'm busy over the weekend, unless it can be fixed asap I'm most likely not going to finish this on time

Update: The level has been fixed now; thanks so much Violet! I've agreed to collab with Sir Ementaler to help me get this level out on time. Would a potential short extension to the deadline be up for consideration? It would allieviate a considerable amount of pressure from me.
yeah, before xmas is the idea. Since i'm in a pretty bad shape. Extending the deadline a few more days might not be a bad idea.
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Aww man, I really hope you get better!

Extend the deadline to the 22nd perhaps? It's not like we need 4 days to test a few levels lol

Also great work Roobar! I love it!
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lets move it to 22 dec
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Can I script the ending credits for the HH17 Episode?
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I have credits in the intro map. What did you have in mind?
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@Roobar: That looks nice! Maybe the TSF-like background could be removed from the logo, and the '17' text be slightly curved? Either way, we should include an optional .j2e file for those who like that!

@Shadow: That's bad to hear, hope you'll feel better soon! 22 December should be okay, I assume 2-3 days is more than enough for testing and assembling the pack!
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Quote:
Originally Posted by XxMoNsTeRXM View Post
Can I script the ending credits for the HH17 Episode?
fine by me!
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Question

I just said.

I've got the HH17 credits in the intro level.

See for yourself: https://drive.google.com/file/d/1P8F...ew?usp=sharing
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Thanks for the feedback.

Here's the logo with italic 17:



It has been pointed to me that the default size of these images is 304x354, whereas I thought it was 304x424. So at that size it still works, but takes bigger portion of the screen. If that image got resized to 304x354 though, it looks like this:



Also the color limitations. That messed with the image badly, especially the background. I cannot fix that cause I don't understand color palettes. It's the one aspect of the game I really don't like.

And finally, here's a 304x354 I made in order to fit the image without needing to resizing it, but sacrificing some of the surroundings:



It's up to you if or which one you would use. It will need some color adjustments and fixes after it is converted to a Jazz palette, but anyone who understands the menu color palette may need to fix it.
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HH17 Enemies v1.1

I've provided a library containing a selection of modified enemies to suit the wintery theme of our pack a bit more. All of these enemies have been recoloured, and some have also been given new abilities/upgrades to old abilities. For example, Monkeys throw snowballs instead of bananas, and Dragons shoot Ice instead of Toaster. In addition, a few bosses have also been recoloured to be more thematically appropriate. Using these enemies in your level is pretty easy; I've included a template script below to get you started.

Code:
#include "HH17Enemies.asc"

void onLevelLoad() {
    HH17::replaceAllEnemies(); //swap all regular enemies with their HH17 counterparts where applicable
}

void onLevelReload() {
    HH17::processEnemyColors(); //ensure that enemy colors are still displaying correctly when the level reloads after death
}

void onMain() {
    HH17::handleEnemyProjectiles(); //this is required to handle the modifications to enemy bullets from the Monkeys and Dragons
}
If you want to pick and choose which enemies to use, you would do so as follows:

Code:
void onLevelLoad() {
    HH17::setEnemy(OBJECT::MONKEY);
}

Last edited by PurpleJazz; Dec 18, 2017 at 03:18 AM.
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Awesome, thanks!



Do we want to introduce a new enemy variant with every level, so the final levels could then have all of them, or does everybody want to use more than one at once? I'm fine with both options but 1 would be more "episodic", I think.
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Quote:
Originally Posted by cooba View Post
Do we want to introduce a new enemy variant with every level, so the final levels could then have all of them, or does everybody want to use more than one at once?
Option 1 would be preferable, if feasible with current progress made on levels. The other 'anything goes' option is fine too.

My level's using Fencers as the more challenging enemies, with regular Xmas Lizards to complement them in more flat areas.
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Could work. Besides the standard Xmas enemies, my level's using dragons.
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I think it's pretty safe to say that just about everyone would like at least part of the weekend to finish things off - would it be possible to extend the release date to the 25th or the 26th? It's not like there's any real urgency to get this pack released on the 24th. This would give everyone more time to polish things up, especially since I'm sure many people (myself included) will have had to cut their levels slightly short from what they may have originally intended.
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I should be done today but I totally support an extension.
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me three. supporting atleast a one day extension.
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An extension would be much appreciated.
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Me five. Rushing stuff is never good.
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sure lets extend it more to christmas itself (and if really needed, a few more days extra for polish), I might be able to finish something myself. Because of my medication and sickness I got delayed bigtime!

Anyway I'm really happy how this community project is going! I'm proud at you...all of you!
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I should finish mine within the next couple days too, despite the map having been corrupted by mlle a couple times and my computer literally catching fire from a failed psu. The spirit of the holiday season prevails :P
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The short deadline was one of the main reasons that drove me to draw and finish it. Otherwise, if I saw I have had more time, I would have probably left it for later and maybe even didn't finish it...
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glad you did buddy!
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So are we actually releasing this tomorrow?
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well, waiting for the other entries!
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I'll be sending my two levels later this evening.
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I guess I'll do that too.
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Just sent my entry. It should be in your Discord friend chat, Shadow.
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awesome awesome
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HH17 Enemies v1.2

Fixed a bug where Float Suckers would fail to inflate under certain conditions. My level is coming VERY soon
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Guys.. could you change the levelnames to; 'HH17_levelxx' seems i'm bugging them out if i rename it manually
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Submitted my levels.
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Quote:
Originally Posted by Roobar View Post
Thanks for the feedback.

Here's the logo with italic 17:



It has been pointed to me that the default size of these images is 304x354, whereas I thought it was 304x424. So at that size it still works, but takes bigger portion of the screen. If that image got resized to 304x354 though, it looks like this:



Also the color limitations. That messed with the image badly, especially the background. I cannot fix that cause I don't understand color palettes. It's the one aspect of the game I really don't like.

And finally, here's a 304x354 I made in order to fit the image without needing to resizing it, but sacrificing some of the surroundings:



It's up to you if or which one you would use. It will need some color adjustments and fixes after it is converted to a Jazz palette, but anyone who understands the menu color palette may need to fix it.
Roo, could you send me the J2E file? Starting from HH17_level00
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where i can submit the map?
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Talking

Is it already up yet for download?
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where i can submit the map?

I sent it to Shadow on Discord’s friend chat. But any means to send it to Shadow should be fine. Maybe a good old email?
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I don't know how to make J2E file. I believe Sir Ementaler made this to test. I only made the drawing. Someone else need to make this one.
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john.jonk (A) gmail (dot) com

Episode file works with a little thank to SE
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Last edited by ShadowGPW; Dec 26, 2017 at 09:32 AM.
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finishing off final bits with PurpleJazz (Give him a billion medals please) then release is imminent.
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Old Dec 29, 2017, 08:51 AM
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