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Castube and future releases

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Jerrythabest Jerrythabest's Avatar

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Jul 30, 2007, 12:27 PM
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Just shut up about that ;p


As for the rainbow-colored tiles, maybe you are right. But still, why would I remove them? They use only the JJ2 palette and there is still enough space for animated tiles...

Somewhere this week I will make the palette I'm going to use for the new Castube.
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Jul 30, 2007, 10:47 PM
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Because you should replace them with real tiles. ;P
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Jul 31, 2007, 12:20 AM
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Why replace them? I can add real tiles too. It's not that awfully big (yet)...
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Aug 1, 2007, 10:44 PM
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Because tiles that no one will use are just something that unnecessarily increases the amount of scrolling and annoyance while using the set, not to mention it gives an impression of "I couldn't come up with anything better".
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Aug 2, 2007, 11:57 AM
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Oh well, I'll come up with much more, and thus better, next release. Just wait.
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Aug 2, 2007, 12:55 PM
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This is what I got now:
http://84.107.204.56/castle_tube_pal.jpg

I hope you understand Dutch.

Now I only need to merge them in a way that gives good palette events and then I finally got a normal palette ;p I wish the tileset extractor was there when I started making Castube. Would have saved a lot of time ;p
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Aug 4, 2007, 01:39 PM
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Made my own palette now, with the following palette events working correctly:

- Carrotus pole (dark brown with light parts)
- Diamondus pole (shade light to dark brown)
- Jungle pole (brown with brownish red parts)
- Psych pole (yellow)
- Small Tree (brown leaves)
- PIN: 500 Bump (brown with red text)
- PIN: Carrot Bump (red with original colored carrot)
- PIN: Left Paddle (brown)
- PIN: Right Paddle (brown)
- Snow (very light brown)

I might get the water to work pretty nice too, just need to find and move around the correct colors for that.


As you can see, it's overally a brownish list. Everything except the carrot bump and the psych pole looks like wood, which is a nice difference in the stone worlds Castube is made of. The brown snow may be a bit odd, but it's at least something, the alternative would be dark red, which is completely wrong for snow.
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Old Aug 5, 2007, 09:23 AM
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Aug 5, 2007, 09:26 AM
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Well, my advice is not to use 87,0,203 and just go for #000
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Aug 5, 2007, 09:28 AM
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Oh wait I got it working now Just forgot to refresh the tileset in JCS after recompiling ;p that (what you said) would've been my alternative of course

EDIT: found out that I made a mistake while moving around with colors in the palette, after fixing it the snow sadly looks a lot darker. There are no other side effects.

Edit2:
Click the image to compare two screenshots made in Return Run.


I couldn't fix the snow and the water, sadly. Just don't use water- it's impossible in 8bit ;p
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Aug 6, 2007, 08:10 AM
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I couldn't fix the snow and the water, sadly. Just don't use water- it's impossible in 8bit ;p
Imho, no need to excuse for those. Water works fine in 16-bit no matter the palette and whoever runs their game in 8-bit can't complain about graphics. Snow doesn't matter when it's not a snow-orintated tileset.
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Aug 6, 2007, 08:22 AM
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Kay =) I'm adding some tiles now so levelmakers are less limited. Only downside is that the new tiles come below the text tiles, otherwise all levels made so far would become entirely incompatible and I don't like to have two versions of my tileset with their only difference being the tile order... Still, I'll try to place anything as logically as possible.
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Aug 6, 2007, 09:18 AM
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Water works fine in 16-bit no matter the palette and whoever runs their game in 8-bit can't complain about graphics.
That doesn't mean tileset makers shouldn't at least try though.
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Imho, no need to excuse for those. Water works fine in 16-bit no matter the palette and whoever runs their game in 8-bit can't complain about graphics. Snow doesn't matter when it's not a snow-orintated tileset.
Someone's a pretty lazy tileset creator here
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Aug 6, 2007, 09:36 AM
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I agree that you should always try to get the water working, and snow must be working if you have a snowy tileset ;p
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Aug 6, 2007, 02:43 PM
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That doesn't mean tileset makers shouldn't at least try though.
Water uses an array from the background texture's slots so typically it will work in most tilesets. Yet if you look at the example level of Mystic Isles 2 where the water palette is set to a correct gradient it still looks like crap because 8-bit migrates colors horribly.

It's only something you should put an effort into if it's something you want to be used in a set. Kind of reminds me where I critizised Skulg for not making water work in 8-bit mode in her Where Bad Rabbits Go hell-themed tileset. It's not about being lazy or not giving it a try, it's just about being reasonable and conserve your work time. When giving advice that should always be taken into consideration.
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Aug 6, 2007, 05:13 PM
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Well, one person not seeing the need for a particular feature doesn't mean no one would want that feature. And so it's often in a tileset maker's best interests to implement a variety of a features, whether it's a standard feature or not. Still, no one's forcing anyone to do anything they don't want to.

The reason Mystic Isles 2's water doesn't look as great as it could be is because water often times uses gradients other than those used for the textured background. It's a similar issue to translucent tiles and how other tiles look underneath them. Judging from Mystic Isle's palette, it might've been relatively easy to add extra gradients just for making the water look better. From what I can tell, the more complete gradients a set uses, the more likely the water will look good. Incidently, having a palette composed entirely of gradients can make it easier to create different versions of the same set, which is always a plus (I might've felt more compelled to use Mystic Isles again if it came with an evening and/or night version).

My comment wasn't meant to imply all new tilesets should have water that works in 8-bit (although that wouldn't be a bad thing). It's to say that if you have the tools and the knowledge, might as well at least try, and even if you can't get it right, it's probably not going to be the deciding factor of whether or not your set gets used.
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Aug 7, 2007, 01:58 AM
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Water uses an array from the background texture's slots so typically it will work in most tilesets. Yet if you look at the example level of Mystic Isles 2 where the water palette is set to a correct gradient it still looks like crap because 8-bit migrates colors horribly.
*cough*
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Aug 7, 2007, 04:05 AM
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That's interesting. So if you want fully working water in 8bit you'll have to make a tileset where you simply can't avoid the word 'blue' in its title. Awesome. 16bit owns.
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Aug 7, 2007, 11:01 AM
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Uh, not at all. IF you wanted the water to be blue, then MAYBE you'd have to have a blue textured background, but aside from that, you suffer very few color restrictions. Take a look at one of the official JJ2 sets sometimes, which make much better use of color than most any user set, and see how they make use of the 80 distinct colors available above the textured background.
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Aug 7, 2007, 01:52 PM
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You've got a really good tileset idea, but there are too few pieces to bring these two different tileset types together so you still have a lot of work to do. But just keep it up! I'll keep an eye on this topic!
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Aug 8, 2007, 02:00 AM
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Umm well adding pieces is exactly what I'm doing now that the palette is done ;p
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