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

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Oct 25, 2011, 02:42 PM
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Gus makes his levels too limited...

By the way don't see any point to play 320x200... He still thinks this windowsize is original JJ2. But that's not true..
I played 1.02(or 1.00, not remember), 1.23 and 1.24...
Every version has standard windowsize 640x480...
So, Gus, just get to ur notebook: not much people will play ur levels if u have 320x200 windowsize limit.
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Oct 25, 2011, 02:59 PM
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I do not want many people to play it. I just want to improve my skills.
I've been always better at making tilesets than levels. But now I want to improve my level making skill.

By the way I don't think playing in 320x200 makes it frustrating, but challenging. In 640x480 you can easily see distant secrets and incoming enemies.
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Oct 25, 2011, 03:47 PM
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I can see where youre coming from with that, its just would people have time to ever react if their screen is that small? I'm not talking from experience at all, I mean so long as you make the levels cater it it'd probably be fine. :P
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Oct 26, 2011, 06:40 AM
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A new CTF lvl...Probably shall be released

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Oct 26, 2011, 06:47 AM
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Looks good, consider a spring on the far left if there isn't one already.
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Oct 27, 2011, 05:29 AM
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I'm using Reworder for some special items, such as the yellow card for the gates.
Oh, and I made sure that most of the icy tiles are translucent.
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Oct 27, 2011, 07:42 AM
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Quote:
I'm using Reworder
That's great! But...I'm not sure... but I think Reworder's triggers doesn't work in multiplayer. Not really, but I'm just sure.

Well, keep going! +1
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Oct 27, 2011, 08:33 AM
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Uh, why wouldn't they work in MP?
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Oct 27, 2011, 08:40 AM
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Unsubstantiated claims that could be resolved through a touch of experimental research notwithstanding, I worry about the visibility cost of those HUD details. If you're playing at a 320x2?0 resolution, then the screen is only ten tiles wide, and you're effectively reducing that by 20%. What if you put the keys and such at the bottom of the screen, between the lives and ammo, and instead of 32 pixels high they were only 20 or so?
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Oct 27, 2011, 10:31 AM
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Just make the HUD tiles translucent. You don't lose any view and it looks cool to boot.

And they do work in multiplayer, by the way.
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Oct 27, 2011, 01:56 PM
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As I know Reworder creates a file which does special trigger options for a level edited in this prog. But seems the file can't be download by JJ2+, so I'm not sure It shall work. If I'm wrong, then show me your point of opinion.
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Oct 27, 2011, 02:14 PM
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The triggers are not stored in a separate file. Reworder does not override any aspect of Jazz2's trigger system nor memory, it only utilizes them in a way that JCF cannot, but which is possible due to how the game (specifically, its layers and tile chunks) works.
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Oct 27, 2011, 02:29 PM
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You may be thinking of the .rwmacro files? Those contain instructions for Reworder, not JJ2. After you switch tile chunks around in Reworder, they may be in a state that is perfectly interpretable by JJ2 but which JCS will mess up upon saving. The .rwmacro files contain a list of the changes made to the level in Reworder, so that they can be performed again automatically on the level after it has been modified in JCS. They're used for editing, but are totally unnecessary for playing. I would suggest rereading the help file or JCSref article.
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Oct 27, 2011, 02:56 PM
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It's easy to make background/foreground triggers without even using reworder, there are only few times when, for some reason, standart method used in jcs doesn't want to work.

And about Gus set: ice tiles? Doesn't all of it look a bit too much like plastic?
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Oct 27, 2011, 02:57 PM
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Ok, I get it... But that's the point to negrep me, eh!?
I just didn't know...
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Oct 27, 2011, 03:14 PM
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Negrep party yay.

Actually, thanks for negrepping me only for saying that this set looks plastic. Thats a really good reason for negrepping idd.

I just wanted to say, maybe that set needs more... hm flashy things? That icicle doesnt even look like its made of ice. So does the "metal" thing.
Old Oct 27, 2011, 03:54 PM
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Oct 27, 2011, 04:52 PM
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Betatest so s00n...
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Oct 27, 2011, 05:40 PM
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I dunno, I'd say it's a pretty classic ice look. Good palette, good curves, and so forth. The metal bits are odd but I'm sure there's a reason.
(also, negrepping wasn't me.)
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Quote:
Originally Posted by Ktos. View Post
It's easy to make background/foreground triggers
I might be wrong, but I don't think you can make foreground trigger scenery with JCS alone. Afaik, it's not "some reason" that makes Reworder useful, tile cache just works in a simple way. According to my info, these are the cases when Reworder (or some other non-JCS tool) is needed:
  • Fake trigger scenery word is on a foreground layer.
  • Fake trigger scenery word is in a higher row than the actual trigger scenery word.
  • Fake trigger scenery word is in the same row, on the left from the actual trigger scenery word.
  • Fake trigger scenery word has events on it.
Correct me if I'm wrong at any point or missed something.
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Oct 27, 2011, 10:43 PM
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Well, "trigger scenery" is a little specific, since any of the block events work. One other case: you want to have a second instance of word x, which has tiles ABCD, but word y also has tiles ABCD and yet is read prior to x, meaning that JCS if left alone would save other (eventless) instances of ABCD as y instead of x.

But none of this is remotely related to screenshots!
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Oct 28, 2011, 04:32 AM
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By the way, if my tileset looks like plastic, Blade's tilesets look like crayon.
They really do!
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They do, at that. But in a good way.
The tileset is looking excellent. Looking forward to playing the level.
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Oct 28, 2011, 06:55 AM
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Quote:
Originally Posted by Obi1mcd View Post
Looking forward to playing the level.
I host the beta a few times on the internet play.
I'm hosting it right now, but I will close soon (internet costs money)

EDIT

I changed the iron tiles. I hope they look better now.
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Last edited by DennisKainz; Oct 28, 2011 at 09:59 AM. Reason: Late screenshot update
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That looks much better.
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Heaven's Door isn't dead!

Nope, Heaven's Door is still going on!



Here's a view of the garbage disposal in the Rocket Turtle chase level, with somewhat deadly garbage crushing thingies and a faulty mashy plate to the right. I apologize for the blandness in the area below, I was just filling that in.
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Gus, that actually looks really good. I can't wait to play it.

Edit: Sean, I'm sorry I haven't betatested your levels. If you still need me, could you e-mail me your last levels?
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Quote:
Originally Posted by CrimiClown View Post
Gus, that actually looks really good. I can't wait to play it.

Edit: Sean, I'm sorry I haven't betatested your levels. If you still need me, could you e-mail me your last levels?
I definitely still need you on board, a lot of people haven't been replying, and the more the merrier! I'll be sending it over soon.
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Oct 29, 2011, 09:05 AM
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Offtop: Good job! Got a negrep for previous post. Just impressive cuz seems I have changed my mind... Then turn to past pages and give me negrep for messages that i posted year ago...
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Quote:
Originally Posted by Sean View Post
Not strictly related to the level per se, but wow, did PJ do poor job with the alternate palettes. The blocks look like rubber and the sprites are like straight from a 2002 Cracco tileset.
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I like mashy plates.

edit: Pack is 80% done. I had a name for it from the beginning, but I may have to change it to "Teal and Orange."
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Ahahahahah the text is the best thing.


EDIT:

Quote:
Originally Posted by cooba View Post
Not strictly related to the level per se, but wow, did PJ do poor job with the alternate palettes. The blocks look like rubber and the sprites are like straight from a 2002 Cracco tileset.
Some of that may be my fault. I edited the tileset somewhat for the purposes of the pack and had to remove some of the more colorful tiles. I won't apologize though. Something almost monochromatic looks good in space.
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Nov 18, 2011, 09:44 AM
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THREAD REVIVAL!


Still some touching up to be done and no it's not single player, but it's going to be a CTF and that's the Full NRG area at the moment! It's possibly gonna be altered (but you won't notice that!)

I hope ya'll like it. (Also forgive me for no layer 6 yet, and the tilebug under the carrot, I'm just not in the mood to fix and reupload another picture).

Coming soon.
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Nov 18, 2011, 03:49 PM
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Looks very good so far! I'm going to want to see this come out.
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Quote:
Originally Posted by Unknown Rabbit View Post
Everytime I see a Jungle screenshot, I want to post one of my own.
Took the time to look for this again, did this get uploaded and I missed it? =O
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Nope. I work on far too many things at once for that particular project to be anywhere near completion. Here's what that particular level has done so far, and it's still missing a major section, and the whole level is only near the very beginning of the pack, so...

Last edited by Violet CLM; Nov 21, 2011 at 05:09 PM.
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Heh, I assume we won't be seeing that any time soon. Looks top notch though.
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Coming Soon:

"Amphibe: The Unsung Hero"

It'll be sort of like Froggy Quest, only with my own unique twists. I've had a great deal of fun working on it.

Can't seem to get the picture working, though.
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You could always upload it onto a free image hosting site and link to it from here using an [IMG] tag.
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Old Nov 23, 2011, 04:59 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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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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