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Event Tiles / Additional Layer Eye Candy | ||
This section will look at the more important must-haves each tileset should have and MUST have. There is nothing more disappointing than a great tileset without all the important stuff Jazz2 needs for level making.
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Event Tiles | ||
Event tiles are, as said before, all the important tiles Jazz2 needs for level making. Luckily for us tileset makers, not all the events are built into JCS. Just imagine what tilesets would be like if for example vines were just one unchangeable image. You wouldn’t have the freedom to choose between a jungle vine for your nature tileset, or maybe a chain for your space tileset. You also wouldn’t be able to do some really creative stuff for your tileset. In my opinion the clothesline from the official Colon tileset is the greatest idea yet for a vine, and shows just how much freedom really is given by being able to draw your own events.
Unfortunately, this freedom has a downside. When drawing a tileset Jazz2 expects you to add these event tiles to your tileset, because there is no other way they can be used. Therefore, your tileset MUST HAVE all the event tiles. No mater how pointless you think they are; there is a level maker out there that WILL need those tiles. Events are very important to Jazz2 and should never be ignored. There are also a few tiles like event tiles that are just as important, but don’t need an event to work (e.g. arrow signs). A list of these tiles are as follows:
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Placement of Event Tiles | ||
Ok, so you have all these event tiles, the important thing to remember is that events are in most cases pre-determined. That means you’re going to have to draw and place some of these event tiles in special locations in a tile. It might sound complicated, but it’s actually really easy to do. I’ll start at the top and work my way down.
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![]() Now that you have a load of event tiles you need to find a way to place them inside your tileset. This really is as easy as it sounds, but if you want to do it using as little tiles as possible there are a few more things you should keep in mind while drawing. When you add detail by removing straight lines it becomes harder to place different blocks together, and event tiles are no exception to this. Luckily there is a fairly easy method to fix this problem. Even on jaggy tilesets there should be areas where the actual drawn platform touches the very edge of the tile. If you align your events so that they fit directly above these areas then you don't need to make any connecting tiles for events to fit with the rest of the platform. (above image is an example) I always place all my events in the middle whether they need to be or not. It’s a lot easier to place event tiles into your set when they are all at the same place in the tileset, and since poles are in the middle you should place the rest there as well to prevent overuse of event tiles.
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Additional Layer Eye Candy | ||
Layers 1, 2, 5, 6 and 7 are just about as important as layers 3, 4 and 8. But these layers are there for one reason only: Eye Candy. You might think that your tileset has enough eye candy and has no need for anything in these additional layers, but trust me, you don’t. In JCS these layers are far more customisable, and they fill up the area that would normally be occupied by layer 8 alone. While there is normally nothing wrong with how layer 8 looks, more eye candy is always better, and you should always provide as many different types of tiles possible for a level maker to work with. The background layers (5, 6 and 7) are more often used then the foreground ones (1 and 2), as any eye candy in front of the character shouldn't be overused or be too big, as it will block the player’s view of where he must go.
Remember that with anything else in your tileset your extra layer eye candy should follow the overall theme of your tileset. Everything should be in place. These layers also follow the perspective rules of the tileset (More info on that HERE). You should also show attention to detail just like your tiles in layer 4. Since these extra layers are used for eye candy alone, they shouldn’t be ugly.
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Quick Tips (Weather Effects) | ||
Even if you’re not the greatest with all the extra layer eye candy there are two really quick and easy tips I know for making some, each one using just one tile in your tileset. While these two tiles would use two background layers by themselves, it would still be a good idea to make some extra eye candy because not all people prefer the type of eye candy. These two tips are basically weather effects you can add to a level, so they wouldn’t fit into every tileset’s theme (More commonly used in nature themed tilesets).
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Layer 5 | |||||||||||||||||||||||||||||||||||||||||||||||||||||
Layer 5 can be a bit tricky to use sometimes, as it has an annoying hidden feature and can easily be misused when making levels. First and foremost, layer 5 should NOT be used as a support layer for layer 4 like layer 3 is used. It would be a complete waste of a perfectly good background layer, and you already only have three of them. If your tileset has all the tiles it needs (and it should do) then you wouldn’t need layer 5 to make some of the background eye candy. It can all be fit into layer 4 on its own.
Secondly, layer 5 has very annoying hidden properties which would make it impossible for use with tiles like rain. The layer 8 layer speeds do not work; instead it uses the values from layer 5. While this isn’t as important to level making, there is something else that is far more annoying. Whatever auto speeds you used in layer 5 will actually add to the ones used in layer 8. If you place something like rain in layer 5 the fast auto speeds will make your textured background go berserk. What’s even more annoying is that you can’t cancel out the speeds. For example, an Auto X Speed of 3 in layer 5 and Auto X Speed of -3 in layer 8 will not make the overall speed 0. Instead it will jitter violently, and can change depending on the graphics card and processor speed of the computer running the level, so don’t assume that because it doesn’t jitter when you test it someone else will have the same results. That’s it for this section, now for the short list:
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Drawing the Tileset | ||
Page 1: Drawing Methods/Feather and Blur |
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-=Tutorials=-
[Part 1: Starting a Tileset|Part 2: Drawing the Tileset|Part 3: Making the Palette]