Review by Seren

Posted:
9 Sep 2019, 15:36
For: Astolfo
Level rating: N/A
Rating
0.0

@DennisKainz: Yes.

Review by Seren

Posted:
6 Jan 2019, 16:45 (edited 6 Jan 19, 17:03)
For: J2E Editor
Level rating: 8.3
Rating
4.0

This is the only tool publicly available on J2O (aside from J2E Creator by the same author) that provides the much needed functionality of creating and editing j2e files, so you kind of need it if you want to have custom episode files without writing your own software. So it was received well because it was software we needed. That is not to say it is a good tool for the job.

You open this up and you’re greeted with an awful, awful user interface that is hard to call an improvement over a console application. First thing you’ll do is probably try to open some file, either a j2e or a bmp, you’ll type in the file name (don’t count on a Windows file selection dialog), and you’ll be told that nope, that file doesn’t exist, because you’ve included the file extension like any sane person would do, but J2E Editor actually appends .j2e or .bmp to whatever you type in, so it just tried to open Home.j2e.j2e.

With some effort you get used to that and you load the bitmap you wanted. You know JJ2 uses palettes, so your bitmap already has the menu palette, so all that the software needs to do is take your indexed image and put it in a j2e file. Well, it won’t do that, because your menu palette is not the menu palette it wants. The menu palette it wants is in a file included with the software in a format that nothing opens. If you manage to open it, you can find out that the palette is blatantly wrong. Literally all you have to do to obtain the menu palette from the game is take a screenshot (F12 key) in 8-bit color mode and extract it from the file, so how the author managed to obtain his very discolored version of the palette escapes me. I sort of imagine that he tried to approximate it via trial and error until it more or less looked right.

But that shouldn’t matter, right? It can just take the bitmap, see that it’s indexed, and put it in the file as it is. No, what it will actually do is make sure the provided palette matches exactly, and perform color reduction if it doesn’t. Why? Just why? You take my picture crafted exactly for the menu palette and it’s ready for you to just put directly in a j2e file, all you have to do is zlib it, yet you have to convert it to your crappy wrong palette?

Writing text into prompts relies on key press events rather than character input events, and if you know what those two are, you should be cringing right about now. This means that handy functions like copy/paste will not work, long presses of a key will not produce multiple characters (including that you have to press backspace once for every character you want to delete), and what non-alphanumeric symbol you obtain by pressing a given button is very much dependent on your keyboard layout. Whenever I have to type in something like a dot, I just go through every symbol on my keyboard with and without shift because who knows which one will happen to produce a dot. This is an actual downgrade from a console application.

Oh, and here’s another fun fact, I wondered why I can’t edit the episode’s number in the list. So I looked into the readme, and apparently it’s the only thing that you interact with not by clicking on it like everything else in this program, but by pressing numpad plus and minus keys. Nothing indicates this, you just have to open the readme to find out. It was a matter of adding something like “(+/-)” to the user interface and it wasn’t done.

This is terrible software. It’s bad at interacting with the user, and it’s bad at its job of just taking some data and structuring it into a j2e file, but I guess the files it eventually produces are at least correct in the sense that JJ2 opens the j2e files and graphics software can open the bmp files it exports, so it’s not hopelessly useless.

Not recommendedQuick Review by Seren

Posted:
21 Dec 2018, 20:04
For: Red Rose
Level rating: 6.7
Rating
5.0

5/10

RecommendedReview by Seren

Posted:
7 Nov 2018, 02:31 (edited 11 Nov 18, 23:50)
For: Foo Single Player 2/14: Electric Foorufoo: BunnyLover 2018: This Time It's Personnel, Kid
Level rating: 10.0
Rating
0.0

Pros:
+ so far the only thing to be made by Violet this month
+ not sure if I helped write the ferris wheel code but I probably did
+ JJ to the power of an imaginary number
+ no tilebugs regarding Eva’s feet
+ animal husbandry and retention
+ practically no packet loss
+ This is not a test.
+ progressive non-binary enum Gender { Male, Female, Random }
+ edit: the story premise is the second gayest internet ever
+ edit: not a zero think, although by some that could be seen as a disadvantage

Cons:
- horrible
- deviates from the standard
- probably generates a security hole Someone Else will have to fix
- multiple ways to trafton
- the buildings are upside down imo
- only enemies experience orgasms
- now I can’t find my Nintendo Switch anywhere
- idling counter-intuitively not a valid strategy against the first boss
- edit: (-)(-)(-)(-)(-)(-)(-)(-)(-)(-)
- edit: boss dog

Final score: 861/839. Not bad but leaves -22 points of room for improvement.

(Acronym edit. -Trafton)[This review has been edited by Trafton AT]

Not recommendedQuick Review by Seren

Posted:
23 Aug 2018, 17:35 (edited 23 Aug 18, 17:39 by Sir Ementaler)
For: Kansas
Level rating: 8.1
Rating
6.0

I always looked at this tileset and thought that it has completely no theme. But upon working with it for a while, I discovered that actually it also has no usability. Some good art, but not put together well. Tons of tiles are missing, some don’t appear to have any use, and their placement in the set makes no sense.

RecommendedQuick Review by Seren

Posted:
19 Aug 2018, 00:06
For: Twin Stalactites
Level rating: 9.0
Rating
9.5

This is one of my favorite duel levels. I find that thanks to very low carrot spawn times it enforces uniquely fast pacing. A nice degree of ammo control can be achieved but is not impossible to overcome. And the layout provides interesting fight environments while remaining fit for the theme.

RecommendedQuick Review by Seren

Posted:
18 Aug 2018, 23:47
For: Zes
Level rating: 8.3
Rating
8.2

I like this level a lot. I think what it’s missing is some more interesting fight environments, as currently no matter where you encounter an enemy, the fight is likely to go down more or less the same way. I also think the theme could benefit from more distinctive looking eyecandy, since at times it feels like a mismatch of colors and materials.

RecommendedQuick Review by Seren

Posted:
18 Aug 2018, 23:26
For: Hyperviolence!
Level rating: 9.0
Rating
9.0

This level proves its excellence time and again during JDC events. The gameplay is in no way innovative but it is good and what battle events needed. The weakest point is the visuals – in particular it can probably take a while to learn navigation in the upper parts of the level due to areas looking samey.

RecommendedQuick Review by Seren

Posted:
18 Aug 2018, 23:09
For: Thermae
Level rating: 8.5
Rating
8.2

This is an enjoyable level that’s somewhere between old-school and modern battle design. Despite having a lot of small platforms, it forms a very coherent layout. At this size I’d like to see some PU types repeated though, or faster spawn times. The tileset is used creatively and supports a strong theme, but not without tons of tile bugs.

Quick Review by Seren

Posted:
17 Mar 2018, 14:35
For: Corridors of chaos
Level rating: 7.8
Rating
6.5

By no means a bad level, but very plain in every meaning of the word. The winding S-shaped corridors are overused and having to go through them all the time gets tiring fast. I dislike both carrot placements but the top one is particularly bad. Lastly, it’s not atmospheric enough. No parallax layers. It feels like a soulless collection of blocks.

RecommendedQuick Review by Seren

Posted:
10 Aug 2017, 02:00
For: BoredSet
Level rating: 8.4
Rating
8.2

Likely the best tileset by Disguise, one that actually shows some artistic skill and includes a background that won’t make you feel embarrassed about placing it in your level. Not a whole lot of eyecandy and a few flaws here and there but overall a very decent set. Would be nice if warm weren’t the only tasteful palette though.

RecommendedQuick Review by Seren

Posted:
10 Aug 2017, 01:35
For: Prismatic Palace
Level rating: 8.6
Rating
7.7

This is a great, versatile tileset when it comes to basic ground tiles. There are numerous ways to get creative with them. The glaring issue is that it has almost nothing else to offer. It’s as if the LMAT team challenged themselves to create a tileset without inputting any artistic prowess, only basic geometric shapes, CG textures, and gradients.

Quick Review by Seren

Posted:
10 Aug 2017, 01:11
For: Nature's Ruins
Level rating: 8.9
Rating
6.7

The decorations available for the ground are masterful and it’s good that there are two types of ground. That’s about it; the perspective on slopes is Picasso levels of messed up, the trees look like a bunch of flat Play-Doh pieces, and the background ones look like they were drawn by somebody who only knows trees from tales.

Quick Review by Seren

Posted:
10 Aug 2017, 00:58
For: Stargazer
Level rating: 8.2
Rating
6.0

This tileset is functionally sound but not really attractive. The 3 types of ground all look very similar, and everything has a somewhat generic, unrecognizable texture. One could say it’s possible to tell what things are meant to be thanks to their shape, but not what they’re made of. Other than that, it’s just not a very interesting set.

RecommendedQuick Review by Seren

Posted:
16 Jan 2017, 00:22
For: A Generic Single Player Level II
Level rating: 9.4
Rating
8.0

Good level but not without issues. There are a lot of obscured hazards and often it’s very unclear where to go. One area requires you to collect an item but gives it only barely distinct looks and doesn’t provide any feedback when you get it. The introduction of pits is accompanied by fake foreground pillars and the last checkpoint is far behind.

RecommendedQuick Review by Seren

Posted:
18 Aug 2016, 01:15
For: Mystic Island
Level rating: 8.6
Rating
9.5

Disagree all you want, if you ask me, this is one of the top 10 tilesets on J2O. Two ground types, abundance of eyecandy, highly customizable background layers, and incredible ease of use. If I could ask for anything, it would be to add more of the same. The second priority would be some art improvements.

RecommendedQuick Review by Seren

Posted:
15 Jan 2016, 11:54
For: Urdung Levels Carrotus Chapter
Level rating: 8.0
Rating
7.7

These are good quality and introduce some interesting twists to the traditional single player level design style. Unfortunately they won’t be challenging for a relatively skilled player, with their abundance of carrots and lack of strategically placed enemies. The visuals show professionalism and care to detail.

Not recommendedQuick Review by Seren

Posted:
12 Jan 2016, 02:11
For: RabbitCity 2
Level rating: 7.7
Rating
6.0

This is a pack of mediocre, tiring, repetitive levels. No thought went into designing gameplay; there’s nothing to keep a player interested. Half of the time with the pack is staring at nearly static screens of cutscenes without dialogue, and the story hardly makes sense, certainly far from enough sense to justify the lack of good gameplay.

RecommendedQuick Review by Seren

Posted:
3 Jan 2016, 18:25
For: The Antidote
Level rating: 7.3
Rating
7.5

I found this quite enjoyable. It may not be overflowing with innovation, but it shows a consistent individual level making style rather than an imitation of Epic’s. Stijn’s review lists most of my issues, I’d also say throw out the secrets one is forced to find to continue. Also there really could’ve been an outro level to finish the storytelling.

Quick Review by Seren

Posted:
3 Jan 2016, 13:43 (edited 6 Mar 16, 13:37 by Sir Ementaler)
For: Holiday Hare '15
Level rating: 7.7
Rating
6.0

Quite cool. It doesn’t provide any challenge or innovation though. Also, at some places the levels look empty or flat. Other areas look ideal for pickups but don’t contain any. One thing I would especially suggest to look into improving is the secret placement: avoid placing unmarked secrets in the floor or spikes because nobody will find them.

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