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=D
Could you upload a new pic of how it looks? :P
Oh and pageclaim! |
Baggers, check your PMs.
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http://www.vipir.com/haiku/phil-bin/castle.PNG
Found the rip |
I can send you JCS and official tilesets so you can rip by yourself, Baggers.
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The tilesets aren't needed, are they?
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*UPDATE*
NEW PICS ARIVING SOON And here they are ! Note, this is very much a WIP still ! [IMG]http://www.unseenconcept.net/JazzJackRabbit/JazzJackrabbit3DPic4.jpg[/IMG] http://www.unseenconcept.net/JazzJac...bbit3DPic5.jpg http://www.unseenconcept.net/JazzJac...bbit3DPic6.jpg http://www.unseenconcept.net/JazzJac...bbit3DPic7.jpg http://www.unseenconcept.net/JazzJac...bbit3DPic8.jpg http://www.unseenconcept.net/JazzJac...bbit3DPic9.jpg http://www.unseenconcept.net/JazzJac...bit3DPic10.jpg What do you think ? any good ?! |
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The shots are, well... ugly. Walls don't tile with themselves, and they're dull and immensely resized imo. |
Fair scruff !..will have to sort that out then !
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I'm still puzzled by why The Castle leads to Diamondus and not Carrotus.
I personally like the shots but the walls do need to be resized to something a tad smaller.(edit- on the inside, because they seem to look good on the outside picture) (and what's with the outside of the castle in the balcony pic? Is Spaz having an acid trip?) |
Oh the fact that it leads to diamondus is that in this demo im only showing a few different areas, its not the actual flow of the game its just a demo.
The outside balcony bit has a crazy window/field thing around it, I felt like having a good view and needed a way so the player had to go down the tube and not just jump off the castle..it is a bit trippy though ! Ill resize the inside walls then !...the hard part is getting different black in as What would be great would be to have one huge texture for the whole inside so i can add as much variation and detail as i like...however this is impractical memory wise (and also i was in a hurry to get the model done). As I said before Im not a modeler, so any help is most welcome! @br>piet: i case you dont look on the previous page, I would love your help...can you save your levels in any other format ? |
Stained glass, I would think.
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Ahh Risp posted as I was typing! (see above his post)
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Basically, you're using the walls all wrong. A JJ2 level with the walls all one tile would look ugly. That's why there's so much variation available. And the tops of platforms should be smooth, like in the tileset. And they should actually line up with other platforms, so they look like they're blocks instead of smooth painted surfaces.
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Also, using a bunch of destruct blocks like that looks rather dumb. Just add a big ol crack in a normal wall tile or something.
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Destruct Blocks ?...sorry man, im not quite as good on the lingo as you guys!
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I like most of the pics, though I do not quiet understand the before last one.
You should, however, use the floor tiles of original castle. @ Cooba: So he needs all the tilesets separetely? Oh well. |
Destruct blocks = tiles you can destroy (for example buttstomp or shootable blocks)
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Site updated.
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I dont suppose any of you guys have DarkBasicPro do you, as ive just released the demo you have seen as opensource. anyone interested in the source ?
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DBP? No. If I did, I would have begun progress on BC-3d.
Oh, and I must get videos of two Jazz 2 bosses you would have never heard of(considering you still have the OEM) Bilsy and the Rocket turtle. |
Oh please that would be great!
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Ah well the updates are free but if you havnt done much the code will be a bit deep !
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Bah, SnagIt7 isn't working right now. I should have the videos soon.
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I've been skimming over this topic, and I must say, the idea of the Castle leading to Diamondus seems like a good idea to me. In the final version though, for accuracy story, Diamondus'll need to be reached by Devan's time machine, and that area could become Carrotus, etc. Like a free roam type area, where bosses need to be beaten to reach the next area, and certain devices would allow you travel to certain areas. In short, something like a free range area sounds like what I mean, and I think it'd do some good...
Anyway Baggers, if you care, you could PM or IM me, since I'm relatively good with plot and stories, etc. |
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tell me if you are interested (i do't have mutch time next 2/3 weeks though). |
Hey folks, just to say sorry i havnt posted for a while...i have been visiting here but ive been rather busy...however jazz has not stopped, ive managed to get hold of a decent level designer who is going to have a go at the demo level for me...here is a little example of his work in modeling (no levels here just models...but he is a big jazz fan)
http://www.themillerhood.com/ coding wise there isnt much new...ive mainly been organising the creation of objects for the game. Hope you are still interested...ill be back on sunday, im in the woods for the next few days. Have fun guys ! |
<--- still very interested
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Still very interested
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Proballay the most interested here.
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Im back!....had less to do today than i imagined so im free !
Great thanks for the support guys ! Also im just about to start on ememy AI which will be a nice challenge. I'll keep you posted. |
Whooot Enemy AI!
Oh oh! If you do the basic turtles, have them hide in their shells for defence. |
Dont worry i will !...also they have another attack where they leap and go inside their shells and try and slide into you...it makes them a little harder but they are vunerable if you move in time.
Also as far as controls im allowing the player to target enemies...this way we can keep the more traditional controls rather than using the mouse...i havnt implemented this yet so if it doesnt feel right ill come up with something else! Progress Report: Bat AI is done...and it was nice and short ! To all: I dont know about you but ive always felt the old game was a bit too easy, so im currently trying to come up with new enemy ideas...id love your input on this and any sketches you want to add in would be appretiated... However the constriction is the style, you guys all know the feel of the game so try to keep to it please. My current little ideas have been spiders (which stay on the ceiling and try and drop on to you) for the castle, and a goon with a carrot-firing mortar! |
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Fraid not yet !..ill need models first, ive only got placeholders at the moment...the bat is just a sphere..but he sounds perfect and behaves well !
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I had an idea for the turtle... When you're far away, it hides in its shell, and moves twords you when you get close.
Just a thought... But with that, who knows, you can make turtles with rocks for shells and make it harder... |
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Also to point out- In JJ2, when the turtles changed directions and went in their shells, while in the shell you could shoot while standing up and they would be able to 'duck' over the bullet. Edit- Enemy ideas? Lizards that attack by break dancing Bats that turn into Turtle Vamires The Skeleton can dissamble itself to get away Copter Lizards that can pick up enemies and toss them at you Enemies that use each other as sheilds Witch can turn other enemies into Mutated Turtle Frogs -I'm just typing what comes off the top of my head for the enemy ideas) |
Turtle Suicide Bombers.
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@Cooba: hehe...very serious sam'ish..i like !....defiantely suicide somthing...maybe goons!
@Noob: Copter Lizards that can pick up enemies and toss them at you - This I really like ! Enemies that use each other as sheilds- probably a bit too hard to code well. The Skeleton can dissamble itself to get away-Ooo, Challenging but it would be worth it ! |
Perhaps a special skeleton that can pick up the bones that fall off when you shoot it and put itself back togeather. Thus, you would need to keep it moving so it is unable to get at it's fallen bones.
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