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-   -   tell some of the levels what u are buiding and goning on j2o (http://www.jazz2online.com/jcf/showthread.php?t=14475)

snzspeed Aug 21, 2010 12:50 PM

I edited the panel out, because my palette is messed up. I could easily post a screen with it if you think my screenshots are fake..

snzspeed Aug 21, 2010 03:17 PM

[IMG]http://img843.imageshack.us/img843/5541/jj14.jpg[/IMG]

Doublepost, sorry. here is a screenshot with the panel. :P

Violet CLM Aug 21, 2010 03:22 PM

I wasn't doubting their authenticity at all, I was just noting that you hadn't included the panel probably because it looked messed up if you were using that light a color instead of 0,0,0 for your mountains/the darkest point in the panel. It looks like you figured out what to fix, though.

snzspeed Aug 21, 2010 03:25 PM

Quote:

Originally Posted by Unknown Rabbit (Post 459910)
I wasn't doubting their authenticity at all, I was just noting that you hadn't included the panel probably because it looked messed up if you were using that light a color instead of 0,0,0 for your mountains/the darkest point in the panel. It looks like you figured out what to fix, though.

well, the jj1 palette is quite limited and im still trying to learn how it works..

Newspaz Aug 21, 2010 04:30 PM

Quote:

Originally Posted by snzspeed (Post 459911)
well, the jj1 palette is quite limited and im still trying to learn how it works..

You might want to try out different background modifier settings. Some give you a lot more freedom with the palette. However, another setting than the default might mean that you have to sacrifice the background and/or certain color animations.

CrimiClown Aug 21, 2010 05:54 PM

Quote:

Originally Posted by snzspeed (Post 459909)
(image)

Doublepost, sorry. here is a screenshot with the panel. :P

You DO know that the 'cave' background looks seriously messed up, right? If you do, this post doesn't exist.

snzspeed Aug 21, 2010 09:40 PM

Quote:

Originally Posted by CrimiClown (Post 459915)
You DO know that the 'cave' background looks seriously messed up, right? If you do, this post doesn't exist.

I know it is. I usually finish layouts first, before working on stuff like that. :P

Speeza Sep 15, 2010 08:26 AM

[IMG]http://i195.photobucket.com/albums/z305/kaschman/jazz2/ubpreview.jpg[/IMG]

Level 3 is actually done now. Its a test package.

CrimiClown Sep 15, 2010 12:01 PM

Uncle Bens episode? How cool is that?

Crazy Sep 17, 2010 05:17 AM

Why not Ub is awesome, u can download the water level http://www.jazz2online.com/downloads...ater-paradise/
:) enjoy

Jgke Sep 20, 2010 04:16 AM

[IMG]http://i276.photobucket.com/albums/kk20/Jgke/castlemania.png[/IMG]
Didn't some of you see this already?

Speeza Sep 20, 2010 05:32 AM

Haven't' seen it myself but its looking good. That tileset is also full of awesomeness.

Obi1mcd Oct 13, 2010 02:42 AM

When I get bored, I post screenshots.
[IMG]http://img28.imageshack.us/img28/5625/etnty04.png[/IMG]
This is from the SP pack from a page or two back. I was messing around with the textured backgrounds.

Speeza Oct 13, 2010 05:58 AM

wow thats looking good. I take it thats your tile set ?

Jgke Oct 13, 2010 06:11 AM

Whee more tilesets by Obi!

Toni Oct 13, 2010 06:14 AM

There're about 10-15 tile Diamondus edit tile sets, and I think this is one of the best edit :) . I personally think the best are DiamB (well Scorch is the best) tile sets. Good job

Obi1mcd Oct 13, 2010 02:50 PM

Oh, and I also managed to put a Small Tree event in the anims.j2a, but it isn't in the screenshots. If I ever get this to j2o, it'll probably be the first to use custom sprites. Unless somebody beats me to it.

Speeza Oct 13, 2010 04:01 PM

Great to hear. Sadly I don't think people will download a whole anims file just for your small tree event. Unless you found a way to inject them into it. Sorry if this sounds a bit rude.

Obi1mcd Oct 13, 2010 11:30 PM

Oh, don't worry, I'm adding more than just trees. This was just the first thing that I got around to doing. I'm trying to add enemies with different sprites. You can only do so much for a story with the basic JJ2 events.

djazz Oct 16, 2010 04:51 AM

I made this level in September and it's a 256x64-sized CTF level.
The concept here is that it's like CTF irl (almost). If you die on enemy side you'll end up in the enemy "jail". Your teammates can free you. There is also a coin+warp in the jail which act as the jail-timer. The level works for all three characters. I haven't played any big game here yet, only dueled betatesters. The level is not finished, needs some more eyecandy etc..
Some screens:

[IMG]http://jazzjackrabbit.net/DJ/JJ2_screens/DJctf04_collage.png[/IMG]
Music: Starlight

CrimiClown Nov 4, 2010 01:04 AM

Quote:

Originally Posted by DJazz (Post 462270)
I made this level in September and it's a 256x64-sized CTF level.
The concept here is that it's like CTF irl (almost). If you die on enemy side you'll end up in the enemy "jail". Your teammates can free you. There is also a coin+warp in the jail which act as the jail-timer. The level works for all three characters. I haven't played any big game here yet, only dueled betatesters. The level is not finished, needs some more eyecandy etc..
Some screens:

(image)
Music: Starlight

Looks very promising. If I was still playing JJ2 on a regular basis, I would play this!

minmay Nov 4, 2010 02:25 PM

You, um, realize that there are already levels utilizing the exact same system, right? Divide and Conquer, in particular.

PurpleJazz Nov 4, 2010 03:42 PM

Not exactly. You'd only end up in jail in DnC if you fell in the pit under the bases set off by the crate. The jail system DJazz is implementing here is more like that of the assassination level Mutiny, except in CTF.

Toni Nov 5, 2010 01:25 AM

Quote:

Originally Posted by minmay (Post 463254)
You, um, realize that there are already levels utilizing the exact same system, right? Divide and Conquer, in particular.

But, hey, we need more levels like that. Especially for JDC events :)

sonicnathan 1 Nov 5, 2010 09:55 AM

I'm slow ad making levels but I'm still working on episode 2 of my levels. Doubt I'll ever get around to make 3 or 4, but whatever. Here are some screenshots from JCS

http://img602.imageshack.us/f/baddybreeding3.png/

http://img530.imageshack.us/i/baddybreeding2.png/

http://img571.imageshack.us/i/baddybreeding.png/

Also working on a Fanolint tileset. Pretty much done, nothing special and I'm still debating if I want to release it.

http://img256.imageshack.us/i/jazz1fanolintfinal.png/

Seren Nov 5, 2010 10:03 AM

I love that your signature says: 'Epsiode 2:Coming 2009'.

sonicnathan 1 Nov 5, 2010 10:06 AM

Quote:

Originally Posted by Sir Ementaler (Post 463300)
I love that your signature says: 'Epsiode 2:Coming 2009'.

Yeah I wrote that a long time ago about this time. I've been working on this pack since around 2006 or so and I don't come on here much lol.

Might as well change that to N/A as I'm lucky is I move 2 tiles every month anymore

Speeza Nov 5, 2010 12:16 PM

Sonic those screen-shots look interesting sensational and superbly amazing, I would love to see this realised some time soon.

sonicnathan 1 Nov 5, 2010 03:23 PM

Quote:

Originally Posted by Speeza (Post 463313)
Sonic those screen-shots look interesting sensational and superbly amazing, I would love to see this realised some time soon.

Thanks for that. I will get around to releasing both of these, however I'm looking for someone to make an example level for my tileset. If I do it myself, I'm probably going to miss bugs.

Toni Nov 6, 2010 09:32 AM

I wanna make an example level for your tileset. If you agree of course :)

sonicnathan 1 Nov 6, 2010 09:54 AM

Quote:

Originally Posted by Toni (Post 463370)
I wanna make an example level for your tileset. If you agree of course :)

sure! Send me a PM over J2O. Same user name, sonicnathan 1

Toni Nov 6, 2010 09:57 AM

huh, should you send me PM with tileset? :P

minmay Nov 6, 2010 10:12 AM

That Fanolint conversion has way too many extra tiles added on a whim. It looks like you actually took some tiles out to make room for your tiles - at that point it isn't really a conversion anymore, which is fine (FanolintV would be great, I'm sure), but the tiles you've added have very little substance - the few that aren't slight variations of existing tiles are just generic event tiles, unless you count the clouds/rain/hills that you took from other tilesets.

Some of your tiles are also missing shadows or have other such mistakes, most obviously the backgrounds on the plant tiles, though that could just because they're unfinished.

sonicnathan 1 Nov 8, 2010 10:41 AM

Quote:

Originally Posted by minmay (Post 463376)
That Fanolint conversion has way too many extra tiles added on a whim. It looks like you actually took some tiles out to make room for your tiles - at that point it isn't really a conversion anymore, which is fine (FanolintV would be great, I'm sure), but the tiles you've added have very little substance - the few that aren't slight variations of existing tiles are just generic event tiles, unless you count the clouds/rain/hills that you took from other tilesets.

Some of your tiles are also missing shadows or have other such mistakes, most obviously the backgrounds on the plant tiles, though that could just because they're unfinished.

I never took anything out. Every tile form the original is here seriously, what is the downside to adding tiles? After I was done converting the tileset, I had about 400 or so tiles left to add whatever so I went wild. I mean I might as well just add them. No one is forcing you to use the tiles, but at least there there in case you DO want to use them. Hell, I even make snow work properly in the tileset. Even if it doesn't fit, if someone wants to use it at least it's there.

I'm no editor, and I would have loved to add a lot more tiles. However with my very limited drawing skills everything I would love to add really isn't possible. Like I would love to make the spillover animation work for the running water.

Background of the plant tiles?

minmay Nov 8, 2010 12:03 PM

Quote:

Originally Posted by SonicNathan 1 (Post 463552)
I never took anything out. Every tile form the original is here seriously, what is the downside to adding tiles?

Fewer animated tile slots, and you're missing 87.5% of the fans' frames.
A more subjective disadvantage is that it clutters up the tileset. I'm fine with adding tiles to increase the flexibility of a tileset - indeed, I'd generally encourage it - but you've added tiles that don't increase flexibility at all, like all those plants. Somehow I doubt anyone's going to use those upside-down and sideways ones (especially since you didn't bother to change the glass shine). The "escaped" plants could look nice, but as-is they're just blatant copy-paste jobs.

And yes, I remember the PM you sent me telling me that I included too many (all) of the fan frames in my conversion.

Quote:

Originally Posted by SonicNathan 1 (Post 463552)
Background of the plant tiles?

The closed plant boxes have the distorted background (same as the circular lens tiles near the top). The broken ones have the regular background. The distorted background looks pretty weird in JJ2 in the first place, but mixing them both together like that is just strange.

Incidentally, my original plan was to get a textured background working that was close to the JJ1 distorted background, but I found it to be too much work.

sonicnathan 1 Nov 8, 2010 12:10 PM

Quote:

Originally Posted by minmay (Post 463557)
Fewer animated tile slots, and you're missing 87.5% of the fans' frames.
A more subjective disadvantage is that it clutters up the tileset. I'm fine with adding tiles to increase the flexibility of a tileset - indeed, I'd generally encourage it - but you've added tiles that don't increase flexibility at all, like all those plants. Somehow I doubt anyone's going to use those upside-down and sideways ones (especially since you didn't bother to change the glass shine). The "escaped" plants could look nice, but as-is they're just blatant copy-paste jobs.

And yes, I remember the PM you sent me telling me that I included too many (all) of the fan frames in my conversion.


The closed plant boxes have the distorted background (same as the circular lens tiles near the top). The broken ones have the regular background. The distorted background looks pretty weird in JJ2 in the first place, but mixing them both together like that is just strange.

Incidentally, my original plan was to get a textured background working that was close to the JJ1 distorted background, but I found it to be too much work.

I still think 32 frames is crazy and kinda stupid. I think that's a matter of taste.

Also the shine on the boxes are gone becuase the glass is broken :/

I think there really isn't any point in going on. The way I see it, we have very different views on how a conversion should be made. It's fine, I encourage the feedback to help improve the tileset. However, I'm not going to change much of what you said becuase I don't have the same views.

minmay Nov 8, 2010 05:08 PM

When I referred to the shine, I wasn't referring to the distortion of the background, but to the white lines on the side of the glass. Their position should be independent of the boxes' rotation; the glass boxes aren't the light source, after all.

But since you brought up the background distortion: the tiles don't really indicate that the glass on the side is broken, just the top of the box. Adding an outline where the glass is broken (and distorted background behind the areas that still have glass, since that's what you'd expect) would be a good way to convey that. I also just realized that the background that's being distorted is different from the "normal" background in the first place (it's that tile in the bottom right).

sonicnathan 1 Nov 8, 2010 07:09 PM

Quote:

Originally Posted by minmay (Post 463572)
When I referred to the shine, I wasn't referring to the distortion of the background, but to the white lines on the side of the glass. Their position should be independent of the boxes' rotation; the glass boxes aren't the light source, after all.

But since you brought up the background distortion: the tiles don't really indicate that the glass on the side is broken, just the top of the box. Adding an outline where the glass is broken (and distorted background behind the areas that still have glass, since that's what you'd expect) would be a good way to convey that. I also just realized that the background that's being distorted is different from the "normal" background in the first place (it's that tile in the bottom right).

1: I see what you mean. I think I was going to fix that and forgot lol.

2: Yeah I just realized that to. However I am in no power to try and fix that. Besides, I think for the most part people wouldn't take much notice. As for making it look broken, if you can do that go right ahead. I wouldn't even know where to begin and it would be a great help if you could help with that.

Violet CLM Nov 8, 2010 09:16 PM

Quote:

Originally Posted by minmay (Post 463376)
It looks like you actually took some tiles out to make room for your tiles - at that point it isn't really a conversion anymore, which is fine (FanolintV would be great, I'm sure)

Stalled in early drafting stages.



Anyhow, you're both right.

sonicnathan 1 Nov 9, 2010 10:24 AM

hmm I'm kinda at a loss weather or not to add shadows to the pipes. I did it once to test, and I think they look better without the shadowing.


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