Showing posts with label Desert. Show all posts
Showing posts with label Desert. Show all posts

Thursday, 5 June 2008

Tileset 6: Wasteland


Finding the fun in writing these retrospective entries again, I am back to tell you all about Wasteland I can remember.

I still amaze myself sometimes with my working esteem back in the days (essentially year 2000). A whole lot of tilesets in addition with several single player things and battle packs. Between the fifth Blade tileset Desert and the next tileset Wasteland, I took some time to create the much praised Blade's Battle Pack. Nowadays I am pretty critical on anything about the Blade's Battle Packs. I think it's generally very okay, since they are made in a early point of my tileset making "career" and include the first, and also less developed tilesets and levels made by me. In addition, today I appreciate single player levels over battle levels. This opinion really could drive me into creating Energized Action 2! :) That'd be fun, I've made three more tilesets since that 2003 level pack.

It is likely that Wasteland was under development simultaneously with Blade's Battle Pack. My notes say that it took me one month to make Wasteland, a pretty long development cycle comparing to earlier releases. Not to complain, because I would release the seveth tileset, Woodlands, seven months after Wasteland. And from that, you all know, the developing times tended to stretch longer and longer. The thought about a techno style tileset is probably inspired by Dethman's famous 7th Lava Fall tileset, a truly classic Jazz Jackrabbit 2 tileset even with its flaws of somewhat raw structure (my guess about that: imported graphics from another application and dropping down the color amounts). I feel I could mime 7th Lava Fall way better nowadays, but at the end of 2000, Wasteland was all I could do. Not that I was making a copy anyway :) I was satisfied with the finished Wasteland. It is my first tileset that starts to resemble my later tilesets. This is because during Wasteland creation process I suddenly noticed, that I am not using enough shades of each colors. This made me move from the regular 8 shades of each colors (JJ2 basic palette had previously dictated my shade use) to 16 shades per colour. I had started to make the basic tiles of Wasteland but then took some time to enhance the tiles with more colors. The picture here shows a part of the original mask picture of Wasteland. It still has the 6-shade versions of all tiles. The result was superior comparing to my earlier works, and actually this led me to update all the warp backgrounds of the previous tilesets. I shipped those new versions with Blade's Battle Pack 2 in early 2001.

There is not much to tell about the drawing process, I feel it progressed very smoothly. Apart from the enhanced colors, there is little new in Wasteland. It is a basic block structure tileset like Aztec and Rocks. Tilesets like that are easy to start with and continue. To think it, the pipes are a new and essential thing to my tilesets. They play a important role in masked tiles and as well as eye candy. When making a Wasteland level, pipes and the background metal blocks must be used creatively as no else eye candy is available. I probably started to make the tileset a way where I did not plan any special eye candy stuff in it, and hence I couldn't think of anything when the tileset creation progressed.

From all of my tilesets, it feels like it is Wasteland I couldn't lay down to rest. There was always something to mess with. The basic versions of Wasteland are very alike. The initial release was released in 10 November 2000, as a expansion to Blade's Battle Pack - something I wouldn't have done today. Those battle level compilations were a honour thing for me back then, for the time of 2000-2001, and after that I have concentrated on the single player side of Jazz Jackrabbit 2 as it is closer what I would like to play. Released as "Wasteland" in Jazz2Online, it fared pretty good. Scored with 8.4, it was my top tileset achievement at that point. Like with the other tilesets, a got a lot of positive feedback on Wasteland. That has always encouraged me to create even more tilesets. After the first release a slight update was with Blade's Battle Pack 2 in February 2001, and finally that final release with Energized Action in 2003. My tileset building was pretty established at the end of 2000, and I didn't need to change much, only some little mask problems with tiles representing vines.

Wasteland is also pretty rich with unreleased or semireleased add-ons. Many of you may remember the Wasteland Second Edition. Remaining still on my computer, withdrawn from the Internet, I can get the information that I made that version in July 2001, most probably just after Woodlands release. Leaving Wasteland without background stuff bothered me half an year, and in the summer 2001 I tried to fix my previous decisions to what I thought was best for the tileset. So I added stuff for two background layers by actually copying the round hills from Desert and creating weird looking factory buildings. I added the new Second Edition to Blade's Battle Pack 2 with the release of Forest in September 2001. People at Jazz2Online seemed not to like much the update and this quickly led me to abandon the Second Edition. The strongest thing I did was not to include the hills and the "giant paper bags with straws", like Cell wittingly said, to the definitive release Energized Action. Summing this mess up, I was not completely satisfied with the lack of background stuff in Wasteland. That led me to create that missing art, but didn't notice them to be unimportant early enough. and lo, the Second Edition mess is complete.

A Wasteland Evening was also made. I never released as I looked it as a test would it look interesting enough. I thought not, because a color modification should change lots of colors, but in Wasteland's case, there was only on used, grey. It is a miracle I managed to make Wasteland look interesting with basically one color. So, Wasteland Evening exists and works well with this more warmer appearance. The screenshot here shows the tileset applied on Energized Action level "Grey Matter Adventure". Also the Second Edition screenshot was based on the level by the way.

Like with Desert, I chose a work of the Finnish artist Quasian for Wasteland. Called "Second Time", I actually used it as a music in my less known capture the flag level Blast The Bunny. In short, I created it because I wanted to use Mez's MEZ02 better I did in an ancient SP episode of mine "Another Dimension", in secret level "Hulabaloo". Accessed from the first level, "Spike Beach". The reason for re-use was simple, I thought Second Time fitted Wasteland good, and no one would mind if I would have same music in two levels. Especially when Blast the Bunny was not so popular amongst J2O community.

5 June 2008 note: As I am now talking about the block structure tilesets, I could notify you about my future tileset plans. I have told you about Winter War and Seven Depths of Abomination plans, but there are also thoughts on revisiting Aztec and making it new and shining. That'd be cool, maybe it could be a anniversary release in 2010 :D In the mean time, maybe I take that Viking idea you've been telling me about into consideration... :)

Sunday, 1 June 2008

Tileset 5: Desert




I am paying a visit to my old computer and so I can now explain something about tileset five, Desert.

Pretty soon after finishing Glacier in early September 2000, I started to think about the next tileset. There is little information left what were the alternatives I thought about concentrating on, but making the decision didn't take long keeping in mind that the first released Desert version was done on 29 September 2000. I have notes that say that finishing this tileset took a long time. Heh, "hardly" says Blade in 2008. The initial inspiration to start making the tileset was once again influenced by Donald Duck comic artist Don Rosa with his series "The Three Caballeros Ride Again", published in Finland just at that time. What impressed me in that was the way all the Mexican cliffs and rocks were drawn. They were done a way I thought would look cool in a new tileset. Mostly I replicated Don Rosa's style in the background layer desert landscape. Many of you who can get your hands on the particular comic series will probably not recognise any similarities with what I did with Desert and what is in "The Three Caballeros Ride Again", but there they are, Don Rosa influences.

In many ways I consider Glacier and Desert brother tilesets. They are of the same size, contain same type of tiles (I've always had the feeling that Desert is Glacier turned hotter) and have similar eye candy content all the way to the lone flower. They were released between small intervals. From these two, Glacier has always been more pleasing to me and Desert is some kind of middle work with little progress in graphics compared to the previous release. Apart from all this bashing Desert still achieves a nice atmosphere and the tileset can be used to make a good basic desert level in your episode :) In my case, Energized Action. What was new in Desert was the tampering of the original Jazz Jackrabbit 2 palette color entries. For unknown reason I changed only the greens that affect barrels. Pretty surely it is accidential that the result made the tileset feel dryer as anything that would appear lush and lively (foods and carrots) now look like they have had lots of heat in the recent time and not so much water.

I released Desert in Jazz2Online for the first time in 29 September 2000. Since then there have been at least three new versions. All the versions are 1; the initial release, 2; Blade's Battle Pack update in late 2000, 3; Blade's Battle Pack 2 update in early 2001 and 4; Energized Action final version from 2003. The initial release in Jazz2Online was in fact named "Burning Desert" emphasizing the fact that I no longer released my tileset with useless example levels, but functioning battle levels. This was done for the first time in the later releases of Glacier. I started to do this because the fall 2000 was my "golden time" in Jazz Jackrabbit 2 Internet multiplayer. Although never really becoming a formidable Jazz2 internet player and never joining any clans, I had lots of fun (e.g. Blade & Aiko tha iSDN Army (tm) :P). For the Internet reasons I started concentrating on battle levels and this later resulted in creation of the Blade's Battle Pack - well - battle packs.

Burning Desert did well in J2O. Today it has a average score of 8 with seven reviewers. Some remarks were made on the music choice and the eye candy content. As many of my early tilesets, Desert had many problems I left undealt. A major one was the broken warp background in 8 bit color modes. This was finally fixed with the Blade's Battle Pack update with the JJ2 community figure Iceman's aid. The next time Desert popped into general public in Blade's Battle Pack 2 with 20 more tiles. These are 100 per cent essential tiles that should have been in the first release. Like with rest of my tilesets, a final version of Desert was released with Energized Action single player episode in 2003. As I was starting to get better in planning my releases, not so much changes were made to Desert version 3. The new 4 updated the masking to flawless and added further 10 more essential tiles. Nothing mind blowing, but especially dealing with flawed masks is really important for comfortable use of any tileset. It appears that I had some plans on making a night version of Desert. A file named DesertNight.pcx on my computer indicates this, although the insides is identical with the day version.

The above screenshot of Burning Desert exhibits the first version charasteristics of Desert. Here the altered basic color entries are visible with the brown barrel and the first version warp background is less smooth than it would later be. Mostly, as I told before, the largest changes made in Desert over the years remain in the mask side of the tileset.

There is not much to say about the music choice of Desert, System 51. Is is an energetic rock release from Finnish musician Quasian. I have no clue how I came across this release, but one possibility is that I was browsing through Assembly computer event (held every year in Helsinki, Finland) music competitions, where Quasian had success in 1998 with this track. In today's point of view I feel System 51 is way too loud and restless. Today I'd choose something more smooth but oh well, seven and half years have passed. Quasian seems to be so different name, that Google finds him easily. There's a homepage left at quasian.modulaatio.com and a entry in Last.fm.

Saturday, 26 January 2008

Tileset 4: Glacier

Away from the Fortress of Forgotten Souls for the duration of this entry.

Glacier was pretty fast in production after Rocks was finished. For a Blade release, I was designing something I hadn't done before, a complete world with tiles that are not independent blocks anymore. Of course Beton was like this, but with the artificial environment and the inspiration recieved from Mez's sets, I don't regard it as the step forward, but Glacier.




With the inspiration that came I don't remember where, it took probably one month to make the tileset from scratch to a complete Jazz Jackrabbit 2 release. I do not have much to tell about the developing phase of this tileset, but something what happened after the finalization of the first version. As most of my readers may know, the earlier tileset I did had many different versions. Some of them were corrections to the previous ones, some of them really were *different versions* with different stuff in them (varying backgrounds etc.). Initially, Glacier was a The Secret Files release. I probably did not understand the disadvantages this brought to everyone not owning TSF. At the same time, Universal Jazz stopped functioning, and quite shortly I was told about a new center for all Jazz 2 related stuff, Jazz2Online (This was probably you, EvilMike :).



It is this way I did my first J2O upload. This upload is no longer available anywhere, and the standalone Glacier upload in J2O known as "Frosty Fighting" is marked v1.2, the first tileset conversion of me not requiring TSF. It must have been all the reviewers that told me to switch back to Jazz Jackrabbit 1.23. I did, no TSF stuff after that. Anyway, the oldest Glacier version I have on my computer is marked v1.1. The TSF version misses dozens of tiles that are included in v1.2 and the final version (you could probably name that the version 1.3, if you wanted) delivered with 2003 release Energized Action. It also "features" a very mixed up palette what led for example stupid looking warp background when looking with 8-bit color modes. As all my other early tilesets, Glacier had a bad mask in the beginning. This was fixed with the above mentioned Energized Action.



Today I am still quite pleased with Glacier. The stalactites (yes, they are not ice) are actually very good looking, and all the ground ice is shining very convincingly. I did not surpass this graphical quality with the next tileset, Desert, I would say. What I could have done better was the treeline, which is completely tilted. In addition, I must have felt that all the black inside the ground is boring, so I created the icy stuff on the black background. You may have noticed or not, I have never used them when I have used the tileset in my levels. They look ugly and I myself can't find a good place to put them to!



As many other of my sets, Glacier has an unreleased color modification called Cavern. That was an experiment to see if the set could be converted to a cave. I did it, and it was easily done. For reasons unknown, I never used Cavern in any of my releases. Maybe I thought it was unimportant. And nowadays when I look at it, I can say the same: it does not bring anything new to the Glacier scheme. Anyway, I will share this picture of Cavern with you. It is the Energized Action level "The Great Glacier" as seen with Cavern tileset.



Glacier features the music track "Summer Planet" by DJ TheCrown. To my rememberings, I found it at ModPlug Central (now defunct). I immediately liked the track and tried it with my tileset and left it there. It still sounds very good in the background of Glacier and even though DJ TheCrown made the track while thinking a beautiful, hot summer (as mentioned in the .xm comments) it still sounds somehow chilly to me :) At least very energetic, that is an important thing.

Saturday, 17 November 2007

Dungeon development diary 1-2

Hello posse!

Here begins the real development diary I have been promising. I will refer to Castle of Cadavers as "Dungeon" from now on, because there is no chance that the tileset would be named Castle of Cadavers. That name has never satisfied me. So, it is codename Dungeon from now on :) After the simple name period (e.g. Desert, Glacier) I have liked to name the tilesets more specifically, but leave one word to shorten it to (e.g. Islands). This will be the case also this time. Expect some really witty name for the tileset! :P

Now to the diary. To date there are 23 diary entries. These 23 entries accompany 19 pictures or screenshots from the development process, so you will have lots to see. Today I translate you entries 1 to 2, and some days after 3 and 4. The fifth entry comes with the first Dungeon gameplay screenshot there is. From that point all of the entries will be added to this blog separately. Some of the entries are not very long.


I consider that the Dungeon development process started in August, but there are some things I did before that. For example, I have had an empty Dungeon.pcx in my computer for at least few years. I don't really remember when I created it or how it would have looked. More recently, in the spring, I created the first brick tiles, which, I think, can be seen in the picture below. The Dungeon development diary starts from July 2007.



1. 4th July 2007


Third attempt made to make the basic brick tiles work. These new ones look pretty good to me. They could end up in the final tileset release.


2. 14th August 2007

To add more variation, I made more of the same style bricks like I did in July. Unfortunately these don't look as good as the originals. There is one particular stone that dominates the big picture too much. I probably have to redraw both of the brick tiles, and remove the domination problem that way. I have the models to base the new ones, that should prove it pretty easy task to do.

17th November note: What's in the picture: in the lines 1-3 are the first generation bricks made probably in the early summer 2007. They didn't look good and that reduced the will to make more proposals. Line 4: the second generation showed the way to the third that looked the best of these brick tiles. Line 6-7: These are the tiles I speak in these two diary entries. Tile 4*6 is the one that has the domination problem. In the right there are three steps visible how the brick tiles were made. In the two bottom lines are the ground tiles that preceded the ones that are used in the current version of Dungeon. They look very much like those in Twilight Park :)