Showing posts with label Universe Jazz. Show all posts
Showing posts with label Universe Jazz. Show all posts

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.

Wednesday, 26 September 2007

Tileset 3: Rocks

Hello Jazz Jackrabbit population!


It's been a little while since the last post. I am here again, however, to explain some things about Rocks. My tileset number three that, to my opinion, never brought up any major feelings. Rocks is as neutral as it is grey. I am not bashing my old production, though. After all these years (7,2 or something) Rocks is very usable tileset to build a level where it is moderately hard to make it look like (s)crap and have lots of masking problems. And the secret is... you have no other choice! The first Rocks tileset has 270 tiles, and even the final version (packaged with Energized Action) is 280 tiles in size. You don't have many tiles to choose from! I think this could be genious, actually. To everybody's relief/worst fear, this geniousness is far gone, because I won't be doing tilesets of this size ever again. Since Forest I have had too much to say to put it in 300 tiles.

What about history of Rocks? The reasons Rocks exists are long gone, but I remember a glimpse about drawing it. As you may see the simple base of the tileset could be drawn in maybe minutes, and the whole tileset dAone in some weeks. Rocks is the last Universe Jazz release I made before moving on to a certain website formerly known as jazz2.nagcentral.com. More about that later in the Glacier blog entry. The first Rocks, finished on 14th June 2000, was most probably the fastest tileset to draw. Considering that Rocks has no background stuff for layers 5-7 and the amount of eyecandy tiles can be counted with one hand fingers, it is not hard to believe.

There are some interesting things about Rocks anyway. Inspired by the old Aztec tileset, I put in the same file day and night versions of the tileset. Back in those days I somehow realized that it was possible to have two different warp backgrounds in one tileset, and behold, two tilesets in one. I have not heard about attempt like Aztec's and Rocks' before and ever since. Maybe because of the drawback. The second warp background suffers about "the infinity problem", in which the fog plane disappears and reveals that the sky effect continues pretty far away. Fortunately this applies only to 8 bit color modes. Nowadays the infinity problem causes almost no damage to anyone, since you would have to have a computer running at 133 MHz (and a very, very sucky video card), to have to turn on the 8 bit color mode. Rocks introduced the two parts of the same tileset in two example levels which were actually different this time. I recently tested the example levels to notice pretty amateur level design and an annoying loose bridge fetish.

Rocks hasn't changed much in its appearance since the tileset conception. Sure, the warp backgrounds had their face lift in 2001, I believe, but most of the changes are invisible. Rocks' masking was very flawed, and there was a possibility to get stuck in every tile corner there is. I don't remember this happening to me, but I was convinced to change the masking anyway. In addition, V- and H-poles were fixed. I find it very hard to believe that I had broken poles in my tileset for three years! Yeesh. Nobody mentioned about it, though :) In these two screenshots you see the first Rocks release (up) and the final release from 2003 (down).

The official "fact you most probably don't know" about Rocks is that once, in 2001, there was a Rocks version called "Rocks SE", SE standing for Second Edition (way to go, Win98SE!). For an unknown reason, there was never any background tiles for Rocks. This didn't bother me in the beginning, but along with the later tileset Wasteland, Jazz2 players didn't understand why these tilesets didn't have background layer stuff. In response, I created Rocks SE. It is basically the first Rocks release with ugly background hills. I can't remember was this version ever released, but if it has, it was done quietly resulting in that small amount of people ever learned about the Second Edition version. Rocks SE didn't stand up too long, and I quickly left it in the back of the hard disk. I show it to you this day, but don't think it's anything extraordinary. Because it is not.




Now, let me tell something about Rocks music. As in the earlier tileset releases, Rocks didn't have "Mysterius Times" theme from the beginning. There was "Try 17" By Queek. I liked that track at that time, but with Blade's Battle Pack the theme changed to the DreaMSectioN track, that indeed is better than Try 17. Yep, that's all there is to say about this topic.

Before I end, I will say some words about the progressing Castle Of Cadavers. There has been a month long hiatus in its creation. This doesn't mean anything, the developing will continue soon enough. The graveyard background has come obsolete, however. I like this primary idea, but somehow it doesn't look cool enough. I think I must do some more essential tiles before starting to work with the background stuff.

Tuesday, 21 August 2007

Tileset 2: Beton

Hi!

I have real news this time, Castle of Cadavers has really been in works for a week now. It looks promising! I had done many tests with various bricks for basic ground tiles, including the ones you saw a couple of blog entries before, but I came to a solution to abandon them all. Therefore the preview tiles are not going to be in the final tileset.

What has been done so far? Surprisingly, there is already 90 tiles ready for use. With those it is possible to build pretty crude castle environment, because there is basically no eye candy present, not just yet. I may show you some in-development screenshots about this stage later. Much progress must be made before the first screenshots will be released. Additionally, today I drew a landscape for a background layer. I will not go through the content not just now, as it is still a bit unfinished. I feel it is important that it is present in my tileset level tests even though it may be like 75% ready. All the black and grey is enough to make anyone annoyed! I have been keeping up a journal about the tileset progress. This prevents from forgetting stuff. For example, next I will be complaining for 1000 words about how I have forgotten everything about Beton creation progress.


Okay, Beton it is. My second official tileset, featuring a brownish ground where to walk, some concrete-like blobs for layer 4 background, and in the background layers some enormous steel elements (I wonder did anyone understand this during these years :) and mountains. I bet this tileset was far less popular compared to Aztec, as this is actually pretty little tileset with little possibilities to do exciting stuff to play. Compared to Aztec's several years of development, the first version of Beton was ready for release in one month. It is more simple than Aztec, and looking this Beton version 2 screenshot here tells everybody that the example level was build in approximately four minutes.

I have never given Beton so much attention, but I will try to concentrate to it now. It deserves it, after all. There are some things that are interesting to it. Some people may have noticed the slight resemblance between Beton and master Mez's tileset Mez03. It is not your mind playing. I tried to duplicate some parts of that tileset to Beton. Mostly the "copying" is visible in Beton ground tiles and the stuff you can put inside it. I knew it then like I know it now, the duplication is far inferior from the original. This didn't stop me much, I just drew stuff and soon after I had the finished tileset at my disposal. The finished tileset did not look so much like Mez's, so I was even happier (about not getting sued, heh). Probably inspired by Mez, there is also a night version of Beton. It looks actually better than the day counterpart. The kind Alienator of Universe Jazz gave Beton three stars, the best. Beton was first seen there around the beginning of March, 2000.
The current Beton version is, like the up-to-date Aztec, heavily modified from the original. During the years it gained 50 more tiles that are positioned in the bottom of the tileset. You could live without these late additions, but after all, they are essential tiles and should have been there in the first release. In addition, many cosmetic changes were made. The warp background, the background layer stuff and metal parts of the sucker tubes got more colours, now looking smoother than at first. The last addition, made with Energized Action, was numerous tiling problem corrections and masking corrections. The tileset is pretty much flawless now :) The final Beton is pretty nice to use. The tiles you would like to use are there, though eye-candy is still pretty scarce. I enjoyed making the pictured Energized Action level, Construction Site.

Since I am talking about Beton here, I might as well tell again the etymology of the tileset name Beton. I was a mere kid back those days (14 years), and didn't much think about the tileset names. Hence all the simple names Aztec, Beton and Rocks etc. I didn't pay much attention to the fact that there is no English word Beton. In Finnish there is, betoni. That means "concrete". Many sophisticated words (like science words) can be easily made English in Finland by taking out the last vowel of the word, like in my case 'betoni' to 'beton'. And so Beton was born.

Three songs enrich the past of Beton. One of them you have never heard in this context, the next you are very likely to be unknowing, and the last is most familiar to JJ2 community. The first track is Michiel van den Bos' "Run". Ringing any bells? :) Take your time to Google the name if you wish :) Yes, it is a track out of the original Unreal Tournament soundtrack, hailing from 1999. It was never meant to be released with the finished tileset, I just liked to hear the wonderful piece of module music while testing Beton. The next track was used in the first releases of Beton. It was called "Time Reflection" and composer was a Finnish guy Queek (of the group Probe). It was a slow track and had a dreamy atmosphere. I guess I wasn't so satisfied with it, because as of Blade's Battle Pack I Beton's official music has been "DreaM LanD" by DreaMSection. I like this track today, but it is definitely not amongst my favourite songs picked for the tilesets. Maybe I'll list these top5 songs later... Heck, I'll do it now :)

Now Blade lists his favourite JJ2 songs which he picked himself in the first place (lol)

1. World Of Dreams (Aztec)
2. The Summer Planet (Glacier)
3. Challenger (Woodlands)
4. Pools of Poison (Islands In The Sapphire Sea)
5. Static Universe (Forest)

The rest in order are: Organic (Twilight Park), Dreams Of Hope 2 (Space), Heatwave (Oasis), Mysterius Times (Rocks), DreaM LanD (Beton), System 51 (Desert) and Second Time (Wasteland).

I decided the order mostly by my affection to the songs. For example, lots of old memories surface when I listen to The Summer Planet. Some songs are just plain good, like Pools Of Poison. But more about these songs when their companions are introduced later in this blog.'

Well... what else? I think that's everything for now. See you later!

Monday, 13 August 2007

Tileset 1: Aztec

It's about time I got back here to tell some new stuff.

I regret to tell you guys, that Castle of Cadavers has not progressed as I previously wished. Because of this, I must add several months to the tileset release estimate. So, I believe I have the finished tileset for public download before the year changes. Sorry about this.

Now, I continue with my old tilesets. The first official of them all, Aztec. It's development to the final version (released with the grand single-player episode Energized Action, May 2003) took pretty much like five years, and it was first created at the same time as Bay and A-Space. I have a hunch that there was an ancient prototype version of the tileset very soon after I was given Jazz Jackrabbit 2 as a birthday present in 13th August 1998.

The tileset you see to the right is the oldest version I have left. I really don't have an idea how old it is, however, it is old. I know this because of the 4x4 tiles background image that I ripped from the 1998 3D action game Montezuma's Return. I marveled the graphics of that game, and took a part of it to myself :) As I did not undestand anything about palettes at that time, I threw the image away. It is actually possible, that the Montezuma game encouraged me to start making Aztec.
As you may know, I have never truly mastered the Jazz Jackrabbit 2 palettes (Just look at the Islands in the Sapphire Sea water in 8-bit mode), but before 2000, I never understood anything of it! The inability to learn the palettes is the cause there was no Blade releases before spring 2000. Well, I'd say you lost nothing. Just look at that Aztec draft, heh. However, I discovered something about the palettes in that spring. I would think that it was the Jazz Jackrabbit 2 palette template that I found from some tileset making guide. Before this, every sprite in my levels were black. This discovery led to quick development and quick release at Universe Jazz. Fortunate for me, Alienator, an admin of the site, gave it the best score.

Really fortunate. The first Aztec was really flawed, and was nothing near the quality of my later tilesets. I am not talking about graphics, but about tons of masking problems and tiling problems and other little glitches. The biggest of them all, the 8-bit colour mode incompatibility. That was a problem that I believe affected also Aztec's successor Beton and Beton's successor Rocks. Glacier could have been free of this stupidity... Anyway, the first Aztec is very different from the final version. The most visible change is that the version one had two warp backgrounds. It works, I was delighted to tell, but the second warp background had a certain infinity problem :) So, the night sky was removed later, and there has not been an Aztec night since. There were some other removed tiles that were not needed. Despite of all the tileset cleaning, Aztec tileset grew over 100 tiles to the final version in Energized Action. Most of the new tiles are easily viewable below the purple mountains in JCS.

I was satisfied with Aztec only after Energized Action was finished. No more tiling or masking problems, and the tileset was finally what I meant it to be in the first place. Sometimes I've thought that I should have left the tileset to the first version, but I know that wouldn't be possible. That infinity screenshot is taken from the oldest Aztec I have, version 2.5. The version numbers tell nothing, probably that it was the third revision of the tileset. I you look close enough, you can see many flaws. The vertical vines have them, the cracked bricks have them, the pillars, the small background bricks. Heck, the sky continues to infinity! Additionally, the first Aztec didn't have all the slopes ready for use. Some had to be mirrored for different kind of slopes. And if you tried to use an mirrored animation... well, that causes problems.

There is not much Aztec about Aztec. I have never though about that so much. It must be remembered, that I was twelve at the time of the naming. Twelve is no age for research. So, even greek letters made their way to the tileset! And apes and stuff, but that is a bit more understandable as Devan Shell could have summoned them somehow. To the right there is a picture from Aztec 2.5 from probably 2000 and then the Aztec level from Energized Action. I never numbered the Energized Action tileset versions, but I guess you could say that the final version is the fifth revision.


Aztec music is provided by an module artist named AlienZoul. He is definitely not a big name in the scenes, but I liked his music so much that I used two of his tracks in different versions of
Aztec. At first, there was "No One Like You". Pretty good dance track, but somehow empty. I thought it made a nice atmosphere to the tileset, and I left it there. It was probably Aztec version 3, introduced probably with Blade's Battle Pack I, that had as its music AlienZoul's "World Of Dreams". It is significantly better than

"No One Like You". Ever since the Battle Pack, this has been the official music of Aztec. It also remains as my favourite module music track. I just Googled with entry AlienZoul. It gives his name, Thomas Persson, and some of his music, but neither of these two. I spotted AlienZoul probably from the ModPlug Central, the home of the tracker program ModPlug Tracker. As there is no submitting possibility at the site anymore, ModPlug Central no longer recognizes AlienZoul.

Sunday, 13 May 2007

The Blade tilesets you never saw

Summer is approaching, and so is the Castle of Cadavers development process :)


However, this time the subject is not the upcoming tileset, but the very beginning of my Jazz Jackrabbit 2 tileset making fever. Heck, at that time I didn't even use the nick you guys know me today.

I have little knowledge left of those early days. Almost nothing was saved to computer hard disks or if something was, it has been long gone from this newest machine I've been using. I have to rely on the early documents I included in my first public JJ2 releases and my dear teenager memories :)

I do not remember what my first tileset was like. Blade's Battle Pack (2000) readme implies, that before Aztec there could have been two to three experiment tilesets. Some of the JJ2 community people who were present in the Jazz2Online (http://www.jazz2online.com) in years around 2000-2001 may remember some of my talks about these covert operations. These two years were my most active in the Jazz Jackrabbit 2 community, as eight tilesets were released and continuously updated to new versions. Additionally, I spent a lot of time playing Jazz2 online. At those times I also uploaded some level packs. You may remember Another Dimension. It was a episode that featured every official Jazz2 there are. The first level in the episode, Spike Beach, is the first Blade level there is.

I can't tell you what I don't remember, so obviously, now comes the part that I know. Two tilesets were before Aztec. These were called A-Space and Bay. A-Space was a short lived space-tileset, where I added to the tileset a bunch of planet pictures from the Internet. The idea didn't work, although it was entertaining to walk on a miniature Saturn. The major problem was, that I didn't know how to get the 256-color palette working. My tileset source picture was in 256 colors, but I didn't realize that the game needs some colors from the palette to its own use. Outcome: the surroundings were in blossom with all known colors, but Spaz and Jazz are totally black. All the carrots, lizards, normal turtles and apples black, black, black. 14-year old me didn't know what to do. There is no picture left of A-Space. I don't think it is a major problem, I didn't use much time making the thing. I drew (and extercised copy-paste manouver) the tileset with attitude: "Let's see what happens when I do this".

In early 2000, some months before Aztec (here's a link to a slightly newer version of Aztec, although earliest that still exists in the Internet: http://www.jazz2online.com/J2Ov2/downloads/info.php?levelID=199) was released, I made a tileset called Bay. This is the tileset you see to your right, and as you can see, it shares many things with the Aztec tileset. Bay was the first tileset I knew how to handle the color palette, and lo, I had accomplished in making a working tileset. I vaguely remember that it was a day of great joy for me. For an unknown reason Bay was not released as my first JJ2 creation. I instead started to invest to a new tileset we now know as Aztec. One of the reasons I can think of is that Bay and Aztec were actually created simultaneously, and I thought Aztec to be more interesting idea. Bay was, after all, only a skeleton of a tileset with a few ground tiles and scarce mountains in the background. The airbrush-made clouds looked funny in the background layers 5-7, and were not looking very good with a warping background in layer 8.

The Bay version you see here is not exactly the first one. Above the darker mountains you see the one tile with the tileset palette in it. This one tile has been the key to me to make warping backgrounds to work in 8-bit mode in Jazz Jackrabbit 2. An old JJ2 buddy Iceman introduced this trick to me, and I have been using it ever since. Interestingly, I have never understood why one petty tile makes the color mode problems go away. This particular tile must act some part in the tileset compiling process.

One of the interesting facts visible in this Bay tileset is my nickname. I became Blade for good only a few months before the release of Aztec in the late Universe Jazz in March 2000. It shows that in Bay I was called "Giant". Heh. I speculated some options on nicknames, for example, the third option was "Atomic". Not so surprisingly, I got the "bright" idea when I was on a skiing trip in the northern Finland. I can't remember the origin of the nick Blade. I probably used the name for the first time in 1998 when I used to take part in conversation in the Internet chat rooms (Kiss.fi ^^). I am pretty sure the name Blade is taken from the 1998 feature film, which I didn't even see before the new millenium.