Thursday, 27 December 2007
Dungeon development diary entry 7
Now I feel, that I have passed my point of no return. I will not scrap this idea from this point on. The two different walking platforms work and look pretty good. Not the same as in the concept drawings, but I have never worked the same way as the admirable Agama. I feel the concept drawings had Agama-feel to them. The work I've now done don't show crearly that it's me behind all this. The closeness to the nature I've had in my previous tilsets is still missing from this one, as everything is still quite monochromatic. I have the feeling that this is not a pretty good way to start to build a tileset, but what choice do I have now? :) I have big plans for this Dungeon tileset and I have strong beliefs that the quality remains what I've had before since I do not hurry much with my tilesets. In addition, I would not dare release anything, if I was not satisfied with it.
Today I made the first background test. To a more detailed version I will concentrate much much later (although Twilight Park had its own quite fast...). I made the regular brickwalls borders, so that the seamless brick tile doesn't stop to the floor/ceiling/walls so abruptly.
Wednesday, 19 December 2007
Dungeon development diary entry 6
Not much new to tell, except that there is now a official name for the Dungeon tileset. I will reveal it closer to the tileset release :)
Friday, 7 December 2007
Dungeon development diary entry 5
Time for the entry from mid-August, pretty near my birthday ^^. And behold, the first development screenshot from Dungeon there is! There is only one way from all that scarcity - it goes up :)
5. 16th August 2007
The new way I chose didn't prove to be as useful as I first thought. I spent almost an hour drawing the plates that Jazz would walk on. I am getting a bit frustrated, because the similar ones in Twilight Park were finished almost instantly. Defending Dungeon I could say that now I am working on a harder subject. Usually I have plenty of nature in my tilesets and so will be also in Dungeon. It however feels more natural to begin with the man made constructions. Anyway, I have the very basic versions of the bricks, walls and walking plates. I find this state of the tileset amusingly Prince of Persia -looking. I hope that I get to better the tileset graphics as I continue further.
7th December note: I did get better graphics ;)
Monday, 26 November 2007
Dungeon development diary entries 3-4
No screenshots today, but after this I present one almost everytime with an development diary entry!
3. 14th August 2007
I made a variation of one of the July brick blocks. I didn't manage to fade the dominating brick away, but instead I got a feeling, that this whole project could start rolling from this point. I still have to change my working style a bit, and then I'll have the perfect basic blocks at my disposal.
I may make a 2*2 sized block of different kinds of bricks, which together are an entity, but they could be used separately. Out of these bricks will come also cracked versions and ones with vegetation on them. It is important to finish the basic tiles, they have so visible task in this tileset. I must make them darker somehow, because the tileset is supposed to be a dark one.
4. 15th August 2007
I made four new brick-candidates in about one hour. Unfortunately, they were not that good and the previous candidates remained better. These new ones tile better, though, but I can not make use of them in my tileset.
Frustrated, I looked in to my concept drawings made in spring 2007, and noticed, that even the first bricks were designed in the wrong direction. So there is a possibility I have to start designing the bricks completely from scratch. As always, I should have started with the walking platform tiles. At the same time, maybe, I could dictate to myself how the bricks should look like. I think it is better for everyone I noticed this little problem in time, because this could have led me to a painful dead end. I am thinking that now I really could get a hold on the wonderfulness of creating new :)
26th November note: A small piece of information to this point. I often listen to music while I make tilesets. I can always name some favourite tracks of certain periods of time, like when I was drawing Twilight Park, I listened a lot of Kingston Wall. Dungeon's top1 inspirational piece of music is from Armin van Buuren's A State of Trance Year Mix 2006. It's of course Mike Foyle with an exceptionally good dance track Shipwrecked (John O'Callaghan vs. Mike Foyle Club Mix). If you are even one bit interested in electronic music, check it out at YouTube: http://www.youtube.com/watch?v=PSx55MR8QuY
Saturday, 17 November 2007
Dungeon development diary 1-2
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.
Saturday, 10 November 2007
A quick update
My Castle of Cadavers tileset has progressed very much during the last month. The screenshot you see below in the previous entry is, I am proud to announce, very obsolete! I will actually soon start having space problems, since about 600 tiles out of 1010 maximum are already used. The dungeon part that the screenshot shows is already very enjoyable and playable, but lacks the primary eye-candy. Many of the essential tiles are done however.
When I started this blog, I said I would be writing to this blog in real-time, meaning that if I made something to the progressing tileset, I'd say it here. This has not come to reality unfortunately. However, I have made diary entries to a text file, that's here on my computer ^^. In addition to these texts I have captured screenshots from according development phases. They are fun to examine!
From the back row: "To the point already, Blade!" Yes, very well :) Soon I will be start adding these diary entries to this blog, and you will be having the excitement of reading what has been really happening in the tileset creation during this summer and the fall. There are two primary reasons why I didn't do this real-time. 1. I was lazy. 2. Most importantly, I was not so excited about releasing very unfinished screenshots of the tilesets. They could have parts that do not make it to the final release and would make people angry or some other unwanted mood. This would also interfere to my vision of the upcoming tileset since people would like to give their opinions on the tileset. This is not always bad thing, you guys have given me a lot of advice during these years in the great JJ2 community. The base of the tileset is a hallowed thing that I need to do by myself :) Now that the tileset is well on the way, and know that this is going to be released, I can show the screenshots and my thoughts more openly.
Yes, that's all folks for this time.
P.S.: Mike, I am waiting for another entry in your blog! ;)
Friday, 19 October 2007
The curtain unveils...
This led to the decision to show everybody who's interested how the new tileset looks right now. Remember, work in progress! :)
This screenshot here features the dungeon part of the tileset. It is basically a dark, old and repelling place with spider webs and in the future, more prison stuff to literally make it a dungeon. The most recent additions to the tileset are the pillars and the spider webs. Both will change before the final release, but this screen shows their inputs for the tileset pretty good. This picture also features two kinds of walls and floors for flexibility, and the wall texture with three different variations of cracked bricks. The three versions don't differ dramatically but believe me, only one variation would have looked dull. The three brick textures are, however, only a beginning. Expect to see much more stuff inside the ground/wall in the final release of Castle Of Cadavers! (no buried shovels, though)
So, what next? More dungeon stuff! There are essential tiles to be done, as the dungeon part is the base of this tileset. Essential tiles are not so fun to draw, as variations of everything are always needed and therefore much, much repetition.
The development of Castle of Cadavers seems now to be back on its tracks, and I see no obstacles ahead. But one! I don't have not found any good music tracks that could fit in the atmosphere of the tileset. So, I challenge you, dear readers, to tell me what would you put in the background of that screenshot above. It can be dark, melancholic, angry, eerie or pretty much anything you'd hear when playing a centuries old, abandoned castle level. With rain outside! Write your suggestions in the comments or e-mail me. If I pick your choice for the final release, you get mentioned in the credits! Think about that :)
P.S. The current state of Castle of Cadavers reminds me strongly of the original Prince of Persia.
Wednesday, 26 September 2007
Tileset 3: Rocks
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
Monday, 13 August 2007
Tileset 1: Aztec
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.
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.
Saturday, 7 July 2007
I actually made something!
I have something to show, folks. It is, essentially, old bricks. But not just any bricks, they're Castle Of Cadavers bricks! Please, try not to faint. I know, I know, this is ground-breaking :)
What you see here, is actually the fourth generation of Cadaver bricks I have experimented with. The first one looked pretty stupid. They were probably not so bad, but it's something like this I'm looking for. Maybe I'll release all the brick generations at some point. These bricks here will provide a solid wall for the various ruins that will be scattered all over Castle of Cadavers levels. I must point out, that these tiles will most probably change before you get to download the whole tileset from Jazz2Online. I am sorry to say, but that is still a far, far away date. These blocks are pretty much there is in this tileset right now.
My obligations to the studies are now over so, expect many additions to this blog during the summer and late summer. Unfortunately for the tileset creation progress I'll be going to the U, S and A in like, 24 hours. That will halt the progress for two weeks. I really hope to get the basic blocks of the Cadaver finished after the trip. After the basic essential tiles are done, I am fast at finishing the rest :)
Sunday, 20 May 2007
More Cadaver concepts
I now know I have had at least eight readers since I have started writing this blog :) That is a start, yes, but I encourage everybody who visits my blog to comment anything you might come up with concerning this blog, my Jazz Jackrabbit 2 works or something else. What question would you like me to answer you? What would you like to read about in this blog? I am open for suggestions to make this blog more enjoyable!
Today I am back here to tell you more about the Castle of Cadavers project. There are two concept drawings I have made about the subject. I have already introduced the first one (see this post http://blade-of-finland.blogspot.com/2007/04/first-corpse-creation.html), and the second one, the one to your left, will work greatly as source material for the coming tileset drawing process.
It is a full A4-sized drawing with somewhat more mature ideas for the Castle of Cadavers. Like the first Cadaver concept, this one was drawn during my days in the military. In fact, these days were in the last of what spent in that institution. That means that I drew this in the end of March 2007. There are many details to this piece of work, as you can see. It will open best for the Finnish people, as the notes in this drawing are in finnish language. I will translate some of them to non-finnish speaking people.
This drawing shows you kind of an extended version of the tileset than that you saw in the first concept. The platforms divide to more tiles, like in the Holiday Hare '98 tilesets. Not like in Castle, where the main standing platform was one simple tile, if you wanted to. This makes the tileset more challenging to me to create. As you may see, I made a perspective mistake even to this drawing. The part in the upper left, the floor bricks should go diagonal right, but they don't. Otherwise this part shows quite much the feel I would like to have in the tileset. Really abandoned, really old, really decaying. The nature has taken over. Just as in my thoughts. If you have ever played the old game Prince of Persia 2: The Shadow and The Flame, I am going for the atmosphere in the centuries old castle which had those detached heads floating all over. At least for the atmosphere I have in my memories about the place; I played that game like ten years ago :)
The other parts of the drawing show a small part of dungeon, and a clear outside area. At first, Castle of Cadavers project started as a dungeon project, but evolved to this current state while I was in the army. The dungeon idea had only inside areas to it. The dungeons in the coming Cadaver tileset will not have much stuff. Heck, it is a prison, who would have all that stuff stored in there? Again the inspiration comes from the old Prince of Persia 1, where the dungeons were very ascetic. As the drawing shows, some of the walls will be covered with darkness. This will make the whole place more ominous. The outside area shows the tileset when there are no layer 4 castles around. It may look like the The Secret Files' Haunted House tileset, but I will make it better. At least to my taste :) No see-through ground in Castle of Cadavers, that would be stupid. The background is a slightly rough terrain with those tree carcesses, rocks and gravestones everywhere. A distant castle could be nice to add. If it had one window with light in it, that would be scary, wouldn't it? :) It's fun to have stuff buried in the ground, The Twilight Park showed that. No one buries shovels this time though.
Now, to the texts. The dungeon part says primarily the following. The ground will be like in Twilight Park. Sometimes with lots of details, but when a level builder wants, it will be one-coloured. The dungeon will have small jail cells, but on the other hand it can have dramatic heights, just like those very unpractical prisons in Prince Of Persia 1. I have mentioned that we will probably see some torturing equipment, heaps of bricks and bones. Most probably full skeletons also. Collapse scenery events will be in frequent use.
A lot more notes on the outside area (finnish: ulkoilma). Outside area consists of grass and bricks, basically. There are plants everywhere, as can be the bricks. Nothing has fully survived the time except for the metal, and you will not see much of it. Lots of sturdy constructions like towers and pillars. The tileset will feature a cemetary with feral vegetation all over. A well will provide an access underground, where ever you like.
There is one part of the tileset not visible in this concept drawing. I haven't drawn it, and I believe I won't. It will be a small part of the tileset, and will work better that way. This part is a inside area, that would include a dining table with full meal served and with candles lit up. The wall clothings and other fabrics are in perfect shape, but there are nobody in sight. Eerie-o-meter goes for the maximum :)
Now you have seen all that there is to this tileset so far. The next picture I show you about Castle of Cadavers will be an actual part of the tileset. Until then... watch this space :P
P.S. A point of interest before the real ending for this post. When I was drawing this draft, I stored it in a public place. Well, in a public place for us military police men in our duty. During the two days storage somebody saw this drawing, and couldn't make any sense of it. Really, how could he? To outsiders it must seem that there is no point in this. So, because of this there is the comment in the middle (not written by me): "Kuka vittu sekoo käsiin?!". This literally means "Who the f*** is going mad?!". Well, I must be mad for doing this tileset stuff for almost ten years now. But what can I do, it's something I like very much.
Sunday, 13 May 2007
The Blade tilesets you never saw
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.
Monday, 23 April 2007
The first corpse creation!
I couldn't resist from adding this second entry to the blog. Then I am going in for the studies (I wish...?)!
This picture here is the first Castle of Cadavers illustration there is, and the second JJ2 tileset illustration I have ever made. More about this later on. The most important part of this mess was already released in the JJ2 community forums, but here I present the thing in its full glory :P
Some interesting facts surround this creation. It was drawn in December 2006 in the Defense Forces of Finland (http://www.mil.fi/english/) during my nine-month military service (Blade is a military police man, stand aside!!). The Cadaver part (which, by the way looks much like I'd like to replicate it in digital manner) introduces several types of things you can expect to see in the future set. Chains, some more chains with skeletons, more or less broken bricks, vegetation everywhere to add ancient feel and dark background layers, that are in this drawing:
- Nightsky and moon in the layer 8 (warp background is probably not returning to this set)
- Far away cemetary hills with leafless trees and old tombstones in layer 7
- Dark fortress walls in layer 6
- I'd like to reserve layer 5 for layer-4 related tricks, but if not, we will see more tombstones and cranky trees
The tower you see in the "layer 4" area will be difficult for me to replicate with the computer. I would very much like to make it like the big trees in Agama's outstanding tileset classic Swamp of The Sleeping Jaguar (http://www.jazz2online.com/J2Ov2/user/profile.php?userID=294). This would allow level makers to build exactly as high towers as they wish to. To add variation, some of the bricks from the walls will be missing and have a dark spot in the place. A feel of decaying is achieved with this.
The intended atmosphere will be a mixture of grim and playful. This is, despite of everything, easily done: although the tileset palette will be dark and landscapes with all the tombs won't appear so cheerful, all the skeletons around will be cartoonish. To emphasize the style, there could also be something like the crazy gazes from the windows like in this Cadaver illustration you see here in this entry.
You could be wondering, why did Blade choose this rotten, decaying, disintegrating pile of brick dust to be his next project. There are many castle tilesets made before this, even the original 'Castle'. Does the JJ2 community really need another one? Many great -unique- tileset ideas remain unused. Do I waste my time? I would say that if I pick an idea for a tileset, I have something of my own to say. About the tileset idea thinking process: I simply come up with some nice ideas, and pick the most appealing idea. This doesn't mean I will not get back to my earlier ideas. In fact, right now I have so good ideas for tilesets, I KNOW I will be back for them. Let me list them for you:
- Seven Chasms of Abomination. It's a spectacular underground cave with subterranean lakes and stuff. Ground will be created a bit like in the original 'Hell' tileset.
- Tellus Rising. Moon tileset! No space stations, just like Buzz and Neil left it ;)
- Aztec Reprise. Aztec tileset lifted up to a new glory.
- Winter War. Snowy forest with destroyed military hardware everywhere...
Don't get too excited pals, Castle of Cadavers first :) The Cadaver tileset illustration gets its backbone from several different directions. These clues will be essential when making Cadaver tileset reality. The ideas in this illustration are taken from the original Jazz Jackrabbit 2 tilesets 'Castle' and the The Secret Files 'Haunted House'. The Donald Duck artist Don Rosa influences me as well, as it has been for many years. For example, the tileset Desert wouldn't have been created without one particular Don Rosa Donald Duck (Three Caballeros) series. Through some twisted way of fate, the tower in my illustration gets its base idea from the Moomin house! (http://en.wikipedia.org/wiki/Moomins). The TV-Show 'Muumit' was around for every single year of my childhood, and haunts me to this day :) Also a mention about Disguise's Corrupted Sanctuary. After seeing this great piece of work I though for the first time of doing a castle tileset of my own.
A word about the other stuff in the paper. The text "Tai R.I.C. = Rest In Chaos = Soukkari tykkäis = No rest for the wicked" (Translated "Or R.I.C. = Rest In Chaos = Soukkari would like it = ...) is a homage to my conscript friend. Soudunsaari was a hard cooked death metal listener and his playlist featured songs like "Dead Human Collection" by Cannibal Corpse and "Drilling For Brains" by Mortician. These were so grotesque names that I found them actually amusing. To pay homage to my friend, you might find texts like this in the tileset if searched properly...
As well, I drew the baby and the text to this paper. It says "Me before the military. The Defence Forces made me a man". That's a parodic observation about the days in the military. Even 20 year old men can be enormously childish under the circumstances in that organisation.
...And that's Soudunsaari who claims that Jose Barroso is evil :D
Sunday, 15 April 2007
Blade begins
First some answers. I do not thoroughly know who will read this blog over the time, and I won't assume that you readers know who is this guy Blade.
I am Blade, a character from Finland. Years ago, in 1998, I received a birthday present of my life. It was the PC platformer game Jazz Jackrabbit 2. (http://en.wikipedia.org/wiki/Jazz_Jackrabbit_2), sequel of the widely known classic computer game Jazz Jackrabbit. JJ2 offers its players a chance to make their own levels to the game and create new environments (tilesets) by drawing them for example with the modest painting program Microsoft Paint. I believe I started experimenting with JJ2 levels and tilesets because I felt the original levels didn't match with the outstanding graphical quality of the original tilesets. Epic MegaGames pretty much wasted all the superior 2D graphics because of rushed level design. In addition, the single player campaign is finished in few hours. Things led to another, and here I am, planning my 14th tileset, codename Castle of Cadavers :)
The reason this blog was created comes here. I feel the need of documenting the whole Castle of Cadavers creation process. Firstly, I feel like owing this to you JJ2 community guys because of the countless silent months I've been having over the years. Also, there has been very little information on the previous tilesets, and I would like to write the stuff to paper (or similar :) ). With this blog I intend to:
- Record the planning and drawing phases of the upcoming 14th JJ2 tileset.
- Tell about the problems and slowdowns I know I will encounter :)
- List a lot of points of interest
- Show many pictures of the coming tileset.
However, this blog is not all about Castle Of Cadavers. I plan to go through also my old tilesets one by one, and tell many interesting things about them you haven't even imagined before. One upcoming topic will be the Blade tilesets before the Aztec set (It's actually my third tileset! ;) )
Unfortunately I have some bad news to tell. I won't be updating this blog very often this spring. I must concentrate on the economy studies I have and the test in June will decide lots of things about my future. This is the reason this Blade really begins some time after 19th of June, 2007.
Stay on the same channel, maybe I still have some quick additions to the blog before June ;) Jazz Jackrabbit 2 forever!