Showing posts with label 8-bit palette. Show all posts
Showing posts with label 8-bit palette. Show all posts

Saturday, 14 June 2008

DDD 36: Concentrating on background stuff


36. 5 January 2008

I didn't have so much time to give to Dungeon today, but the following was done. The warp background, as I said yesterday, came easily to its final smooth version. I did a 512*512 tiling texture with the program XFader giving the brightest and darkest colors for it from my 8 bit Dungeon palette. After this reducing the color scale with Paint Shop Pro 8 was easy and was finished with haste. The earlier version looked rude, because I had done the palette entries for the warp background before and then copy-pasted Twilight Park's warp background with the PSP8 function "maintain indexes". Result - real bad. A mysterious bug breaks the 8-bit warping background every now and then, but it seems that I can fix the problem every time it occurs. Annoying it is of course. This happens when I save the source image file .pcx.

I also made towers for layer six wall. They look somewhat good, but I should not let them be just yet. I probably don't have to shade them so that they seem round. Overall the layer six wall disturbs me. I still have to find good ways to make it look more logical and prettier.

My christmas break from my university of applied sciences is ending soon. I hope the tileset progress doesn't get halted because of it. This could be possible, but I now that I finished Jade Empire in a week (yes, I managed to play it simultaneously with the creation of Fortress of Forgotten Souls :P), I have no intention on starting to play some new game and get carried away with it, like GTA: San Andreas kind of did. I have recently acquired Elder Scrolls VI: Oblivion Game of the Year Edition, and starting to play that now could prove a bad decision :)

Wednesday, 11 June 2008

DDD 35: 8 bit points of interest





35. 4 January 2008

I fixed the palette, and now I at least won the "7 colors too much" notification from the tileset compilation window. To my luck the 8 bit version is now closer to my vision (the one I actually drew!) when compared to the 16 bit color circus! What the heck is going on with this thing?! Anyway, I finished the layer 7 and there shouldn't be anything to be fixed anymore. I dreamt about a background castle, but when I drew one, it didn't look good enough. I feel that when the other tiles in the background are so simple, I can't even create a good looking castle. Maybe some palette tweaking could result in something good but at this point I didn't consider it worth of my time. We'll see if this continues to bother me.

I also noticed, that the warping background looks good with the background stuff I been creating in the last days. In addition the 8 bit warp background doesn't fully work. Maybe fixing that will help with the mysterious 8 bit - 16 bit color problem. Maybe. I don't know what to expect anymore. Now I feel I would make the warp background again from the beginning but with the current palette colors. That is pretty easy job when I get started with it. After that I must concentrate on the last of the last essential tiles and eye candy. I think I need a sloping grassland tiles, so that the grass scenery would not look blocky. There is no possibility to add a sloping sand land. I feel I would not have the space for the ordinary sloping land. Finally I must think about possibility to look through the ground insides, where players can explore sand and gravel. Some empty spots to see through to the graveyard? Anyway, finishing of Dungeon draws close.

Wednesday, 28 May 2008

DDD 32: Introducing new graveyard



32. 31 December 2007

This year's last Dungeon modification contains making of layer 5 content. I started to make it as its own creation, but soon I realized I could use some of the old gravestones and such in this new edition. I am highly satisfied with noticing this, as I could add the crying angel back to the tileset. The new graveyard looks good, even though it is not finished. I have to shadow the trees better than I did before, and I should look can I get some leaves hanging from the trees. Additionally there has to be stones of different sizes everywhere so that the whole picture would not look like a flat painting (which it is of course :) This new graveyard is also more efficient (less green, more stuff) and contributes more to the Dungeon atmosphere and to the background idea which I am planning. The old one had too distant trees to put together with the great wall.

As a real surprise I noticed that I am not satisfied with the background grass green shade. It puzzles me as I just a while ago edited the color of this background to a better one. From the old screenshots I can see, that I changed the shade, but now this change seems to have reverted itself. The differentiation is visible when when one changes the colors to 8 bit mode. The background grass looks much better then. I must start modifying the palette, no one plays Jazz Jackrabbit 2 with 8 bit colours anymore.

28 May 2008 note: this diary entry introduces for the first time the Fortress of Forgotten Souls unfinished background structure with the castle walls in layer 6. Ultimately I abandoned this design because of I couldn't make the wall work. It did not look good at any point. Additionally a constant wall in the background wouldn't have done anything good for the big picture of the Fortress tileset as I have all the time planned that players should be allowed to exit the great decaying castles of Fortress of Forgotten Souls. A wall in the background layer would have destroyed that feeling for sure. More notes about the wall will ensue and you will read about the thinking that led to the wall abandonment.

Friday, 18 April 2008

Dungeon development diary entry 22




22. 16th November 2007

Howdy folks. This day's work included a lot of routine work with adding pole tiles to the Dungeon. Shocking or not, this was completed with copying the Twilight Park poles and changing the colors. The dumb wooden signs were changed to metallic or stoney, whatever one wants to think.

The concern about space is now even more increased. I am pretty sure that I do not have the space for everything I am planning for Dungeon. Actually I am 100 per cent sure, but there are things easier to forget than others. The question is, what to lose.

This day marks the day of first experiment with the dirt ground. Right now it is way too bright and its green grass is very much too green, like that of Sonic the Hedgehog. This leads me to change the 32 greens I have stored in Dungeon palette to more darker of grayish. Speaking of space troubles, I don't have the space to make the outeriors as detailed as I would like to. But let's wait and see how this turns out. Maybe it will not matter in the end. The whole idea of the dirt ground is to offer pauses from the dark insides of the Dungeon. I could probably achieve a atmosphere in which the player feels of going from a castle to another. That would be enough.

Friday, 11 April 2008

Dungeon development diary entry 19



19. 8th November 2007

The progress today was small. I started to create destruct sceneries with ambition, but the start with copying the old blocks from Twilight Park and changing colors produced way too bright tiles. I have to darken these or make completely new ones. Now I wont, I lost all the will for now. The Blade signature tiles were done today. Some problems with that also, let me explain. At the moment Blade text sits on dark brick background making the text somewhat obscure. Otherwise this looks nice, and it could make it to the final release.

At first I thought that I would be leaving warp background out of Dungeon, but today I made a quick warp background experiment. With the current palette the warp background looks very raw with its colors, but the feeling I wanted it to have is present. I think that this new magenta background not only increases the desolateness and melancholic feelings of the tileset but brings long awaited color to the very gray mix. I have now decided to include this in the final release of Dungeon. I must admit there is some pressure of me putting warp background in my tilesets. For example people didn't seem to like the fact the Islands in the Sapphire Sea didn't have warping background. One problem remains. This magenta color is almost exactly like to one in Medivo2.

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.