Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: leafy on March 18, 2011, 04:10:53 pm

Title: The Mighty Jill Off
Post by: leafy on March 18, 2011, 04:10:53 pm
First of all, I want to make this clear - I'm not cloning this game because I'm trying to spam/promote/whatever BDSM themes, but because it is an awesome game.

BTW This is using the same engine as The Slime with a few modifications.

Here's some of the tiles and a quick map I ported:
(http://img.removedfromgame.com/imgs/031811.gif)
Compared to:
Spoiler For Spoiler:
(http://mightyjilloff.dessgeega.com/screen3.png)

IRL it's not as jittery as the screenshot suggests.
Title: Re: The Mighty Jill Off
Post by: shmibs on March 18, 2011, 05:37:34 pm
that looks very nice, yo =D
just be sure that you don't scroll *too* quickly as that will cause lots of smooth scrolling grossness. also, because of the way quigibo does axe gray, certain scrolling intervals will look better than others, so all in all just be careful.
good luck!
Title: Re: The Mighty Jill Off
Post by: leafy on March 18, 2011, 05:55:08 pm
Yeah I've noticed that increments by 1 resonates with the frequency of greyscale changes, making it look nasty.
Title: Re: The Mighty Jill Off
Post by: leafy on March 19, 2011, 12:13:11 am
All right, all the tiles have been converted and inputted. Im waiting on somebody to help convert the ones I put up in pixel art before ill start working on the platforming engine.
I also have another problem - in the actual game, the map is one continuous vertical map sixteen tiles wide until you reach the top. I could try doing this but it would be pretty impractical for obvious reasons, or i could split it up into different rooms. Which should i go with?
Title: Re: The Mighty Jill Off
Post by: z80man on March 19, 2011, 02:29:37 am
That really depends on the size of the entire map. If you can fit it into ram then by all means make it just one continuous room. Or if you are compiling to an app, I assume that the map data is static so you wouldn't need to overwrite it and you wouldn't have to do rooms. 
Title: Re: The Mighty Jill Off
Post by: leafy on March 19, 2011, 02:50:44 am
Iono, it's some >800 tiles tall, maybe >1000. That's 16000 bytes, but it's all data so i could keep it a program. Or, I could store it into an appvar without having to make it an app (I'm trying to avoid that scenario). The problem is that the calculator needs to have enough free ram, and it could get enormous.
Title: Re: The Mighty Jill Off
Post by: z80man on March 19, 2011, 03:28:21 am
The shadows do look nice, but maybe if you cut those then you could do half byte tiles.(unless you are already doing that)  Then if the map is 1000 tiles tall the map data would be a much more reasonable 8000 bytes. Plus I thought Axe can only compile one page apps so 16000 bytes of data would leave no room for code.
Title: Re: The Mighty Jill Off
Post by: Ashbad on March 19, 2011, 07:30:00 am
one idea is to fill up the first app page with code, disassemble, then add the data to a second page, reassemble as a 2 page app (of course not quite that simple, you need to look between pages for data) but viola.
Title: Re: The Mighty Jill Off
Post by: Munchor on March 19, 2011, 07:47:19 am
This is looking good! Really cool good job leafiness.
Title: Re: The Mighty Jill Off
Post by: leafy on March 19, 2011, 01:11:55 pm
Well even without shadows the number of tiles exceeds 16, so I guess I'll just have to stick with full-byte. It looks better, too.
Anyways, I'll have to see first how tall the map is, then make a decision.
Title: Re: The Mighty Jill Off
Post by: Deep Toaster on March 19, 2011, 01:24:04 pm
The graphics look really good. Are the shadows actually shadows cast as part of the tilemapping, or are they extra tiles?
Title: Re: The Mighty Jill Off
Post by: leafy on March 19, 2011, 01:45:41 pm
They're extra tiles. It took me a long time to get it to look right D<
The thing is, I don't know whether or not I got all the tiles unless I replay the entire game.
Title: Re: The Mighty Jill Off
Post by: Deep Toaster on March 19, 2011, 01:47:33 pm
They're extra tiles. It took me a long time to get it to look right D<
The thing is, I don't know whether or not I got all the tiles unless I replay the entire game.

How many tiles do you have so far? You're using full-byte, right?
Title: Re: The Mighty Jill Off
Post by: leafy on March 19, 2011, 01:48:52 pm
I've got some 34 tiles or so, and I know for certain I haven't put in 3 yet.
Title: Re: The Mighty Jill Off
Post by: Deep Toaster on March 19, 2011, 01:52:19 pm
Ah, and you're splitting them into groups, right?

And congrats on 100 post ratings :D
Title: Re: The Mighty Jill Off
Post by: leafy on March 19, 2011, 01:55:26 pm
Yea - solids first, then walkthrough tiles that kill you, then walkthrough tiles, then ornamental tiles.
Title: Re: The Mighty Jill Off
Post by: leafy on March 19, 2011, 11:00:20 pm
Alright, I'm pretty sure I've got all the tiles in.



I've also mapped about 1/12 of the entire thing, starting from the bottom, and it's at 2700 or so bytes (without a platforming engine), so I'll just see how this turns out.



I'll post a new screenie sometime soon.

(http://img.removedfromgame.com/imgs/mapping.gif)

Note that this screenie is old - its maybe 1 thirteenth or fourteenth the way there. Im basing progress off a walkthrough video so obviously its a cheap estimate.

New one:
(http://img.removedfromgame.com/imgs/mapp2.gif)
Title: Re: The Mighty Jill Off
Post by: phenomist on March 20, 2011, 01:08:28 am
Mapped out the whole thing. 1087 lines yey! (You were actually about an eleventh of the way home)


Spoiler For large picture warning:
(http://img.removedfromgame.com/imgs/jilloff.PNG)
Title: Re: The Mighty Jill Off
Post by: leafy on March 20, 2011, 01:15:50 am
Wow, that's frickin amazing.
I admire your tenacity xD.
Title: Re: The Mighty Jill Off
Post by: leafy on March 20, 2011, 11:31:53 am
The platforming engine has been completed ahead of schedule.
Screenies later today, I have a concert D<

EDIT: Quick one before I go:
(http://img.removedfromgame.com/imgs/p2.gif)
Title: Re: The Mighty Jill Off
Post by: Ashbad on March 20, 2011, 11:49:02 am
hmm, for some reason it seems that the shadows have a weird effect on the square.
Title: Re: The Mighty Jill Off
Post by: Happybobjr on March 20, 2011, 11:51:26 am
He is using 4 lvl gray. He is also using Pt-Change(_,_,_).  ;)
Title: Re: The Mighty Jill Off
Post by: Ashbad on March 20, 2011, 11:54:02 am
Not to sound lame, but I actually think that 3 level gray would work better.  I don't think his game loop is going fast enough to support clean 4 level.  That's actually why there's just about no 4 level gray platformers.
Title: Re: The Mighty Jill Off
Post by: Happybobjr on March 20, 2011, 11:55:13 am
maybe it is that presumption that stops people. ;)
Title: Re: The Mighty Jill Off
Post by: Ashbad on March 20, 2011, 11:56:27 am
actually, now that I look at it, it has 10101010% scanlines from what I can tell, I think he's actually using 3 level ;)
Title: Re: The Mighty Jill Off
Post by: Deep Toaster on March 20, 2011, 01:15:13 pm
I think it's three-level. He's probably just Pt-Change('ing the buffer, so wherever it overlaps outlines turns out either white or gray.

Btw, that's %10101010, not 10101010% ;)
Title: Re: The Mighty Jill Off
Post by: leafy on March 20, 2011, 08:16:02 pm
It's 3-level.
Also, i accidentally used RectI( instead of Rect(, so the shadows look funky. I'll be replacing it with actual sprites soon, though.

It looks pretty good IRL in my opinion. If you want to test it out in real life using an actual calculator, I'll attach the file:
Title: Re: The Mighty Jill Off
Post by: leafy on March 22, 2011, 02:36:22 am
Ok, ive mapped about one tenth at this point and modified the physics to be more accurate.
Also, by data is unlimited does that mean you can have over one page of data?

Title: Re: The Mighty Jill Off
Post by: Deep Toaster on March 22, 2011, 10:45:26 am
Ok, ive mapped about one tenth at this point and modified the physics to be more accurate.
Also, by data is unlimited does that mean you can have over one page of data?

Well, you only deal with pages if you're making it an app. RAM programs don't need to consider paging at all.

If you're making it a program, the entire program should be under 8811 bytes. This is because Axe puts its own routines after the data, so things still get run at the very end. There are ways to get around this and put the data after that, however.

If you're making it an app, you can have it take up as many pages as you want. Just remember that Axe natively supports one paged apps.
Title: Re: The Mighty Jill Off
Post by: Compynerd255 on March 22, 2011, 04:10:52 pm
If you're making it a program, the entire program should be under 8811 bytes. This is because Axe puts its own routines after the data, so things still get run at the very end. There are ways to get around this and put the data after that, however.
I haven't tried this myself, but try disassembling the executable once as it is, then using TI-Coder or a similar utility to move all of the data to the end of the source, then dissassemble the final source. I would like to see if that puts all of the data at the end. If you don't want to scroll down to the bottom of the source to edit your data, include it in an Axe Library and put the reference at the bottom.
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on March 22, 2011, 04:12:54 pm
HOLY SHIT! This is just awesome! O.O I saw it the other day but didn't reply until now. It looks pretty nice and I like the idea so far. I hope you finish this. :)
Title: Re: The Mighty Jill Off
Post by: aeTIos on March 22, 2011, 04:18:41 pm
Woo this is just woo
Title: Re: The Mighty Jill Off
Post by: Deep Toaster on March 22, 2011, 04:23:11 pm
You still can't access the pointer to it, though.
Title: Re: The Mighty Jill Off
Post by: Ashbad on March 22, 2011, 05:23:52 pm
If you're making it a program, the entire program should be under 8811 bytes. This is because Axe puts its own routines after the data, so things still get run at the very end. There are ways to get around this and put the data after that, however.
I haven't tried this myself, but try disassembling the executable once as it is, then using TI-Coder or a similar utility to move all of the data to the end of the source, then dissassemble the final source. I would like to see if that puts all of the data at the end. If you don't want to scroll down to the bottom of the source to edit your data, include it in an Axe Library and put the reference at the bottom.

that's actually  great way to turn a 1 page axe app into a 2 or more page one.  TJOPTT will do that, but I must caution you leafiness that if you try that approach, I would look at appendix A/B in hot dog's asm tutorial to get the gist of how page turning works.
Title: Re: The Mighty Jill Off
Post by: leafy on March 22, 2011, 06:17:36 pm
Well, I'm aiming to not make this an app.
Wasn't there a way to stick all the data at the beginning of a program to not make it count in the 8801 byte limit?
Title: Re: The Mighty Jill Off
Post by: ztrumpet on March 22, 2011, 09:18:51 pm
Well, I'm aiming to not make this an app.
Wasn't there a way to stick all the data at the beginning of a program to not make it count in the 8801 byte limit?
Nope, not at the beginning.

This looks amazing.  Great job! ;D
Title: Re: The Mighty Jill Off
Post by: Ashbad on March 22, 2011, 09:21:33 pm
at the end, you can -- In fact this is what I think castlevania by qazz does, which is why it's so large -- but only a 128 byte save var ;)

how big are the levels bytewise?  I can only assume that they're around maybe 200-220 bytes, so if you can keep the code below 8.8K, then you might be able to fit as many as a full app page's worth of levels into it as well O.o

EDIT: w00ps, wrong topic -- I must've glued my feet and assumed that this was for graviter :P
Title: Re: The Mighty Jill Off
Post by: leafy on March 22, 2011, 11:16:56 pm
Estimated release date has been set to less than five weeks from now.
Progress coming along good.
Maybe somebody can help me figure out the data after I finish the entire map.
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on March 23, 2011, 03:43:42 pm
You might want to ask in the Axe subforum for a faster response, though. Anyway I'm glad to see this is coming along nicely.
Title: Re: The Mighty Jill Off
Post by: Happybobjr on March 23, 2011, 05:31:09 pm
Estimated release date has been set to less than five weeks from now.
Progress coming along good.
Maybe somebody can help me figure out the data after I finish the entire map.

What do you mean, "figure out the data"
Title: Re: The Mighty Jill Off
Post by: Ashbad on March 23, 2011, 05:38:00 pm
I think he means he needs an efficient and easy to access way to store/retrieve data.
Title: Re: The Mighty Jill Off
Post by: leafy on March 24, 2011, 02:37:56 am
I am now roughly 1/5 to 1/6 done mapping. Yay!
Also, is there any way to make "solid" white pixels without using Pt-Off? Like, they don't get covered up if something's underneath using Pt-On
Title: Re: The Mighty Jill Off
Post by: Ashbad on March 24, 2011, 02:05:07 pm
you can try a method using Pt-Mask(

Title: Re: The Mighty Jill Off
Post by: Happybobjr on March 24, 2011, 02:14:28 pm
you can try a method using Pt-Mask(
Pt-mask is an os routine so it will be very slow.
Title: Re: The Mighty Jill Off
Post by: Ashbad on March 24, 2011, 03:11:44 pm
...it is?  I don't believe it is -- the OS doesn't support good sprite routines as far as I know -- just the really slow Bitmap command which draws it directly to the screen and updates the screen no matter what right afterwards.
Title: Re: The Mighty Jill Off
Post by: Builderboy on March 24, 2011, 03:39:19 pm
You are thinking of Bitmap Happybobjr, Pt-Mask is an Axe routine and is quite fast :)
Title: Re: The Mighty Jill Off
Post by: Happybobjr on March 24, 2011, 04:31:40 pm
Opps :P  I screwed up then.
Title: Re: The Mighty Jill Off
Post by: leafy on March 25, 2011, 01:26:11 am
Done mapping 1/3rd. Awesome!
I'm waiting on Madskillz's awesome spriting skills to release a screenshot xD
I need to figure out spiders and timed doors, and that's it!
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on March 25, 2011, 01:35:30 am
Wow nice, hopefully he's not too busy and can give you some cool sprites. I can't wait for screenshots. :D
Title: Re: The Mighty Jill Off
Post by: leafy on March 25, 2011, 10:30:20 pm
Madskillz's going to send me the new sprites soon, and until then I need to filch a miniusb cable off my friends.
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on March 26, 2011, 03:17:44 am
Nice, can't wait to see how they look like. :)

Btw I noticed you already have 400+ posts and you had like 100-150 a few weeks ago. O.O
Title: Re: The Mighty Jill Off
Post by: leafy on March 26, 2011, 11:32:56 pm
^Awesome. I try to be a good community member :)
Anyways, a quick progress update! I've switched temporarily to compiling an app so I can handle the map data. It's not going to be permanent. I've also uploaded a demo app so if you want to test it you can. You can go much higher than I did in the screenshot but I didn't beacuse I died and I didn't feel like doing that all over again >.< Also I haven't implemented save points yet so you just go back to the beginning if you die (I know, pain in the arse)

Also I haven't updated the sprites to be Madskillz's, so I'll do that soon.

(http://img.removedfromgame.com/imgs/stuff.gif)
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on March 26, 2011, 11:48:57 pm
You know, I love the oldskoolness that this game seems to have in that screenshot. Also it looks very nice in general for a calc game. I'm gonna have to try this on my 84+.

Great job so far! :D

EDIT: I tried it on a 84+ and it looks nice. A bit of flicker when scrolling but that's inevitable with grayscale on the 83+ series.
Title: Re: The Mighty Jill Off
Post by: Ashbad on March 27, 2011, 04:16:47 pm
Also, just wondering, how is the game supposed to work?  What's the story (if there is one)? Why is jumping jet-pack styled?  Are there enemies?  How long is the gameplay?  I don't think you went over that yet.
Title: Re: The Mighty Jill Off
Post by: leafy on March 28, 2011, 01:14:16 am
Eh right. The plot's quite NSFW so I'll avoid it here, but you can google it if you really want to know. Short story is that you need to get to the top.
Controls - if youre on the ground, press 2nd to jump, then tap 2nd agaoin to cancel the jump or button mash 2nd to hover.
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on March 28, 2011, 01:16:48 am
Btw by NSFW do you mean like racist stuff? If so then it might be best to maybe do an abridged version since it would be against omni rules to include here. If it's just adult jokes or swearing and the like then I guess it's ok if you warn in the readme or above the download that it contains some of that content.
Title: Re: The Mighty Jill Off
Post by: leafy on March 28, 2011, 01:24:35 am
Eh there's lesbian themes and the word slut, but nothing majorly explicit. Also, no racism. Also, boot fetish.
Title: Re: The Mighty Jill Off
Post by: Builderboy on March 28, 2011, 02:10:50 am
Oh that boot fetish is definitely not allowed :P

Jk, but lesbian themes and swearing should be fine, I see no problem with it.  Just include a warning in your readme if you feel its warrented.
Title: Re: The Mighty Jill Off
Post by: leafy on March 28, 2011, 02:24:52 am
Ahhhhh the horror :D
I should port less controversial games in the future. Ah well, it's a fun game to port and relatively easy too.
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on March 28, 2011, 03:47:32 pm
Yeah true. The lesbian theme should only be avoided if there's any bashing of non-straight people in the game. I bet the game can easily be changed if that's the case, though. I think it should be fine. People just have to not click download if they don't like themes à la Conker Bad Fur Day.
Title: Re: The Mighty Jill Off
Post by: Ashbad on March 29, 2011, 01:35:15 pm
Eh there's lesbian themes and the word slut, but nothing majorly explicit. Also, no racism. Also, boot fetish.

I think that if you include that type of stuff you could offend some more sensitive people, so it would probably be better if you left that part of the port out ;)
Title: Re: The Mighty Jill Off
Post by: aeTIos on March 29, 2011, 02:15:11 pm
maybe a censored version of The Game?
Title: Re: The Mighty Jill Off
Post by: {AP} on March 29, 2011, 02:35:30 pm
Nice port so far. Looks exactly like the original. Sadly, I think I'm most impressed with the shadows but that's just me. xD

Youtube 'Mighty Jill Off' to see what he's talking about. There's literally one bad word and one moment of boot licking and that was in the form of a cutscene/slideshow. (It's not even easy to tell that the main character is a girl. xD)
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on March 29, 2011, 02:46:34 pm
I guess maybe the cutscene can be made as external appvar and give the option to the player to include it or not? That would also allow some people to save space.
Title: Re: The Mighty Jill Off
Post by: squidgetx on March 29, 2011, 03:22:46 pm
I like your graphics, though unfortunately it seems to be suffering the same problem as every grayscale scrolling game :(

Also, have you considered making the player sprite masked? (Sorry if this was mentioned, I didn't read the whole thread)

No comment on the plot lol. Although I was kinda suspicious since the phrase "jill off" is...pretty nsfw if you know what it means (although no one uses that term anymore haha)
Title: Re: The Mighty Jill Off
Post by: Munchor on March 29, 2011, 04:10:44 pm
Woah! First time I saw the screenshot, and it looks a blast! Really good job there leafiness. I like the greyscale and the platformer engine, great!
Title: Re: The Mighty Jill Off
Post by: leafy on March 29, 2011, 07:59:23 pm
Yup. The greyscale's not perfect, but it's definetely playable.
I've inputted masked Madskillz sprites so new screenies soon. Mapping is on hold for a bit while I fix my English grade >.<
Title: Re: The Mighty Jill Off
Post by: Deep Toaster on March 31, 2011, 09:23:25 am
The physics are looking awesome! Good luck on this :D
Title: Re: The Mighty Jill Off
Post by: Ashbad on March 31, 2011, 01:21:52 pm
I agree, looking awesome, can't wait for the next screeny ;)
Title: Re: The Mighty Jill Off
Post by: leafy on March 31, 2011, 09:52:54 pm
Just demonstrating the new awesome spriting done by Madskillz. Mad props.
(http://img.removedfromgame.com/imgs/capture.gif)
I don't know what's up with the color, I was screwing around with WabbitEmu settings :P
Title: Re: The Mighty Jill Off
Post by: aeTIos on April 01, 2011, 07:04:33 am
I think that you did something like 2 shades of gray :P looks nice!
Title: Re: The Mighty Jill Off
Post by: Compynerd255 on April 01, 2011, 10:36:06 am
The graphics look awesome. I like the sprites a lot.

From a gameplay perspective, it appears that the character walks too slow compared to how fast he jumps.
Title: Re: The Mighty Jill Off
Post by: leafy on April 03, 2011, 02:51:43 am
Well, that's the speed it goes at in the real game. I tried to mimic it as best as possible so the platforming in the real game would translate well into the port.
Mapping has been resumed.

Also I think the new DispGraphr has some issues; it displays garbage above my sprites sometimes. I'll look more into this.
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on April 16, 2011, 03:46:37 am
I love the new screenshot. I hope you finish this game eventually, it would suck if it died.

As for DispGraphr do you use Full?
Title: Re: The Mighty Jill Off
Post by: leafy on April 16, 2011, 01:23:30 pm
I switch to normal before DispGraphr, as is required, and then back to full.
Title: Re: The Mighty Jill Off
Post by: Deep Toaster on July 30, 2011, 10:42:28 am
Bump: any progress?
Title: Re: The Mighty Jill Off
Post by: Munchor on July 30, 2011, 11:28:16 am
Bump: any progress?

indeed, the last screenshot was pretty cool.
Title: Re: The Mighty Jill Off
Post by: leafy on August 01, 2011, 08:37:05 pm
Right now I'm working on remaking the tilemapper to use nicer numbers so you'll have better greyscale (I hope.) Mapping is almost complete ^^
Title: Re: The Mighty Jill Off
Post by: leafy on January 12, 2012, 02:37:44 am
Holy weird necropost.

I've just put my (read: builder's (read: runer112's)) awesome tilemapper into the mighty jill off, and it's working fantastically! This project might just be a milestone for the first awesome-looking greyscale platformer - or I certainly hope so ^^
Title: Re: The Mighty Jill Off
Post by: TIfanx1999 on January 12, 2012, 10:33:35 am
Wow, sounds nice. I'm guessing this is kind of on hold at the moment though; in light of all the other stuff you're working on.
Title: Re: The Mighty Jill Off
Post by: ZippyDee on January 12, 2012, 01:30:04 pm
I love this game!! Are you planning to port the full level?
Title: Re: The Mighty Jill Off
Post by: leafy on January 13, 2012, 08:28:46 pm
Hey guys, check this out! After implementing the new tilemapper, the game actually ran so fast that it became unplayable. I've throttled it to about 4 times slower to both steady the greyscale and decrease game speed, so check it out ^^

(http://img.removedfromgame.com/imgs/011312.gif)

I love this game!! Are you planning to port the full level?
Absolutely. I'm about 3/4 done mapping. After that, I might even port Jill Off Harder, you never know :P
Title: Re: The Mighty Jill Off
Post by: LincolnB on January 13, 2012, 10:02:32 pm
Wait a sec...is that fourscale?! No f#$!$!ing way! HOW?
Title: Re: The Mighty Jill Off
Post by: leafy on January 13, 2012, 10:04:11 pm
Actually, it's 3-scale :P But awesome 3-scale at that :D
Title: Re: The Mighty Jill Off
Post by: ztrumpet on January 13, 2012, 10:18:31 pm
That looks epic, leafy!  I love how it looks like four level in spots even though it's three, because the mind is tricked to think the black/gray blocks are darker than the gray/white ones.
Title: Re: The Mighty Jill Off
Post by: Deep Toaster on January 13, 2012, 11:00:06 pm
You even got the shadows and everything :w00t: Amazing, leafiness0!
Title: Re: The Mighty Jill Off
Post by: TIfanx1999 on January 13, 2012, 11:19:21 pm
It was too fast? O.O Wow. Also, that grayscale in the screenie looks really nice. Have you checked to see how it looks on calc yet?
Title: Re: The Mighty Jill Off
Post by: leafy on January 14, 2012, 12:49:22 pm
It looks pretty fantastic - There's a bit of flicker here and there but the grey is for the most part flawless.
Title: Re: The Mighty Jill Off
Post by: leafy on January 14, 2012, 08:06:50 pm
If anybody wants to test this out on-calc for me, here's the file.
It uses Full, and it's adjusted for the older TI-84's, so I have no idea how nice it'll look on the newer ones, which have slightly faster refresh rates.
Title: Re: The Mighty Jill Off
Post by: TIfanx1999 on January 14, 2012, 09:04:23 pm
Nice! I'll give it a look. :)
Title: Re: The Mighty Jill Off
Post by: saintrunner on January 15, 2012, 02:14:32 pm
I'll check it out on my 84+ SE
Title: Re: The Mighty Jill Off
Post by: LincolnB on January 15, 2012, 03:49:19 pm
That looks epic, leafy!  I love how it looks like four level in spots even though it's three, because the mind is tricked to think the black/gray blocks are darker than the gray/white ones.

you SNEAKY boy! haha that's impressive.
Title: Re: The Mighty Jill Off
Post by: leafy on January 16, 2012, 10:03:43 pm
Made a level editor to remove some of the strain:

(http://img.removedfromgame.com/imgs/0-011612.gif)
Title: Re: The Mighty Jill Off
Post by: aeTIos on January 17, 2012, 12:06:13 am
is that really only 3lvl? O.O looks impressive
Title: Re: The Mighty Jill Off
Post by: leafy on January 17, 2012, 02:26:55 am
Yes. Mind-boggling, isn't it? :D
In addition, four-shade grey looks just as good, if not better with this tilemapper :D
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on January 17, 2012, 03:45:04 am
I knew it was 3 level because of the checkerboard on-calc in the old version, but I totally forgot it was since then and now I was looking at this and thought it was 4. O.O
Title: Re: The Mighty Jill Off
Post by: leafy on January 18, 2012, 10:44:35 pm
Wow.

With my level editor, I finished that which I didn't for over 5 months (or whenever I started this project :P) in just two days :D
(http://img.removedfromgame.com/imgs/011812.gif)

Mapping is now complete.
/me pulls out celebratory pony balloons

As for what there is still to do, I need to add checkpoints, add enemies, add some kinky title/cutscenes, and package it all up for release!
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on January 19, 2012, 01:15:30 am
Wow glad to hear this helped you so much. :D And yes checkpoints would definitively be nice. :D Can't wait to see this come out. :D

Also I tried the latest demo and it was pretty great (including the grayscale). I got a new 84+ btw. However you should fix that invisible spikes/flames glitch in that area. When I touch the ceiling there, I die, even if there is no spike/flame ???
Title: Re: The Mighty Jill Off
Post by: TIfanx1999 on January 19, 2012, 03:00:16 am
Wow.

With my level editor, I finished that which I didn't for over 5 months (or whenever I started this project :P) in just two days :D
(http://img.removedfromgame.com/imgs/011812.gif)

Mapping is now complete.
/me pulls out celebratory pony balloons

As for what there is still to do, I need to add checkpoints, add enemies, add some kinky title/cutscenes, and package it all up for release!

Day-umn son, that was fast! O.O Nice work! ^^
Title: Re: The Mighty Jill Off
Post by: ZippyDee on January 19, 2012, 05:20:52 am
First cutscene frame:
(http://img.removedfromgame.com/imgs/mighty-jill-off-cut1.bmp)
Second cutscene frame:
(http://img.removedfromgame.com/imgs/mighty-jill-off-cut2.bmp)
I'll do the third one tomorrow. I'm going to sleep.

Hope you like 'em!

I might add a bit more dithering to the first frame, too... It doesn't match the style correctly like that.

I think I'll also do something more with the background of the second one. I'll add some white and have a dithered light gray glow around her, kind of an invert of the glow in the first frame.
Title: Re: The Mighty Jill Off
Post by: jsj795 on January 19, 2012, 08:14:02 am
woah that's an impressive art!! awesome job ZippyDee
Title: Re: The Mighty Jill Off
Post by: leafy on January 19, 2012, 11:57:18 am
Woah, zippy those are amazing ^^ one request though, can you help me make the light grey a little darker so it can be picked up by sourcecoder? Thanks!
Title: Re: The Mighty Jill Off
Post by: ZippyDee on January 19, 2012, 12:04:49 pm
(http://img.removedfromgame.com/imgs/0-mighty-jill-off-cut2.bmp)

is that dark enough?

Edit: Here's the third frame!
(http://img.removedfromgame.com/imgs/0-mighty-jill-off-cut3.bmp)

Edit 2: Fourth!
(http://img.removedfromgame.com/imgs/mighty-jill-off-cut4.bmp)
Title: Re: The Mighty Jill Off
Post by: LincolnB on January 19, 2012, 01:38:19 pm
hey, so if the cutscenes aren't entirely family friendly, will you include an option to skip them?
Title: Re: The Mighty Jill Off
Post by: ZippyDee on January 19, 2012, 01:41:58 pm
I dunno what Leafy will do, but here's my alternate frame for the third one...
(http://img.removedfromgame.com/imgs/mighty-jill-off-cut3-alternate.bmp)
Title: Re: The Mighty Jill Off
Post by: TIfanx1999 on January 20, 2012, 09:42:45 am
Wow ZippyDee, those look fantastic! ^^
Title: Re: The Mighty Jill Off
Post by: jsj795 on January 20, 2012, 12:39:19 pm
how long does it take to make a frame?
Title: Re: The Mighty Jill Off
Post by: ZippyDee on January 20, 2012, 04:25:08 pm
Wow ZippyDee, those look fantastic! ^^
Thanks! I'm finding that I'm actually quite enjoying making these!

how long does it take to make a frame?
Not too long once I just sit down and start working on it... I've been getting faster at it, too...But I still have a tendency to lose track of the time, so I can't really give you a definite answer >.<

Also... Frame 5:
(http://img.removedfromgame.com/imgs/0-mighty-jill-off-cut5.bmp)

Aaaand frame 6:
(http://img.removedfromgame.com/imgs/mighty-jill-off-cut6.bmp)

Edit: looking at the times here, frame 6 took me about an hour and a half.

Aaaaand lastly, frame 7:
(http://img.removedfromgame.com/imgs/mighty-jill-off-cut7.bmp)

Ehh, I kind of like this better for the 5th. I lightened jill's skin.
(http://img.removedfromgame.com/imgs/1-mighty-jill-off-cut5.bmp)
Title: Re: The Mighty Jill Off
Post by: TIfanx1999 on January 20, 2012, 09:40:18 pm
Again, simply wonderful! You're doing a great job with these! :thumbsup:
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on February 24, 2012, 04:57:24 pm
Wow I didn't notice those artwork. Awesome job guys. :D
Title: Re: The Mighty Jill Off
Post by: LincolnB on February 24, 2012, 04:59:54 pm
Yeah, um artistically those are really good but for sure I want a way to skip the cutscenes, or if it's on ticalc I think you shouldn't have them at all...
Title: Re: The Mighty Jill Off
Post by: LincolnB on February 25, 2012, 10:38:31 pm
*double-post* How are you planning on implementing the save points? like in the original, when you reach a save point, it changes colors - but obviously that's not an option here, so are you going to have some kind of differentiation, like maybe a message that pops up saying something about a checkpoint reached?
Title: Re: The Mighty Jill Off
Post by: DJ Omnimaga on February 25, 2012, 10:59:08 pm
Yeah, um artistically those are really good but for sure I want a way to skip the cutscenes, or if it's on ticalc I think you shouldn't have them at all...
Actually on Omni it might be good to also release both versions, so people got the choice if parents monitor their activity on calc too and don't like if they play mature themes games.
Title: Re: The Mighty Jill Off
Post by: leafy on February 26, 2012, 03:16:59 am
Here's a nearly final version with the entire level, save points, (no enemies yet, no cutscene either), but the rest is here. Minor playability alterations to make it more like the real game.

Upload both files to your calc, and test it out for me! Greyscale got kinda crappier due to the game reading from archive, but oh well.
Title: Re: The Mighty Jill Off
Post by: LincolnB on February 26, 2012, 02:20:20 pm
Cool! I'll be sure to check it out in the next coupla days.
Title: Re: The Mighty Jill Off
Post by: leafy on February 26, 2012, 02:48:19 pm
There's a slight respawning bug in this version that I'll need to fix. Thanks jacobly!
Title: Re: The Mighty Jill Off
Post by: LincolnB on March 14, 2012, 07:09:41 pm
ok, I was moderately bored and played through the whole 17000 byte level (holy shnikey) and it was pretty good, faithful to the original, but it wasn't particular interesting, because I played the original quite recently and also because of no enemies. Nice job!