GET THE MAIN MUSIC FOR EXAMPLE LEVELS HERE
Jungle done right.
The original Jungle tileset seems deceptively simple at a glance, which is probably why it has proved so popular over the years. However, the more I had used it while working on my singleplayer expansion Demon Dash, the more I realized that it’s next to impossible to avoid tilebugs with it! Soon, I found myself looking at the official Jungle levels, unable to not notice all the cutoff graphics, weird pixels, unfinished masking, and worst of all… missed potential.
This tileset aims to fix problems with tiling all the pieces together, but it also does much more. Like Diamondus Ultimate, it contains reconstructions of all the unused stuff from beta screenshots. The palette is expanded to its limits to squeeze the 1.00g trees in without color reduction (since that version’s palette was mostly the same, except the sky was darker). Bamboo huts are no longer just a bunch of tiles that require intense creative gymnastics to put them to any decent use. Basically, you can do a lot more with Jungle Ultimate than you could ever do with not just the original tileset, but the various conversions that came up over the years. JungUlt doesn’t trample over them though, it respects them all and takes all those great ideas that fans came up with for even more tiles, palettes and mask fixes.
When I made DiamUlt, I wanted to make it fully compatible with vanilla JJ2. But after receiving valuable feedback, I realized how limiting that mindset was. Thus, JungUlt really only makes sense to be used with JJ2+‘s added features. Not only is it huge, but it has additional image files to make as much room for actual tiles as possible! If you want to tap into this tileset’s full potential, you’ll need at least basic understanding of AngelScript. I myself learned a lot about it in the year it took me to make JungUlt, and if I could do it, so can you!! For the same reason, the layout is no longer backwards compatible – instead, it’s an entirely new tileset layout to account for all the new stuff! Check out the readme file and comments in the example level scripts to learn more.
Once again, the example levels double as a demo for Demon Dash episode 1. Diamondus was kind of a safe pick, but Jungle levels are integral to the story of it, so it didn’t make much sense to strip them of the plot stuff entirely. It might feel a bit overwhelming to start in the middle, but I made sure to adjust as much as possible for a smooth experience. Still, in the end these are example levels – the main subject here is the tileset conversion. Then again, you’re welcome to have fun with the newly expanded DD-Anims.j2a and the code from these levels to use them in your own works!
Lastly, I’ve put countless hours into this project – as an artist, as a musician, as a level designer, writer and scripter. It would mean the world to me if you’d consider donating anything on my Ko-Fi page – but don’t worry, I will continue to work on Demon Dash and the tilesets for it regardless if you do! (And you can subscribe to my Twitch channel to watch me do it!)
[23/01 hotfix: fixed a spot in level 1 where players could get stuck in ceiling, and the shaft at the end of the level is a bit easier to climb now in easy mode]
Original tileset by Nick ''Nickadoo'' Stadler. Tileset conversion contains elements from previous edits by: Bloody_Body (Toaster block), Dragusela (ideas, palette), P4ul (tiles, ideas, palettes - modified), PurpleJazz (palettes - modified), zapS (rips of beta background trees and night palette). Flat angle tiles concept + plants from Metroid Fusion. Death pit signpost based on artwork by AlbatrossThePenChewer. Hammerlock palette based on Borderlands 2: Hammerlock's Big Game Hunt. Level scripting contributions by Primpy, Seren, Spaz Electro, Speaktrap!, Violet CLM. Additional level music by Dr Geno, Firage, Eddie EWI, David Hennigan, Andrew Kane, Quasian. Sound effects from FreeSound.org, BBC Sound Effects, Legends of Runeterra, Worms Armageddon, or simply YouTube sound effect collection channels. Shaman Demon enemy walk animation based on sketch by Cottonbun. Grub enemy (small) adapted from Metal Slug 3. Level beta testing by Dragusela, Primpy, SlazRabbit, Violet CLM. Additional feedback by FawFul, Loon, Minmay.