Author Topic: Zelda 8X8  (Read 103884 times)

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Offline Ikkerens

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Re: Zelda 8X8
« Reply #75 on: October 04, 2010, 11:52:01 am »
Allright, I officially started working on this project, but now I was wondering something.
In TLOZ-LA, weren't there animated tiles? (Flowers, water, etc?)
Because using interrupts, these shouldn't be that hard to create.
Can any1 confirm this?

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Offline DJ Omnimaga

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Re: Zelda 8X8
« Reply #76 on: October 04, 2010, 03:42:26 pm »
Yes there were animated tiles. I forgot which ones besides the flowers/water, though.

Offline Ikkerens

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Re: Zelda 8X8
« Reply #77 on: October 05, 2010, 01:15:55 am »
It's a shame that necro is being inactive. Else I could've asked him if he could have done the animated versions of some tiles as well.

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Offline DJ Omnimaga

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Re: Zelda 8X8
« Reply #78 on: October 05, 2010, 02:06:46 am »
Yeah I wish he was still around :/

Same for Magic Banana and most other sprite artists like Raylin

Offline Magic Banana

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Re: Zelda 8X8
« Reply #79 on: October 05, 2010, 04:22:27 pm »
Well, I think I covered all of the animated water tiles, well not including palette swaps, but those are really easy if you need 'em. I haven't really tested them out so tell me how they look tiled. :)
I do sprites and stuff, so yeah.

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i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

Offline Ikkerens

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Re: Zelda 8X8
« Reply #80 on: October 05, 2010, 04:25:36 pm »
Awesome! Il try them out when I get the engine running

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Re: Zelda 8X8
« Reply #81 on: October 05, 2010, 11:51:53 pm »
Looks pretty nice :D

Good luck Ikkerens :)

Offline Ikkerens

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Re: Zelda 8X8
« Reply #82 on: October 06, 2010, 10:45:37 am »
Just found something out.
The graphics necro uploaded are compressed. (That's why you should upload as *.bmp, its larger, but higher quality)

Basically, the compression added another level of gray.
This is also the reason why my PHP script isn't working, there are more levels of gray than 4 (which my script checks for)
Conclusion: I have to do all the graphic porting by hand =(

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Re: Zelda 8X8
« Reply #83 on: October 06, 2010, 02:44:11 pm »
Ouch, sorry to hear. :/

Alternatively, can't you download this and use color replacement tools to change the levels of gray so the nearest color pixels are set to the same color? In the picture above, you choose the same color as most of the light gray  for the initial color and same for the replacement color, and you set tolerance to something high enough to change the nearest color levels. Alternatively there's conversion to 4 levels of gray and posterizing. Not sure if this might help, but hopefully it might work. Alternatively you could e-mail Necro and ask him if he got uncompressed versions of his sprites, but I don't know how long it might take to reply. It might take months.

Offline Ikkerens

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Re: Zelda 8X8
« Reply #84 on: October 06, 2010, 02:59:26 pm »
I guess with runer's sprite thingy it'll work out.
I just have to figure out how to export sprites.

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Offline Magic Banana

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Re: Zelda 8X8
« Reply #85 on: October 06, 2010, 03:05:51 pm »
Just found something out.
The graphics necro uploaded are compressed. (That's why you should upload as *.bmp, its larger, but higher quality)

Basically, the compression added another level of gray.
This is also the reason why my PHP script isn't working, there are more levels of gray than 4 (which my script checks for)
Conclusion: I have to do all the graphic porting by hand =(
Actually, a png is a bmp with lossless compression, so absolutely no data is lost in the compression. What is looks like to me is that when necro scaled his sprites to 200% so that they can be easier to see in the post, he was using a scaling algorithm that tries to implement blending (my guess is Blilateral or Bicubic) instead of something more suited to dealing with small sprites (such as Nearest Neighbor).

Also, it could be something to do with the server it was uploaded to (photobucket), in that it would compress it so that it can load faster, which makes sense seeing as how photobucket has so many images being read from their servers all the time.
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

Offline Ikkerens

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Re: Zelda 8X8
« Reply #86 on: October 06, 2010, 03:08:59 pm »
In either way, I already got most sprites covered now
Btw, MB, if you got some free time, can you make flames/torches?
At best animated.
Ty in advance.

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Offline yunhua98

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Re: Zelda 8X8
« Reply #87 on: October 06, 2010, 03:11:02 pm »
8x8 and monochrome?  I'm lacking something to do without my calc.
I left it at my school cause I had to go to a banquet straight after and I'm not getting it back til fall break is over.

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Offline Ikkerens

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Re: Zelda 8X8
« Reply #88 on: October 06, 2010, 03:18:27 pm »
8x8 tiles, but you can use 8x16 (2 tiles) to create a larger torch.
And 4lv grayscale

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Offline yunhua98

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Re: Zelda 8X8
« Reply #89 on: October 06, 2010, 03:24:24 pm »
like this?  ;)

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