Author Topic: Zelda 8X8  (Read 104005 times)

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Offline Runer112

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Re: Zelda 8X8
« Reply #105 on: October 07, 2010, 01:57:57 am »
Yeah, I did an overworld tileset, although I'm not terribly good at spriting. It's recognizable, but I think any tiles you made would probably look better anyways.
« Last Edit: October 07, 2010, 01:59:18 am by Runer112 »

Offline Ikkerens

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Re: Zelda 8X8
« Reply #106 on: October 07, 2010, 02:20:09 am »
Btw, MB, those are the tiles that runer uses, it wouldn't be original if I used the same.

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Offline DJ Omnimaga

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Re: Zelda 8X8
« Reply #107 on: October 07, 2010, 02:30:58 am »
I love that screenshot ;D

I think you didn't set the Wabbitemu grayscale to the right level, though. Personally I think it looks very true to the Link Awakening style.
* DJ Omnimaga hopes to see those Zelda clones finished. ;D

Offline Magic Banana

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Re: Zelda 8X8
« Reply #108 on: October 07, 2010, 02:48:03 am »
Eh, I guess I can do the tiles so that everyone can use them for Zelda games, but it might take a while, depending on just how much free time I have to spend on spriting this.

I love that screenshot ;D

I think you didn't set the Wabbitemu grayscale to the right level, though. Personally I think it looks very true to the Link Awakening style.
* DJ Omnimaga hopes to see those Zelda clones finished. ;D
Yeah, I was wondering that as well, because it was hard to get a good look at the sprites with all the lines. Then again, I haven't programmed using grayscale all that much so I wouldn't really know all too well what it is supposed to look like. :P
« Last Edit: October 07, 2010, 02:48:31 am by Magic Banana »
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 DJ Omnimaga

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Re: Zelda 8X8
« Reply #109 on: October 07, 2010, 02:51:25 am »
It depends. In Squidgetx Cuberunner game, the framerate is around 5-10 FPS, so grayscale is kinda flickery. However, at 20-25 FPS 3 lv grayscale starts looking pretty good on-calc and near perfect on emulators if the latter is setup right. For 4 level grayscale, I think if the grayscale refreshes 40+ times a seconds, it looks pretty great. At some speeds, you barely notice the flicker, but it varies from a calc to another.

Offline meishe91

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Re: Zelda 8X8
« Reply #110 on: October 07, 2010, 04:23:30 am »
You can get the gray on the title screen of Cuberunner to look good if you mess with Wabbit's settings, and occasionally the gray in the game but it doesn't happen much.
Spoiler For Spoiler:



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Offline Ikkerens

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Re: Zelda 8X8
« Reply #111 on: October 11, 2010, 01:18:27 pm »
Well, here is a slight first preview.
I transferred some of the graphics to axe format and made a little test map.

This screenshot is out of my map editor (hence the inverted tile).
But it displays that my map renderer is coming along, as well as the spriting/tiling.

I have not yet implemented masked sprites/tiles, but that is a feature still upcoming.
« Last Edit: October 11, 2010, 01:22:27 pm by Ikkerens »

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Offline shmibs

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Re: Zelda 8X8
« Reply #112 on: October 11, 2010, 02:35:09 pm »
i like! the tree is a bit wonky in context, though. maybe you could make two versions, one with dark ground and one with light, so it can blend well into any surroundings?

also, animated tiles would require refreshing the map repeatedly. are you sure you can manage that and still keep it fast enough for multiple enemies? if so, wonderful, but im not too sure that would work...

Offline Magic Banana

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Re: Zelda 8X8
« Reply #113 on: October 11, 2010, 02:42:46 pm »
I wouldn't worry about it too much. There's already someone working on the tileset and from what I'd heard, he's already more than halfway done with the overworld tiles. :) </3rd-person-mode>
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 #114 on: October 11, 2010, 02:44:14 pm »
With animations im not redrawing the entire map.
I have this special routine ready that only updates the animated tiles each frame.

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Offline DJ Omnimaga

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Re: Zelda 8X8
« Reply #115 on: October 11, 2010, 02:45:59 pm »
</3rd-person-mode>[/size]
/me likes Opera browser's lack of extremly small hidden text support ;D


This looks nice Ikkerens btw :)

Offline Runer112

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Re: Zelda 8X8
« Reply #116 on: October 11, 2010, 03:04:55 pm »
With animations im not redrawing the entire map.
I have this special routine ready that only updates the animated tiles each frame.

Just a note about that: it could result in fairly irregular gameplay due to screens having different amounts of animated tiles. Areas with lots of animated tiles (aka. water) will probably run a good deal more slowly than others.

Offline Ikkerens

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Re: Zelda 8X8
« Reply #117 on: October 11, 2010, 03:08:31 pm »
Im trying to avoid area's with lots of animated tiles while mapping. But still, its faster than redrawing every frame.

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Offline shmibs

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Re: Zelda 8X8
« Reply #118 on: October 11, 2010, 03:24:42 pm »
that could work

i am very excited to see this in action, now. good luck =D

EDIT: i just noticed something
Quote
Date Registerd:Fri 11 Jun, 10, 13:36:15
although i kind of like that misspelling  ;D
oh, and i have 300 posts and just missed registering at 13:37

sorry about offtopic-ness. as you were, everyone.
« Last Edit: October 11, 2010, 03:30:20 pm by shmibs »

Offline DJ Omnimaga

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Re: Zelda 8X8
« Reply #119 on: October 11, 2010, 05:10:05 pm »
that could work

i am very excited to see this in action, now. good luck =D

EDIT: i just noticed something
Quote
Date Registerd:Fri 11 Jun, 10, 13:36:15
although i kind of like that misspelling  ;D
oh, and i have 300 posts and just missed registering at 13:37

sorry about offtopic-ness. as you were, everyone.
Wow: I didn't notice that. This is a SMF mod I added a while ago so I can show the registration/last login/location on post list, but I didn't see the typo. I'll see if I can fix it later.