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Omnimaga
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Zelda:ROTP sprites
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Topic: Zelda:ROTP sprites (Read 7820 times)
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crzyrbl
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Zelda:ROTP sprites
«
on:
January 06, 2006, 08:52:00 pm »
well, the next ver. of xLib will prob be released in the next couple of weeks (hopefully) now that tr1p1ea found his bugs. in the mean time, i will start asking for sprites again.
to start off, i think the houses of hyrule need to be something a little more, uh, zelda. about 24x24 pixels should be fine. im also looking for a design thats a bit interchangeable so the houses dont all look the same.
...and of course, if i use it in the final ver. ill include you in the credits
http://sprites.fireball20xl.com/NSA/HTML/Zelda/index.html
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DJ Omnimaga
Clacualters are teh gr33t
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Zelda:ROTP sprites
«
Reply #1 on:
January 07, 2006, 02:15:00 am »
hmm the game boy zelda sprites are actually 16x16, wouldnt you want to use that size instead? Because with 24x24 you cant even fit 3 sprite in the screen height
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Spellshaper
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Zelda:ROTP sprites
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Reply #2 on:
January 07, 2006, 03:15:00 am »
here
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kalan_vod
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Zelda:ROTP sprites
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Reply #3 on:
January 07, 2006, 04:17:00 am »
Looks and sounds great! I am glad you are working on this agian.
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crzyrbl
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Zelda:ROTP sprites
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Reply #4 on:
January 07, 2006, 08:50:00 am »
@xLibman: if i did the door would be 16x16 >.<
@Spellshaper: i didnt make the original, duck did. looks good btw
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DJ Omnimaga
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Zelda:ROTP sprites
«
Reply #5 on:
January 07, 2006, 09:00:00 am »
oh I though you meant 24x24 PER tiles, lol
nice spellshaper
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Spellshaper
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Zelda:ROTP sprites
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Reply #6 on:
January 07, 2006, 09:08:00 am »
QuoteBegin-xlibman+7 January 2006, 21:0-->
QUOTE
(xlibman @ 7 January 2006, 21:00)
oh I though you meant 24x24 PER tiles, lol
nice spellshaper
Oh that would be uber-big :paf:
thx
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crzyrbl
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Zelda:ROTP sprites
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Reply #7 on:
January 07, 2006, 10:12:00 am »
i think im getting better at this...
its at x2 so you can see it better
EDIT:i still nd to add to the roof though
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dragon__lance
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Zelda:ROTP sprites
«
Reply #8 on:
January 07, 2006, 11:58:00 am »
i like that one the best
looks like the origional most. nice to see ur still working on this, perhaps me, u, and necro can have a zelda discussion sometime to share ideas. I got tons of origional 16*16 zelda sprites, so if u need any...
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CDI
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Zelda:ROTP sprites
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Reply #9 on:
January 09, 2006, 12:13:00 pm »
I like that house EXACTALLY like it is... If I can find it I have a 24x24 house you might be able to use (ex. T14... hmm...)
Feel free to use any or all of those EXCEPT the people (to convert GS to B&W I just use common sense... if the GS looks better as White or Black, your choice)
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Liazon
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Zelda:ROTP sprites
«
Reply #10 on:
January 09, 2006, 12:22:00 pm »
Why can't we use people? I have the most trouble making people.
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CDI
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Zelda:ROTP sprites
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Reply #11 on:
January 09, 2006, 12:24:00 pm »
Because those people are awsome people (for 8x8 stills) and I'm going to use them in a game
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crzyrbl
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Zelda:ROTP sprites
«
Reply #12 on:
January 10, 2006, 06:14:00 pm »
Next item up for changing is a little scenery. barging into ppls houses wouldnt be the same without beds...
btw: 16x8 or 16x16 would work best
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crzyrbl
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Zelda:ROTP sprites
«
Reply #13 on:
February 25, 2006, 08:01:00 am »
I really should have posted this here first, rather than in the game's topic. The final item i am adding to the game before i start prgming all teh lvls is Roc's Feather, as in Link's Awakening. Roc itself is a mythical creature. A giant bird that attacked pirate ships and castles. (in fact, the "rook" in chess was based on the Roc!) Anyways, Roc's Feather will allow Link to jump over pits and maybe enemies. The problem is, the animation is a little advanced for me. ill keep trying even if no one posts anyting, but that will take time away from programing other things. -tia (thanks in advance)
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theone
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Zelda:ROTP sprites
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Reply #14 on:
February 28, 2006, 11:58:00 am »
if you want good zelda sprites you can use an emulator........
ill try to get a sprite with link jumping midway, but dont count on it.......
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