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Art / Re: Zelda 8X8
« on: October 07, 2010, 01:19:48 am »
Partially, only the general game idea.
Im going to write my own lore and game progression.
Im going to write my own lore and game progression.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 226
Art / Re: Zelda 8X8« on: October 07, 2010, 01:19:48 am »
Partially, only the general game idea.
Im going to write my own lore and game progression. 227
The Axe Parser Project / Re: Features Wishlist« on: October 07, 2010, 01:13:06 am »
Oh cool!
Thx 228
The Axe Parser Project / Re: Features Wishlist« on: October 07, 2010, 01:10:42 am »
Hm... Quigibo, could you look into my suggestion on page 86 as well?
It seems to be totally forgotten, and its a feature I (and most likely alot of others) need. http://ourl.ca/4057/124762 229
Art / Re: Zelda 8X8« on: October 07, 2010, 12:48:38 am »
Ok, I figured out the first temple lore.
The first (and atm the only) temple is going to be in a grass/jungle theme. Both of your recent sprites sure help alot on that. The mapwalker code is slowly falling to pieces, so I might have a techdemo up soon. 230
Art / Re: Zelda 8X8« on: October 06, 2010, 03:55:23 pm »
All I need atm is runer to tell me how the appvar created by his sprite editor is structured.
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Art / Re: Zelda 8X8« on: October 06, 2010, 03:51:37 pm »
Yay, stationairies
I could use yushua's as wall torches, and place MB's in the corners 232
Art / Re: Zelda 8X8« on: October 06, 2010, 03:28:25 pm »
Awesome!!
An animation would even be better! 233
Art / Re: Zelda 8X8« 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 234
Art / Re: Zelda 8X8« 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. 235
Art / Re: Zelda 8X8« 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. 236
Art / Re: Super Awesome RPG (request)« on: October 06, 2010, 02:53:44 pm »
If you're really willing to do some tiling and maybe mapping.
Basically, all that I have now are the tiles/sprites from necro And atm im still looking for some tiles which create a spooky environment. 237
Art / Re: Super Awesome RPG (request)« on: October 06, 2010, 01:21:38 pm »
2 things:
I think that hero looks really nice, but I need it in grayscale. Do you mind that I use it as boss instead? I'm making a zelda game and still looking for a boss for my first dungeon (I lost twice ) 238
The Axe Parser Project / Re: Sprite Helpers« on: October 06, 2010, 12:41:45 pm »
Ok, I got stuck on 1 bit.
Where are my sprites located? Is there any way to export them? Where does the editor itself store them? (So I can extract them) Edit: I found the appvar, but I don't understand its structure. How is the appvar structured so I can copy them out (to a picture file or sumthing)? 239
Art / Re: Zelda 8X8« 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 =( 240
Art / Re: Zelda 8X8« on: October 05, 2010, 04:25:36 pm »
Awesome! Il try them out when I get the engine running
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