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Messages - Zera
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61
« on: July 12, 2010, 10:54:47 pm »
Per this discussion. Need 8x16 icons to represent items in the inventory screen. These are 4-level grayscale, and must be drawn in a manner that the items can be placed side-by-side without bordering pixels. Would mainly like to have icons for a harp and a tunic.
62
« on: July 12, 2010, 10:36:13 pm »
Sorry for the double-post. I need to request some help with graphics.
The item icons that appear in the inventory system are 8x16 px. (see above mock-up) I'm having trouble finding suitable sprites in other Zelda games, or designing my own. I would like to request some help with this. Here are the details:
- 4-level grayscale. You can use all the detail you want.
- The items need to be designed in such a way that the pixels do not directly connect to one another when the items are placed side-by-side. For instance: The sword and the switch-hook items in the above mock-up don't have connecting pixels. All items need to follow similar considerations.
- The items are: Wooden sword, Noble Sword, (upgraded sword) wooden shield, iron shield, (upgraded shield) bombs, bow and arrow together, (or just a bow... or maybe just an arrow) bag of fairy dust, magical rod, a harp, a pair of flippers, a glove, a tunic, a potion and the switch-hook. (displayed above) Mainly, I could really use a harp icon. I don't have one at all. I don't have a tunic, for that matter.
Here are the icons I have so far.
63
« on: July 12, 2010, 09:37:24 pm »
Latest mock-up. I decided to cut the 16x16 item icons out and replace them with 8x16 icons. There was just no way all of it would fit on the inventory screen. I also figured I would allow the player to assign items to two different buttons, being any two items of their choice. (just like the GB Zelda games)
64
« on: July 12, 2010, 08:00:24 pm »
I didn't know the game would be feasible in Axe as it is. I really don't know much about Axe overall, though. By the time I get all the assets together, maybe we can get a better idea of memory requirements. I know the tileset is going to be pretty big.
I've been working on a file-select menu, but nothing definite yet. There's not a whole lot of room to work with, so I'm trying to find something that's both efficient and aesthetic.
65
« on: July 12, 2010, 06:01:14 pm »
wow I love that new part o.o
Btw how many maps do you think the entire game will have? Even if just an approximate number (example, the equivalent of 3 other maps of that size). It might give me an idea of how large the final game data might be for maps
Well, the max map grid is 6x6 screens. This applies to dungeons as well as overworlds. Dungeons might be roughly 3/4 of the size of overworlds. (some might be substantially smaller) There are five total dungeons. The only other maps are caves / passages and indoor areas. These may be so small that they could all fit on a single map grid. Overall estimate: 10 maps. 4 overworlds, 5 dungeons, and one map to encompass all indoor / cavernous areas.
66
« on: July 12, 2010, 05:48:22 pm »
Updated map. The full overworld is now completed.
67
« on: July 12, 2010, 01:23:37 pm »
Oh, I didn't mean I was going to redesign anything. I was just commenting that I've picked up some knowledge from my experience with Escheron. Escheron is going to remain as it is.
68
« on: July 12, 2010, 01:12:55 pm »
Thanks; but I think I could use a lot of improvement. I've picked up a few skills since Escheron, though. Escheron was only the second game I've made maps for.
69
« on: July 12, 2010, 03:17:03 am »
Map updated in previous post. Mt. Goro finished.
I want to note that, if this project is successful and people actually enjoy it, I definitely plan to create a follow-up using the same assets and engine. (generally, a major re-arrangement of maps)
70
« on: July 11, 2010, 10:24:13 pm »
I'm going to upload and regularly maintain a current version of the four realms, as the designs progress. (I'm removing the previous map images, as they'll always be outdated)
Full map is now completed.
71
« on: July 11, 2010, 08:52:46 pm »
It will just show the animation. (since it's implied which melody you're playing, depending on the crest you're standing on) I think I'll have a message that indicates the harp is ineffective when you try to play it on a crest you haven't learned the respective song for. Maybe the message can hint that a different song is required. Kaepora Gaebora (the owl that gives Link advice and tips in many games) makes a frequent appearance in the game, so he'll often inform you about the function of these crests the first time you step onto a screen where one appears. Also - something totally random...
72
« on: July 11, 2010, 08:39:31 pm »
Would it be possible to cut the "Guests / Users" text line out? All anyone really needs to see is the actual usernames. That would cut the display down to one line. (unless there were many users online at the same time)
73
« on: July 11, 2010, 08:28:38 pm »
The reason I used crests is to bypass the whole ordeal with memorizing songs. Basically, you just step on a crest and use the harp. The song is automatically played, depending on the crest you're standing on. (so you only play Eulogy of Winds, for instance, if you're standing on a Wind Crest)
There's nothing else to really distinguish the melodies. Regardless of what you play, the animation looks the same.
74
« on: July 11, 2010, 08:16:15 pm »
I decided to restructure some things with how the map responds to the use of Link's harp. Rather than three crests, there are now five. Each corresponds to different songs, events and effects. The Hero's Crest mostly indicates the point Link is warped to whenever he plays the harp while standing on one of the overworlds. He will be transported to the Hero's Crest in that specific overworld. These crests are usually within the center of each world, allowing Link to quickly access each area. Secondly, the Hero's Crest in front of Castle Tola breaks the seal on the castle's gate, assuming Link has empowered his harp with all three songs available in the game. The Wind Crest appears near currents of water. If Link has learned the Eulogy of Winds song, he can play his harp on this crest to reverse the flow of these currents. The Dream Crest allows Link to play the Dreamer's Ballad, if he has learned it. This ballad puts all on-screen enemies to sleep. Zora's Crest is directly linked to and from Zora's Domain. If Link plays the harp here, regardless of how many songs he's mastered, he will be taken through a bi-directional portal. Goro's Crest is directly linked to and from Goro Valley. If Link plays the harp here, regardless of how many songs he's mastered, he will be taken through a bi-directional portal.
75
« on: July 11, 2010, 06:46:07 pm »
The userbar seemed a little awkward at first, but it's actually pretty convenient to have up there. I imagine it's most convenient for IRC users; and it kind of makes sense, considering the the IRC box is there.
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