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The Legend of Zelda
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Topic: The Legend of Zelda (Read 37605 times)
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Zera
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Monochrome Artisan
Re: The Legend of Zelda
«
Reply #120 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.
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Re: The Legend of Zelda
«
Reply #121 on:
July 12, 2010, 08:09:47 pm »
The only danger of attempting this in Axe is if every boss got hard-coded patterns. If the way they attack and stuff can be put as data that a program read like Touhou shoot-em-up style games does, then it might be easy to achieve. AI, however, is very hard to code in any language.
Also very nice file select screen
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Zera
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Re: The Legend of Zelda
«
Reply #122 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)
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Zera
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Monochrome Artisan
Re: The Legend of Zelda
«
Reply #123 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.
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DJ Omnimaga
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CodeWalrus founder & retired Omnimaga founder
Re: The Legend of Zelda
«
Reply #124 on:
July 12, 2010, 10:46:46 pm »
the current ones look very nice. Sadly I can't help much ATM, though. If you ask in the pixel art sub-forum your request migth get more attention towards our other pixel artists, too.
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Zera
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Re: The Legend of Zelda
«
Reply #125 on:
July 12, 2010, 10:54:57 pm »
Forgot about that. Thanks for the suggestion.
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DJ Omnimaga
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CodeWalrus founder & retired Omnimaga founder
Re: The Legend of Zelda
«
Reply #126 on:
July 12, 2010, 11:03:17 pm »
no problem ^^
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shmibs
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try to be ok, ok?
Re: The Legend of Zelda
«
Reply #127 on:
July 13, 2010, 01:09:08 am »
i dont have a lot of time atm, so i only did three(and they could do with some improvement) but for what they're worth here are a noble sword, iron shield, and harp
«
Last Edit: July 13, 2010, 07:11:29 pm by shmibs
»
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Zera
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Monochrome Artisan
Re: The Legend of Zelda
«
Reply #128 on:
July 13, 2010, 02:27:09 am »
I like these very much. Very detailed, and a good use of grayscale.
Magic Banana did a great tunic in
this thread
, as well.
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DJ Omnimaga
Clacualters are teh gr33t
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Posts: 55943
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CodeWalrus founder & retired Omnimaga founder
Re: The Legend of Zelda
«
Reply #129 on:
July 13, 2010, 02:36:57 am »
Wow nice sprites!
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Zera
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Monochrome Artisan
Re: The Legend of Zelda
«
Reply #130 on:
July 13, 2010, 03:01:01 am »
I did a little bit of editing / re-touching to make the sprites look closer to the style used by other items. This is what I have in the inventory so far.
Ignore the ocarina. That isn't supposed to be there.
«
Last Edit: July 13, 2010, 03:30:42 am by Zera
»
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DJ Omnimaga
Clacualters are teh gr33t
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Omnimagician (Next: --)
Posts: 55943
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CodeWalrus founder & retired Omnimaga founder
Re: The Legend of Zelda
«
Reply #131 on:
July 13, 2010, 07:23:38 am »
Pretty sweet looking
Nice job
I never thought about the usage of non-square tiles before for menu stuff
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Zera
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Monochrome Artisan
Re: The Legend of Zelda
«
Reply #132 on:
July 13, 2010, 06:30:31 pm »
I turn to Omnimaga for help once again. This time, I'm trying to think of an inventory layout that's going to be efficient and all-encompassing. The general layout needs to include: Usable items, (items that are manually selected; like the sword and shield) quest items, (items that have a more passive role) a game map and possibly indicators for number of current keys, dungeon maps and compasses. (I have not drawn a compass, nor a map; but keys are there)
The usable item group includes:
- Either sword. Only one is shown, and the procurement of the upgraded sword replaces the old sword.
- Either shield. Same as the sword - the old shield is replaced when upgraded.
- Bombs. (quantity is already represented in HUD)
- Fairy Bow. (arrow quantity is tied-in with rupee count)
- Fairy Dust. (no quantity / infinite use) This item is later replaced by the Firewheel Rod.
- Fairy Harp.
- Switch-Hook.
So, this means there are 7 such items in this section of the menu, at most.
The quest items are:
- Flippers.
- Giant's Glove.
- Tunic.
- Magic Elixir.
So, the section of quest items need to encompass four item slots.
Lastly, there needs to be a section that will fit a 6x6 map. The map in the mock-up shows the highest resolution map available. Within this area, there should be a display for number of current keys, as well as an indicator for a dungeon map and compass. (merely to indicate that the player has collected these items for a particular dungeon) It would also be nice to have a text label of the map. (e.g., Labrus, Level-1, Level-2, etc.)
«
Last Edit: July 13, 2010, 06:56:44 pm by Zera
»
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DJ Omnimaga
Clacualters are teh gr33t
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CodeWalrus founder & retired Omnimaga founder
Re: The Legend of Zelda
«
Reply #133 on:
July 13, 2010, 06:42:39 pm »
Nice so far, I prefer the second one, by the way.
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Zera
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Monochrome Artisan
Re: The Legend of Zelda
«
Reply #134 on:
July 13, 2010, 08:49:18 pm »
I was playing around with the inventory some more, and here's one potential layout I've come up with.
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The Legend of Zelda