Author Topic: The Legend of Zelda  (Read 37643 times)

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Offline ztrumpet

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Re: The Legend of Zelda
« Reply #60 on: July 07, 2010, 12:45:01 pm »
Wow, nice work Potassium Hydroxide (whoever you are)! ;D

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #61 on: July 07, 2010, 12:51:56 pm »
Very nice looking! For some reasons, I cannot fee Link's feet too much, though

Offline Magic Banana

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Re: The Legend of Zelda
« Reply #62 on: July 07, 2010, 07:57:38 pm »
Well, if you do use 255 (I didn't feel like making a 2 and 5 :P), then you will only be able to add 1 extra heart container. Well, unless you really feel like smashing some numbers together, but it might not look so well.

And DJ is right, the feet do look a little strange. Maybe if you were to take a row of pixels from the top of his hat and move them to his feet it might look a little better. If I have the time, I can try a mockup of link with this, but I have class soon so I dunno.
« Last Edit: July 07, 2010, 07:58:17 pm 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 Zera

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Re: The Legend of Zelda
« Reply #63 on: July 07, 2010, 08:19:23 pm »
I decided to keep the rupee count the same, but change the font (to something that aligns on a 4 px grid) and display bombs instead of keys. Arrows use rupees, so there's no need for an additional arrow display. Now, all your ammunition is on the HUD. Keys require you to open your menu.

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #64 on: July 07, 2010, 08:27:23 pm »
looks pretty nice. I kinda like magic banana fonts since you can superpose them , altough I think it might be better with the smaller ones to fit more stuff, like in Zera screenshot.

Offline Zera

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Re: The Legend of Zelda
« Reply #65 on: July 07, 2010, 08:33:18 pm »
The problem with the font I had is that it's special-cased. It wasn't going to align to any kind of grid, and would require extra code.

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #66 on: July 07, 2010, 08:38:41 pm »
true. The way I look at it it seems to require a sprite mask. This means twice more sprite data.

Offline Magic Banana

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Re: The Legend of Zelda
« Reply #67 on: July 07, 2010, 08:43:34 pm »
Yeah, I understand what you mean. You might be able to get some custom 4x6 or 4x7 numbers in there by shifting the icons a bit, but anything bigger would end up like getting mashed like the old font and make it hard to grid.

The arrows as rupees is a nice idea too. :)
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 Zera

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Re: The Legend of Zelda
« Reply #68 on: July 09, 2010, 08:28:34 pm »


Working on a lot of tiles at the moment. This path is intentionally narrow, as it only leads into a dungeon. Normally, you're going to have much more room in each screen.

Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #69 on: July 09, 2010, 08:35:42 pm »
O.O nice! Wow when done, make sure to make a tile/spritesheet of this o.o

Offline apcalc

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Re: The Legend of Zelda
« Reply #70 on: July 09, 2010, 08:51:03 pm »
That looks nice!


Offline Zera

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Re: The Legend of Zelda
« Reply #71 on: July 09, 2010, 09:01:35 pm »
I'll be sure to post the completed tileset and spriteset. Maybe they can be re-used for other games.

On another note: I'm debating on how to handle something...

Basically, I want to use a 16x16 grid for the tileset. Since I have that 8 px high HUD at the bottom, this offsets the whole map grid by 8 px. 16x16 tiles won't evenly fit to each screen. I could implement the map tiles as 8x8, but that would be really tedious on me. (imagine putting together trees, and other large objects, 8 px at a time!)

One way I can sidestep this problem is by moving the HUD to the side of the screen - that is, a 16 x 64 display. I could fit some additional items to it, but it would be on the side. I worry it might seem awkward.

Offline calcdude84se

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Re: The Legend of Zelda
« Reply #72 on: July 09, 2010, 09:04:57 pm »
That looks fine to me, and it makes the screen less rectangular and closer to a 3:4 aspect ratio (actually, it's too square at 4:5 :P)
But then again, I've never played TLoZ (I do want to though), so I don't know how radical a change this is.
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Offline DJ Omnimaga

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Re: The Legend of Zelda
« Reply #73 on: July 09, 2010, 09:18:44 pm »
Somehow I like that HUD better o.o

Offline Zera

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Re: The Legend of Zelda
« Reply #74 on: July 09, 2010, 09:19:54 pm »
Zelda games normally have a HUD at the top of the screen. The GB Zelda games stored it at the bottom. It's a bit unusual to have it on the side. On the other hand, this side-HUD is really efficient for me to use. I may stick with it, and try to revision it so that it looks less unusual.

I was working on some ideas for the inventory, using the side-HUD idea. This is fairly incomplete, but gives a basic idea of where things would go. The left side would display usable items, while the right side would display static quest items.
« Last Edit: July 09, 2010, 09:20:17 pm by Zera »