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Author Topic: Link's Awakening Remastered (Master Topic)  (Read 63528 times)

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Jeod

Team Dekunutz, Doubleteam
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #220 on: March 06, 2009, 12:15:13 am »
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Alright, here it is! The moment you've all been waiting for, the beach part of the puzzle!

Niek, may I ask that from now on when you align trees, you refer to this png? It took a bit of work adjusting the trees and path to align correctly with the ones in Mabe.

http://img14.imageshack.us/img14/763/overworld.png
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Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #221 on: March 06, 2009, 06:50:15 am »
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Its just one thing i want to point out, it looks horrible at the hill abow the house with a book on it.
Maybe conect the hills with each other like the other ones that leads to the beach? :o
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Jeod

Team Dekunutz, Doubleteam
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #222 on: March 06, 2009, 03:36:25 pm »
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Ok, so this weekend we finish off the beach. How about...we stretch all the way to the desert? Then if there is time we can finish the desert and animal village.
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CrystalAngel04

Resident ZFGC female
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #223 on: March 06, 2009, 04:16:28 pm »
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Just one little thing I noticed, make sure all your trees have the lil tips to their roots, there's a whole bunch below the village that are missing them. Otherwise... nice!
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D-Pad

A.K.A. Gyrowolf
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #224 on: March 06, 2009, 06:14:44 pm »
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This is looking so awesome!  XD Oh man I cannot wait to play through this.
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Jeod

Team Dekunutz, Doubleteam
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #225 on: March 06, 2009, 07:26:59 pm »
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Hah! Here's the catch though. I'm finding it really hard to make proper collisions. What happens is I import the overworld image into MMF2. But this imports the whole image, meaning all the spaces Link can walk on too. So I have to make a "skeleton" file, deleting all the walkable tiles. It takes a long time to do. So if you're not up for mapping, another way to help is to take what's done so far and make a skeleton file out of it. This file would have two parts:

1) The outlines for houses, trees, etc that Link can't change.
2) The tiles that Link can walk over or change. Including the things he can pick up or cut away.

It's a time consuming task, but it's simple to do. If nobody's really up for it then all I can suggest is to make xcf files of everything we do so we can go back and delete the layers Link will be able to walk on.
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Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #226 on: March 06, 2009, 08:37:30 pm »
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If your using game maker >
I fix collisions by making the feets to one object and the rest to another that always is above the feets so that the feet is the collision which makes it possible to stand next to a house and stuff like that.
I also make so that you can walk behind stuff like houses which gives a better 3D feeling, not from the above.
I make house roof / Tree Tops and such things like that to a higher layer and no collision.
Walking from the sides is the most tricky thing but after a while its a piece of cake.
I see collisions as the most fun thing, seriusly. Its fun to make the collisions its like a puzzle ^_^

Maybe this wont help you at all but idk.
Im pretty sure your not using GM :<
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Jeod

Team Dekunutz, Doubleteam
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #227 on: March 07, 2009, 02:58:02 am »
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Finished 3-1 of the beach. It took longer to do because I had to customize some of the tiles.
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Jeod

Team Dekunutz, Doubleteam
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #228 on: March 07, 2009, 04:45:16 am »
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Ok, a few customs I want to give everyone a chance to do...

1) Seashell buried in sand tile
2) Coconut on ground tile
3) Palm Tree with bananas on it
4) Tail Cave statues in LttP style
5) Ideas for Tail Cave entrance
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Hoffy

Hero of Fire
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #229 on: March 07, 2009, 06:02:01 am »
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What really bothers me about it is the lack of shadows with a lot of the trees. Even in Mabe Village, they just look like they're floating over green stuff. I'm sure you can find the ALttP trees with the shadows, but as for the ones on the beach...

There's one attached.

No need to thank me.

Just go.

(Make sure you recolour the shadow when you put it on the sand.)
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Hoffy.

Jeod

Team Dekunutz, Doubleteam
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #230 on: March 07, 2009, 01:50:03 pm »
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Fixed, but does it really look that much better?

http://img144.imageshack.us/img144/763/overworld.png
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Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #231 on: March 07, 2009, 02:08:06 pm »
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He Jeod, sorry for the late reply. It's OK to stretch the coastline and then start to work up one layer at the time. For lining up the trees at the edges of the maps. it is a bit difficult, because your trees are a bit of the grid and I need to count pixels.

I'm currently busy making the tail cave. I made the entrance by customizing the Hyrule Castle dungeon. I think it looks great. And with a bit of a color clash it also looks as something that is menacing and doesn't belong.

I will try to finish it today, but maybe it will tomorrow. I only need to do the statues. Oh yeah I will also add the xcf file and in this file there will be a layer with tiles to fix the cliff edges at the jumping well. Also a layer to fix the back of the dungeon, because I made a calculation error with that.

Hoffy, I've always kept the shadows with my trees, you can still see them at the Mysterious Woods entrance.
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Jeod

Team Dekunutz, Doubleteam
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #232 on: March 07, 2009, 02:11:06 pm »
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Yeah it's just mine that didn't have shadows. Plus the outlines of mine were a different shade of black. :S Niek, can you be sure that your modification won't conflict with Kanalet Castle? We'll be using the castle tiles for that place, too. Also, I fixed the weird glitch on the cliff at 3-1 of the beach. (Yes, referring to them as grid coordinates. Makes it easy to find the frame)
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Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #233 on: March 07, 2009, 02:21:30 pm »
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Its a graphical issue on the cliffs at the beach, just look how its connected
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Jeod

Team Dekunutz, Doubleteam
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #234 on: March 07, 2009, 02:23:55 pm »
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Its a graphical issue on the cliffs at the beach, just look how its connected

Just said I fixed them.
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Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #235 on: March 07, 2009, 02:25:01 pm »
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Woops... sorry for that. sorry :S
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Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #236 on: March 07, 2009, 02:25:42 pm »
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Jeod, here is an intermediary look of the entrance. I still have to tweak the black a bit, make it a bit softer, by taking the black from the tree or cliff outlines.
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Jeod

Team Dekunutz, Doubleteam
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #237 on: March 07, 2009, 02:26:52 pm »
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That looks nice! Can you stretch the gate all the way to the bottom? (Don't leave those bottom parts of the cliff tile under the gate)
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Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #238 on: March 07, 2009, 02:29:50 pm »
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I checked Kanaleth Castle and it doesn't have a dungeon. I can stretch them yes but, I left them in on purpose to show the the gate was in the rock surface. Tried to make them as some kind of doorstep, but I'll fix it.

Are the pavement tiles also correct?
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Jeod

Team Dekunutz, Doubleteam
Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #239 on: March 07, 2009, 02:31:48 pm »
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They look ok, yeah. I thought you were using outer castle tiles, so that's why I asked.
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