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Author Topic: Leduardo's Custom Tiles  (Read 260867 times)

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Mamoruanime

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Re: Zelda Wind Waker Custom Tiles
« Reply #40 on: March 01, 2010, 11:02:10 pm »
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Overall I think it's kind of sloppy. While it does look like you did a good job using MC tiles in a new fashion, the additional stuff created just doesn't seem right to me. For example; the actual clock face is all wrong. The perspective is odd, and it just doesn't work at all with the rest of the design. It needs a lot of cleanup. Either way; you're on the right path
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Miragos

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Re: Zelda Wind Waker Custom Tiles
« Reply #41 on: March 01, 2010, 11:04:23 pm »
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hmmm...
I found a few things you could improve.
(Thanks, Niek. ;))

Maybe you could make the big door a 32x32 pixel sprite instead of a 32x16 one.
So you would have to make the whole tower 16 pixels higher, but the result would look even better. So the perspective of the door wouldn't look that weird.
Furthermore I would make the walkable floor in front of the door 16 pixels wider.
So there would be more space for the tile in front of the upper door.
I would also change the green color of the floor and make it a wooden floor like it was in MM.
And I agree with Niek. You definitely have to make it suitable for a 16x16 pixel grid.

Anyway your sprites are really awesome. ;)


EDIT:

I noticed that the perspective of the upper part of the clock doesn't work.
You have to make the frame of the  upper part of the clock wider and the area above smaller.
 
« Last Edit: March 01, 2010, 11:13:56 pm by Miragos »
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Re: Zelda Wind Waker Custom Tiles
« Reply #42 on: March 02, 2010, 10:29:42 am »
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I took a look at some more sprites you made and you made more perspective errors.
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Miragos

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Re: Zelda Wind Waker Custom Tiles
« Reply #43 on: March 03, 2010, 12:18:47 am »
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Yes. I already posted that there is a perspective error with the door.
Though I disagree with the perspective error of the whole house you showed in your picture, since the houses in Whittleton  are formed like that.
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Re: Zelda Wind Waker Custom Tiles
« Reply #44 on: March 03, 2010, 12:53:23 am »
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Wait, are you saying the door perspective is wrong, or the door doesn't look right with the house? Considering the door is directly ripped from FSA, I can't really argue the perspective.
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Mamoruanime

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Re: Zelda Wind Waker Custom Tiles
« Reply #45 on: March 03, 2010, 01:18:06 am »
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There has to be some sort of leniency when it comes to perspective and Zelda. I mean the entire game is odd if you look at it that way. There are some things that are blatantly wrong, but the door isn't one of them :P
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Mirby

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Re: Zelda Wind Waker Custom Tiles
« Reply #46 on: March 03, 2010, 01:30:55 am »
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Now it seems like you're looking for something that might just be a tiny bit bad and blowing it out of proportion.
Making a mountain out of a Moldrill.... I mean mole hill. No offense Breedlove... >_>
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Miragos

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Re: Zelda Wind Waker Custom Tiles
« Reply #47 on: March 03, 2010, 02:47:44 am »
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Wait, are you saying the door perspective is wrong, or the door doesn't look right with the house? Considering the door is directly ripped from FSA, I can't really argue the perspective.
The same doors are used in the Cave of Flames in MC. But there is a difference between the Overworld perspective an the dungeon perspective. Also the doors are slightly different.
But you just have to edit them a little bit in order to make them fit with the perspective.

Now it seems like you're looking for something that might just be a tiny bit bad and blowing it out of proportion.
Making a mountain out of a Moldrill.... I mean mole hill. No offense Breedlove... >_>
You're totally right, but to improve a sprite you have to be a little bit critical.
In my opinion it's better to get a huge amount of suggestions for improving a sprite than getting just hundreds of "Awesomes", although the sprite isn't perfect yet.
 

However nice sprites, Leduardo. ;)
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Re: Zelda Wind Waker Custom Tiles
« Reply #48 on: March 03, 2010, 04:48:18 am »
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You don't make a mountain out of Moldrill. Moldrill is the mountain.

Anyways nice sprite, I don't really give a !@#$% on the perspective. Looks fine to me. It's not like "OMG BEST PIXEL-ING I HAVE EVER SEEN" like a few people were saying... But it's certainly good. And better than I can do.
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Re: Zelda Wind Waker Custom Tiles
« Reply #49 on: March 03, 2010, 07:19:20 am »
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Well, the middleton house has a straight door post, thus if he is recreating it, like the picture and post suggest, then he should make it straight. If he is making a sprite inspired by the middleton house then it is okay I guess.

The perspective with the house is difficult to begin with, because the main points of the roof are aimed at the back and the front and not like the sides as is usual with MC houses. Including the round form of the house makes it difficult to get a right perspective. I have taken a longer look and I think it isn't much a job of altering heights or adding stuff. It is about erasing something. The hind legs of the treestump are still visible, which gives the weird perspective. If those are left out of the picture, it would improve the perspective.
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Re: Zelda Wind Waker Custom Tiles
« Reply #50 on: March 18, 2010, 10:43:52 pm »
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Today,

I bring to you Tingle's Rosy Rupeeland's Deku Tree resized in Minish Cap height, but not recolored yet. If anyone want to improve it, go for it!



The original one.
« Last Edit: April 06, 2010, 03:06:24 pm by Leduardo »
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Re: Zelda Wind Waker Custom Tiles
« Reply #51 on: March 19, 2010, 12:09:00 am »
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Today,

I bring to you Tingle's Rosy Rupeeland's Deku Tree resized in Minish Cap height, but not recolored yet. If anyone want to improve it, go for it!


Nice! I think you should use the FSA palm tree pallet colors for it.

P.S.: How do you make a Sweet juice in that game? I can't cook with more than 5 ingrediants for some reason.
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Mamoruanime

@Mamoruanime
Re: Zelda Wind Waker Custom Tiles
« Reply #52 on: March 19, 2010, 12:28:18 am »
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Today,

I bring to you Tingle's Rosy Rupeeland's Deku Tree resized in Minish Cap height, but not recolored yet. If anyone want to improve it, go for it!



Might want to change it from "Ripped" to "Edited" :P Since once you modify it from the original it's no longer a rip :P
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Re: Zelda Wind Waker Custom Tiles
« Reply #53 on: March 19, 2010, 08:16:06 am »
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Agreed, but then again resizing is a very little effort in ripping. My question to Leduardo is whether he is serious about having people use his sprites in games. The way he presents his sprites is not really practical. People need to seriously edit them to be of practical use in a spritesheet.
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Re: Zelda Wind Waker Custom Tiles
« Reply #54 on: March 19, 2010, 01:58:09 pm »
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You can  use and edit freely my sprites.
I just put my name to those that seeking sprites on  google know where it came from.
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Re: Zelda's Custom Tiles
« Reply #55 on: March 19, 2010, 02:43:52 pm »
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Cool. With some color editing, that would work very well, especially since it resembles the WW Deku Tree.

I was going to say, "What someone should rip is the music from the Deku Temple", but:

<a href="http://www.youtube.com/watch?v=tmGymwqUUMY" target="_blank">http://www.youtube.com/watch?v=tmGymwqUUMY</a>
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Re: Zelda's Custom Tiles
« Reply #56 on: March 19, 2010, 03:08:24 pm »
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Actually, what my problem with the sprite is, that you ripped it and put it in a new image and I don't even know if it is alligned to a grid. But more importantly you put a MC Link sprite over and half over the shadow. Now to use the deku tree, you need to edit out Link and try to guess the detail of the shadow and ground is behind Link. The shadow as you notice has some lightly colored pixels.
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Re: Zelda's Custom Tiles
« Reply #57 on: March 23, 2010, 02:43:23 pm »
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Below I made a sprite of an explorer.

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Sinkin

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Re: Zelda's Custom Tiles
« Reply #58 on: March 23, 2010, 05:21:01 pm »
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I like the tent alot! The explorer is also quite nice. But it feels a bit to much like an edit.  :-\
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ZEPHOS
« Reply #59 on: March 23, 2010, 08:20:03 pm »
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Zephos from Wind Waker.
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