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Author Topic: ZFGC style Discussion  (Read 170733 times)

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Re: ZFGC style
« Reply #420 on: March 18, 2007, 05:19:18 am »
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Why is that one heart smaller than the rest...typically the last (left to right) non-empty heart is BIGGER than the rest. >_>
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Helios did it.

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Re: ZFGC style
« Reply #421 on: March 18, 2007, 05:35:35 am »
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Because he only has half a whole heart left.
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Re: ZFGC style
« Reply #422 on: March 18, 2007, 05:36:51 am »
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Because he only has half a whole heart left.

Thats a weird way to represent a half heart. >_>
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Helios did it.
Re: ZFGC style
« Reply #423 on: March 18, 2007, 05:43:05 am »
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I believe they used hearts that way in Link To The Past.

Which was an altogether crappy game anyways.
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Re: ZFGC style
« Reply #424 on: March 18, 2007, 05:47:02 am »
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I believe they used hearts that way in Link To The Past.

Which was an altogether crappy game anyways.

Agreed. All the good games do it the other way. :)
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Re: ZFGC style
« Reply #425 on: March 18, 2007, 10:16:38 am »
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OK I made somthing to go with my bridge:

I made a different ending to the cliff  XD
And heres what the tiles look like together:

and heres the bridge apart:

(feel free to edit any of these)
-crispy

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Re: ZFGC style
« Reply #426 on: March 18, 2007, 10:49:44 am »
  • hmmm...pixelicious
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omg octorocks  :o

just wondering how many frames do you think it needs?
the up animation already looks good with only 2 frames, but i dunno if you want smoother animations
(zelda1's octorock also had 2 frames  :P)
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Re: ZFGC style
« Reply #427 on: March 18, 2007, 10:59:23 am »
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OMG i just tried this style in my game, and it rocks. i keeping it in this style cause it looks really cool in
action  XD

Hello there, the tiles and characters look awesome  ;D
I couldn't resist animating link, hope you like it:

animated:

the running animation was better than the walking one.

« Last Edit: March 18, 2007, 11:37:00 am by crispy »
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Re: ZFGC style
« Reply #428 on: March 18, 2007, 12:20:12 pm »
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Also changed the L to an R. I'm not good with left and right  :-[
Very nice now, but I'd suggest using TMC-type hearts with quarters and pulsating hearts. That was much nicer.



omg octorocks  :o

just wondering how many frames do you think it needs?
the up animation already looks good with only 2 frames, but i dunno if you want smoother animations
(zelda1's octorock also had 2 frames  :P)
Eitehr two frames, or three with a bounce.
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Re: ZFGC style
« Reply #429 on: March 18, 2007, 12:37:22 pm »
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Hello there, the tiles and characters look awesome  ;D
I couldn't resist animating link, hope you like it:

animated:

the running animation was better than the walking one.
[/quote]

Then I'll just fine-tune the old one  XD
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Re: ZFGC style
« Reply #430 on: March 18, 2007, 01:01:19 pm »
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You can do the pulsating hearts in the code, for GM you can use image_yscale and image_xscale.
also what did people think of my different cliff ending or my bridge?
-crispy
« Last Edit: March 18, 2007, 01:04:41 pm by crispy »
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Re: ZFGC style
« Reply #431 on: March 18, 2007, 01:16:38 pm »
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You all are hard to please!  :D

Edit: Huh? Strange... I re uploaded the pic and its the same. Gimme' a sec...

Edit again: There. I sure do have a big heart for doing this! Lol I love puns.
« Last Edit: March 18, 2007, 01:19:15 pm by uma »
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Re: ZFGC style
« Reply #432 on: March 18, 2007, 01:47:36 pm »
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YAY more rubbish stuff from me  XD
Sir Cyrus posted a flour bed earlier and i just touched it up a bit

You Should use this one with this tile set

nice HUD by the way.
-crispy
« Last Edit: March 18, 2007, 02:16:45 pm by crispy »
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Re: ZFGC style
« Reply #433 on: March 18, 2007, 02:08:12 pm »
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Full version of the octorock
3 frames walk ani + 1 blow up sprite before he shoots a rock



hope you like it
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Re: ZFGC style
« Reply #434 on: March 18, 2007, 02:15:28 pm »
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better and better!
but still no link walk for the other directions
*procastrinate*
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Re: ZFGC style
« Reply #435 on: March 18, 2007, 02:24:24 pm »
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yeah that octorock is pretty awsome, but i agree with Gonzo, we do need link walking sprites in all 4 directions!
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Re: ZFGC style
« Reply #436 on: March 18, 2007, 03:06:43 pm »
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I modif the Octorok, it's look better no?


(The form and eyes)
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Re: ZFGC style
« Reply #437 on: March 18, 2007, 03:35:05 pm »
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they look better, the eyes being the main reason (the other ones looked less evil) they look like MC ones  :P
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Re: ZFGC style
« Reply #438 on: March 18, 2007, 03:43:15 pm »
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Nice octorocs they look much smoother and evil, plus the rock look less round and more natural.
I believe they used hearts that way in Link To The Past.

Which was an altogether crappy game anyways.

Agreed. All the good games do it the other way. :)
I'll never understand you...

Crispy, try and define the flowers more, because right now it looks like someone smushed hundreds of types of flowers in one box.
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Re: ZFGC style
« Reply #439 on: March 18, 2007, 03:50:04 pm »
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Hello there, the tiles and characters look awesome  ;D
I couldn't resist animating link, hope you like it:

animated:


He runs too slow. But it looks great!
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