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Messages - englercj

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Zelda Projects / Re: [Screenshots] Zelda: A Link to the Past (In-browser)
« on: November 03, 2012, 05:16:35 pm »
http://zfgc.com/forum/index.php?topic=8149.msg90479#msg90479 <-- Vanilla ALTTP Link sheets.

http://zfgc.com/forum/index.php?topic=32435.msg364427#msg364427 <-- One of the very many ALTTP-styled Link sheets.

http://zfgc.com/forum/index.php?topic=36319.msg407649#msg407649 ALTTP Font.

http://zfgc.com/forum/index.php?topic=13762.msg145691#msg145691 <-- Complete ALTTP overworld dump

http://zfgc.com/forum/index.php?topic=11098.msg118510#msg118510 <-- Random ALTTP Tiles

http://zfgc.com/forum/index.php?topic=11781.msg125327#msg125327 <-- ALTTP Water tile animations

http://zfgc.com/forum/index.php?topic=36443.msg409146#msg409146 <--- Apparently "all" of ALTTP tiles?



I tried finding you random resources via here: http://zfgc.com/forum/index.php?board=32.0 ...I'm sorry that I couldn't have done better, but the forum's search function is shitcanned and the CMS is a piece of !@#$%. Sorry, but this site's literally the most functionally dysfunctional site on the planet! ;p

Ha! Thanks for the links, many of these I have but some of them are new to me. Thanks for the help. I am using the Return of Ganon font, it seems to be working well.

Thanks again!

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Zelda Projects / Re: [Screenshots] Zelda: A Link to the Past (In-browser)
« on: November 03, 2012, 04:55:50 pm »
Ah alright, so you are _retiling_ the sheets, not splitting them up into multiple files. My mistake.

I had to do the same thing for Minish Cap Link since absolutely nobody knew how to properly rip sprites. (note you can find it here: http://zfgc.com/forum/index.php?topic=39905.0 ..though I think MG-Zero modified this as some of the pieces were off by like a pixel or two)

Also the CMS on this site is famously known for working improperly. I would highly suggest against using it and instead just make a post in the graphics board asking for help. If anyone has an issue with this, you can refer them to me.

Anyways I apologize for that misunderstanding. ;p

It happens, and that sprite you linked is exactly what I am looking for (but obviously LTTP not the minish cap style).

Is this what you were looking for?

image removed

Pretty much pieced as you can piece something.

Kind of, I don't want him cut into separate body parts like that. gm's post is what I was referring too: limited space between, 1 sheet for everything that character can do. The sprite sheet you linked me is great, has a lot of the possible sprite actions; I just need to retile (thanks for the correection gm) the sheet.

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Zelda Projects / Re: [Screenshots] Zelda: A Link to the Past (In-browser)
« on: November 03, 2012, 04:32:14 pm »
That's actually incorrect. If you increase the number of HTTP requests sent to the server, it's going to bottleneck the overall download speed as you'll be fetching.. say, 8 resources at once rather than all of them in one go. I mean, you could split the sheets up but from the sounds of it you're going to be doing it in excess.

I would never want to split them into 100 spereate sheets, that isn't what I said. What I said was, a sheet that is using a 64x64 grid (like the one I was linked) but the sprite in each grid is only 32x32 (like the one I was linked) is a huge waste of space, and inflates the PNG size for no reason. These need to be cut up and pieced together in a more efficient way; that is all I have been saying.

4
Zelda Projects / Re: [Screenshots] Zelda: A Link to the Past (In-browser)
« on: November 03, 2012, 04:25:20 pm »
Because they use the methods I mentioned, and optimize size their assets.

I'm tired of defending my project, and if no one is interested in a startup project like you said; then I am just wasting my time.
How do you know they did that?  I'm not a complete idiot and can do a simple "View Source" and follow the rabbit trail to the resources the game is linking to in many cases.

Now, why are you getting so defensive?  I am genuinely wondering why you want pieced sheets so badly.  If you had some stats or charts between the difference, you might also get people involved if you can show the performance/bandwidth is worth the extra time.  Think outside the box.  People are more willing to contribute to a project that has charts, data, etc.

If you are already mad because of an attempt to figure out your motives behind a programming choice, I don't know what to tell you.
Also, you should really post some examples of how you would like Link to be pieced if you really need it.

I'm not even remotely upset, just tired of repeating myself. Smaller sheets = less download time, period. I'm not being defensive, and have explained my reasoning about 3 times now, I just don't know what else to say. Do I really need to post a chart to show a PNG of half the size downloads twice as fast? I don't see how adding extra empty space to a sprite sheet when it isn't needed is "thinking outside the box".

I really don't understand why you are making such a huge issue out of something so small? I implemented really cool and unique techniques of doing different rendering tricks in this game, and what bothers you the most is I want to reduce empty space in my sprite PNGs.

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Zelda Projects / Re: [Screenshots] Zelda: A Link to the Past (In-browser)
« on: November 03, 2012, 03:50:00 pm »
Preload all of Link's actions and just the rest as needed.

I've already said I was doing that.

I have played quite a few html 5/canvas/JS/webgl games that do this and I am tethering and I really don't notice any performance issues.

Because they use the methods I mentioned, and optimize size their assets.

lol....ok, we'll be here.

I'm tired of defending my project, and if no one is interested in a startup project like you said; then I am just wasting my time.

6
Zelda Projects / Re: [Screenshots] Zelda: A Link to the Past (In-browser)
« on: November 03, 2012, 03:16:24 pm »
Walking works fine, and you can see by the roadmap I'm moving into items/combat soon; so its w/e.

The issues I raise are less of a memory management issues and more of a bandwidth management issues, WebGL doesn't manage resources at all; that is my job.

I guess I'll just come back in a month when I have the first dungeon done.

7
Zelda Projects / Re: [Screenshots] Zelda: A Link to the Past (In-browser)
« on: November 03, 2012, 02:50:59 pm »
I'm not looking for anything, as I said before it is an open source project so I was saying what I was looking for in contributors. Anyone can contribute, or no one can; just raising awareness.

The issues about sprites that you are forgetting in this project is that it is browser-based meaning any sheet will have to be downloaded, so making them smaller does help significantly. Especially when there are multiple sheets as the browser will throttle the number of downloads per webpage; to fix a lot of this I do precaching and some other tricks but that doesn't mean I want to throw image optimization out of the window.

I had found that link you gave me, but when you click "download this resource" it just gives me some particle sheet. I managed to grab the sheet via "View Image" but I initially passed by it due to the broken link. As for the tSR sheets, like I said before many are incomplete. I found other resources that were much more helpful. Most assets need some massaging for prime-time on the web and since that is a large job, it was something I would hope people would want to contribute to. I have no problem doing it myself, but the entire point of OpenSource is collaboration so I figured I would post and see who was interested in collaborating.

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Zelda Projects / Re: [Screenshots] Zelda: A Link to the Past (In-browser)
« on: November 03, 2012, 02:17:12 pm »
The tiles are only blurry because I scaled down a screenshot in GIMP, they are not blurry in the actual application. As far as the scale of link, it is a simple configuration change to rescale him, I am more worried about functional improvements first before getting the scale perfected.

I never said I needed assets, I am well aware of where to get them and the quality of those places. I said I needed help piecing them together. This is an open source project so I always promote contributors.

The sprites on spriters-resource are generally trash, most are incomplete and the author usually thinks it is cute to place them willy nilly across the image making it unusable without relaying out the entire thing.

I appreciate the links, but none of this is new information. I was just raising awareness for an interesting project, and testing the waters to see if anyone would like to contribute. If this isn't the place for that I can delete my post and move on.

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Zelda Projects / [Screenshots] Zelda: A Link to the Past (In-browser)
« on: November 03, 2012, 12:17:31 pm »
Recently I decided to try out browser-based game programing, not using anything like Flash or Shockwave, but pure JavaScript games using WebGL. For those of you who don't know what it is WebGL is a port of OpenGL to the browser, and allows for hardware accelerated graphics using JavaScript. Since I really wanted to learn this technology I played around with a couple small, dumb projects. But then I saw this really cool GPU TileMap demo, and I decided right then I was going to rewrite The Legend of Zelda: A Link to the Past for the browser.

I want to stress that this project is not a port of code, it is not a ROM in a web-based emulator, and it uses no established engine; it is a complete from-scratch recreation of a classic favorite. I wrote a custom map generator/editor to leverage the technique in the blog post above (more info on my blog, the part 2 post is almost done), and everything else from scratch as well.

The code, assets, and more information is available on GitHub and anyone can contribute; though really what I need right now is help with assets (sprites, maps, etc). This project is first and foremost a testament to browser gaming with WebGL and a learning experience for me. Though I will not turn away pull requests I have the programming mostly covered, but generating the maps and editing collisions, and piecing together images of link into usable sprites take more time than anything else; so any help is appreciated.

Without further ado here are some screenshots from the game, though they will look very similar to something we are all familiar with:




This project is at a very early stage, I just finished writing map/entity collisions. In case anyone was curious ,here is the roadmap I am following:

  • Map Rendering (small tearing bug)
  • Entity Rendering
  • Collisions (small clipping bug)
  • Zone Confinement
  • Item Management
  • Map interaction (lifting, pushing, cutting, etc)
  • Combat
  • Dialog
  • First Dungeon (palace)

I've got the algorithm to confine the camera to a zone written, just need to map out the zones vertices (by zone I am referring to the area your camera can move in before you reach the edge and the game would load a new area). If anyone is interested in helping out, please let me know and I will be more than happy to explain how stuff works, and how you can help.

Thanks all!

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