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Author Topic: Leduardo's Custom Tiles  (Read 260805 times)

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Starforsaken101

Wake the Beast
Re: Zelda's Custom Tiles
« Reply #240 on: October 24, 2010, 03:14:38 am »
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I don't think you made King Mutoh round enouhg. You see how he's kind of like an egg? I think you need to work on keeping his egg form, which is pretty hard but I think you have the capability to do so. You kinda have the same problem with Brant; he's thinner on the bottom. I think you need to work on these.
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  • Starforsaken101's DeviantART
Re: Zelda's Custom Tiles
« Reply #241 on: October 25, 2010, 07:56:05 pm »
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THANKS, StarƒtƒHƒZ[ƒLƒ“

Here, my 2nd try.


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Brutus

Kirby Master
Re: Zelda's Custom Tiles
« Reply #242 on: October 25, 2010, 09:12:49 pm »
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how long did it take you to make those king mutoh sprites? and what editor/application are you using?
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if place_free(x,y,z) {wrong number of arguments to function or script}
Re: Zelda's Custom Tiles
« Reply #243 on: October 26, 2010, 01:32:11 pm »
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For King Mutoh Around 2 or 3 hours.
Brant, takes more.
I like to use mspait from winxp.
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Re: Zelda's Custom Tiles
« Reply #244 on: October 26, 2010, 07:24:17 pm »
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Hmm, you are still adding shadows to your sprite.
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Re: Zelda's Custom Tiles
« Reply #245 on: October 26, 2010, 07:39:46 pm »
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'cause I work with RPG maker, and dont use the script to auto-shadow.
For me it is normal... thats why i put the shadow.
I dont Know how you work with gamemaker, but before use the sprite, you don't have to edit the charset?
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Brutus

Kirby Master
Re: Zelda's Custom Tiles
« Reply #246 on: October 26, 2010, 07:55:58 pm »
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here's a crappy hookshot hud that I made :-\
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Re: Zelda's Custom Tiles
« Reply #247 on: October 26, 2010, 07:58:31 pm »
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I like it when sprites have shadows on them. The shadow is a part of the sprite that always stays at the same place (normally), so I know how to piece the different frames together and don't have to guess. When everything is in the right place, I remove the shadow.

P.S.: I like the Cobble Race sprites (the second version really is better) and all your other sprites.
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Re: Zelda's Custom Tiles
« Reply #248 on: October 26, 2010, 08:08:11 pm »
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I try to have the parts mostly separated in GameMaker. For the CP however i would still use the complete bodies of Link, enemies and NPCs but I separate weapons and shadow from the sprites. For instance if you want to put the sprite in shallow water you to display water ripples instead of a shadow and the same goes for high grass. In addition I noticed when playing MC that the color of the shadow depends on the area you're in. Take for example:

- The color shadow you use is mostly for grass areas I think.
- The swamp and Minish woods have the shadow a bit more dark green.
- Lake Hylia it is more blue(ish)
- Hyrule Town it is more towards brown.

The color of the shadow always is in relevance to the area.

I have heard about RPG Maker's limitations on the resources. That is mostly why I have never considered using it. Ah well, you are a really good pixel artist Leduardo. And I always find a bit rude to edit good looking sprites like that just because of a slight flaw.
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Re: Zelda's Custom Tiles
« Reply #249 on: October 26, 2010, 08:31:47 pm »
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From the first post ;pics of "wolf link" is that poochyena/mightyena from pokemon ?
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Nubcake now uses Purebasic!

Sinkin

Team Dekunutz
Re: Zelda's Custom Tiles
« Reply #250 on: October 28, 2010, 01:07:03 pm »
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here's a crappy hookshot hud that I made :-\

Really, why are you going around in diffrent topics and posting graphics? They are not asking for it. Why not make your own topic to post stuff in?
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ZORA MC STYLE
« Reply #251 on: October 29, 2010, 04:35:20 pm »
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Guys,
I've tried to make these Zora sprites for many years, but never got a satisfactory result.
These days I had the idea of edit these two works of great community spriters.
I had tried to use their works in my game, but the Zora are very high compared with the Link. I arrived at this result to solve this problem.



I am open to criticism to improve, so that my graphics get better and so that you can use them too.

References:
http://www.zfgc.com/forum/index.php?topic=29800.msg331651#msg331651
http://www.zfgc.com/forum/index.php?topic=18510.msg198401#msg198401

PS. Why I mix sprites from different games? Because in my game, "Oracle of Secrets" the timeline is mixed, meaning you can play a little bit of each Zelda game, plus new scenarios and characters. All in the Minish Cap style.
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pxl_moon (dotyue)

Team Dekunutz
Re: Zelda's Custom Tiles
« Reply #252 on: October 29, 2010, 05:40:30 pm »
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i think zoras ever should be a little taller than link since their bodys are more delicate as elementals of the sea

you maybe shopuld look more at the bodys of the blade brothers or the guards in MC to edit as zoras...
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~~Resources~~
~Minish Cap Style~

Minish Cap Beta:Firerod Icon, Majoras Mask:ChuChu, Ocarina of Time:Gossip Stone, Oracle Series:Link plays the "Herpes of Ages", Impa, Wand Maker: HUD
~GB-Zelda Style~
Ocarina of Time: Deku Caca
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Re: Zelda's Custom Tiles
« Reply #253 on: October 29, 2010, 06:00:44 pm »
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I think you made a nice Zora child, which is excellent work. But I think KM and Desgardes were a lot closer to the right height. Zora's have tall and slender stature like a noble creature. An adult Zora is taller than even an adult Hylian.
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pxl_moon (dotyue)

Team Dekunutz
Re: Zelda's Custom Tiles
« Reply #254 on: October 29, 2010, 06:08:00 pm »
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thats about what i wanted to say =)
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~~Resources~~
~Minish Cap Style~

Minish Cap Beta:Firerod Icon, Majoras Mask:ChuChu, Ocarina of Time:Gossip Stone, Oracle Series:Link plays the "Herpes of Ages", Impa, Wand Maker: HUD
~GB-Zelda Style~
Ocarina of Time: Deku Caca
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

Re: Zelda's Custom Tiles
« Reply #255 on: October 30, 2010, 03:14:25 pm »
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wow,leduardo.YOU ARE AWESOME  XD
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Gah
Werewolf Link
« Reply #256 on: January 06, 2011, 05:41:29 pm »
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HAPPY NEW YEAR!


This year I bring to you a version of the werewolf link.





Hope you enjoy.

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Re: Zelda's Custom Tiles
« Reply #257 on: January 06, 2011, 07:56:00 pm »
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Okay, that is actually really cool. And the transformation looks really nice. With the walking animation however I think you might want to add some frames. I know the enemies and NPC's have 3 frames for walking, but Link himself has about 10 frames. And that is simply because the player is always watching Link and it always has the focus. Thus a choppy animation is more noticeable.
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Hoffy

Hero of Fire
Re: Zelda's Custom Tiles
« Reply #258 on: January 06, 2011, 11:19:38 pm »
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Pretty cool, though I agree with what Niek said about the walking animation. I'm also not too sure that that transformation animation would look so smooth, but I think you've done something really cool anyway. It also made me realise that Link was pretty much a werewolf in Twilight Princess, huh. There you go.
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Hoffy.

pxl_moon (dotyue)

Team Dekunutz
Re: Zelda's Custom Tiles
« Reply #259 on: January 07, 2011, 03:44:57 am »
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Pretty cool, though I agree with what Niek said about the walking animation. I'm also not too sure that that transformation animation would look so smooth, but I think you've done something really cool anyway. It also made me realise that Link was pretty much a werewolf in Twilight Princess, huh. There you go.

Quote
A werewolf, also known as a lycanthrope (from the Greek λυκάνθρωπος: λύκος, lukos, "wolf", and άνθρωπος, anthrōpos, man)

No he wasn't, link was a Wolf with Human Mind, not a Half Wolf/Half Man like Creature

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~~Resources~~
~Minish Cap Style~

Minish Cap Beta:Firerod Icon, Majoras Mask:ChuChu, Ocarina of Time:Gossip Stone, Oracle Series:Link plays the "Herpes of Ages", Impa, Wand Maker: HUD
~GB-Zelda Style~
Ocarina of Time: Deku Caca
~Other~
Paper Mario Style Zelda&Link, Tetra Trackers HUD-Cleanups

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