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Messages - Master Yoshi

Pages: 1 ... 3 4 [5] 6 7 ... 14
81
Graphics / Re: OOT2D Map Project
« on: January 30, 2011, 04:44:52 pm »
Not sure how I feel about the tiles you used to build the fortress itself, but I will agree those are the best tiles from ALttP to use for them. I just wish the community could collaborate to build new tiles that are necessary to convert Ocarina of Time to 2d..

I absolutely love your tile work on the entire environment though. The ground especially, just looks professionally put together.

So any idea what area you have in mind next? I'd love to see your vision of Zora's domain, or Goron city, though I know those aren't overworld areas so they probably aren't a priority at the moment..

82
Graphics / Re: OOT2D Map Project
« on: September 13, 2010, 02:54:04 am »
Hopefully this is not imposing.. but you are more than welcome to use my gossip stone if needed.

This is coming along very well, I am extremely impressed and it greatly inspires me. I remember waiting for so long to see what Daniel Barras could cook up in the original OOT2d project, but he never delivered. This is how things like this SHOULD be developed. Not teasing along and along, but actually putting it out there and getting input from the community.

83
Graphics / Re: Hello :)
« on: July 31, 2010, 04:22:11 am »


This is tremendous work, man! I'm extremely excited to see where this goes.

84
Graphics / Re: OOT2D Map Project - Minor Update
« on: July 20, 2010, 10:39:08 am »
I'm curious as to how Lon Lon Ranch will work out? It's probably been discussed once before in this thread.. I'm too tired to look...

If you are planning on making it a separate area then I suppose what you have lain out could work.. but if you are planning to map the overworld entirely, It needs to be much larger..

85
Graphics / Re: OOT2D Map Project - Minor Update
« on: July 19, 2010, 04:40:14 pm »
I would suggest using the original ALttP tiles as much as possible. Merging anything from MC and such just makes it look too mixed and less official.

The original ALttP trees are not that bad..

86
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: July 05, 2010, 11:11:19 pm »
<3

And just so everyone knows, I'm not dead. Just been busy and this hasn't been my main focus as of late. I still have intentions to continue this work.

87
Entertainment / Re: E3 Press conferences
« on: June 15, 2010, 07:43:07 pm »






ohmygooooooooooooooooooooooooooooooooooooooooooooooooooooooooood

88
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: May 19, 2010, 04:28:19 am »
Really awesome seeing you pop in, GanonSpriter. I'm hard at work on a larger Ganon. It's going to look similar to the one I've been showing, just more beastly and overwhelmingly huge.

Maybe I'll make some progress tonight and tomorrow so that I can show you guys.

89
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: May 15, 2010, 06:25:32 pm »
That idea would be cool if you were going down a straight staircase tot he bottom of Ganon's tower, being chased down by Ganon as the castle is tearing itself apart all around you.

90
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: May 15, 2010, 02:47:47 am »
And to anyone who wants to argue true scale, please don't bother. It's going to be better this way.

91
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: May 15, 2010, 02:20:05 am »
Scratch that.

I think the size works far better than what I have now.
Having a boss that large makes you want to keep far away from it. At the size mine is currently at, the feel isn't there for me. Translating what I have now into a larger form will be difficult though. Wish me luck.

 And I've found an entire collection of the FSA Ganon sprites, which helps for reference a ton. I know I may seem to be getting in over my head, but I know I can do this.

There would definitely be no way I'd attempt any other directions. The Ganon fight would just have to be re-imagined in 2d. the best I can figure is making a system where you have to shoot Ganon in the face with a light arrow to bring him down, or stun him as it does in OoT. Once this is accomplished, his tail is exposed for you to attack. The hardest thing would be to keep the player from getting behind Ganon. That would be a problem.  maybe have an attack with his tail if he is not stunned, something unavoidable that causes major hurt-age. 

Part of me wants to spice it up like in FSA, but part of me wants to stay true to the feel of fighting a true beast in Ocarina.

92
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: May 15, 2010, 02:03:44 am »
Anyone have the ALTTP rain layover?

93
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: May 15, 2010, 01:27:31 am »
Damn. After all the work I've put into him.. I think I want to go bigger.



(disregard the hands and swords)

Just want to hear what everyone thinks. I think if I nail the FSA size, he would look much more menacing. I'm also impressed by the way they did the arms, legs and hooves. Hell the entire thing is impressive.

I think I want to keep the same look I have, just much larger and more menacing. As it stands now he doesn't look very "OH MY GOD." like he did when you first saw him in Ocarina of Time.

94
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: May 10, 2010, 06:03:30 am »
True. The really won't be necessary once the sprite is complete. Although I plan on using the arms separately to animate, the final sheet will be solid sprites. It's easier that way.

And maybe I'm just overly proud of my own work, but when I look at my Ganon beside Nintendo's, I can't help but grin.

95
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: May 10, 2010, 05:00:00 am »


80 percentile, ladies and gentlemen. I've tinkered with the arms in my spare time the past few days. I'm fairly satisfied with the current look. I'm thinking for the swords, I need them both at a 45 degree angle, and need them both large and long, so that they cross into an X shape. I tried having them smaller and meet in the middle like Skeme did for me earlier, but I wasn't satisfied with that look.It looked too proper, not wild enough.

And I am crazy happy with the crazy dreaded locks I've got going on with him, so if anyone suggests to change it keep in mind I'm going to not listen out of love for what I have now.

(still gonna change over those darned knees)

96
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: May 07, 2010, 07:27:26 am »
Here's a good look at how far I've come with this sprite already.

I plan on finishing it up tomorrow, so everyone keep your eyes peeled on this thread.

(how the hell do you peel your eyes!? Who the eff made that phrase?!)

97
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: May 07, 2010, 05:11:22 am »
And I just modified mine a bit, and change up the ornament on his head, lol. Somehow I think it was a major improvement.

I like your hair.. looks like corn rows. I could possibly do both and let people choose.

Edit: It's the eyebrows. Holy hell I am in love with the alteration I just made on the eyebrows. It looks 10 jillion times better now.


Also, can anyone take a stab at shading the horns any better than I have? It took me hours and hours just to get the horns to shape somewhat decent, and now the shading I've done is bugging me.

98
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: May 07, 2010, 04:47:38 am »
Here's a small update. Nearing completion, I am taking my dear sweet time with this and letting each piece come to me instead of rushing through it.

I've made some major changes in the torso area, because I felt like he was standing too straight and and looked more minotaur than beastly, if that makes any sense. I'm hoping what I've done has worked. Let me know.

The hair looks like crazy dreads at the moment. I tried to keep with the official art, and I just went crazy with it. I'm hoping for more edits and opinions, lol.

I haven't changed up the knees yet, but I am definitely going to. I was really fond of the edit Sprite Collector made, as well as Mamo's.

Also, don't mind the ass swords. Just trying to get an idea of what pose I want. And what I have now is not what I want. I needs to bring the arms out more, and have the swords more horizontal.

I'm think if I do a horizontal view of the sword and a diagonal, I can just rotate those around and mirror them to get the rest of my directions. Because it's gonna take a lot of directions for animating, I think.

99
Graphics / Re: Great Deku Tree Work In Progress
« on: May 07, 2010, 01:12:08 am »
Looks fine when the face is covering most of it, as well as a lower canopy. That's my personal opinion. This is a game that is nearly two decades old, with simplistic, outdated graphics. And that's not bashing the game, as you can clearly tell I love the graphics to death. But sometimes you have to sacrifice realistic detail in order to achieve simplicity.

100
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: May 06, 2010, 04:54:12 pm »
I'm a bit unsure about the highlights, I want to see what everyone else thinks. It doesn't look bad, but I'm just unsure.

As far as the swords, you nailed what I probably would have done. I was looking around at other Ganons that have been done in the past, and Deathscythe and Ganonspriter had a good idea as far as their swords. I may cross them like they did.

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