ZFGC

Resources => Graphics => Topic started by: Jeod on February 15, 2009, 10:51:03 pm

Title: Link's Awakening Remastered (Master Topic)
Post by: Jeod on February 15, 2009, 10:51:03 pm
Hey all. I've done the math conversions for the area of each "screen", so I decided to begin mapping Mabe Village. Here's what I have so far, but it took an hour and a half. The whole thing will take days to finish at this rate. Let me know if I can make improvements to anything. I'll be reloading the image below with the newest "screen" until the entire village is done.

UPDATE: This topic has grown a lot since I first posted it. We now have two maps in the works with two styles. Link's Awakening in LttP, and Holodrum in MC.

UPDATE 2: There has been a mixup in the math conversions. The original scaled dimensions of the maps were 320x205. Xfixium pointed this out and the scalings have been corrected to 320x256. The maps that are already completed are in the process of being scaled yet again. (View page 21 on for correctly scaled maps)

Credits
Jeod (Feels weird crediting myself but meh) - Koholint
Niek - Koholint
Hoffy - Holodrum
Darklight - Holodrum
Shefali - Koholint
Xfixium - Holodrum & Koholint
LTGH - Koholint

Graphics Needed
Anything you think would be helpful for the Tail Cave dungeon.

UPDATE 3: The project has been put on hold until summer. If anyone else wants to pick up before then, do so.

UPDATE 4: http://img5.imageshack.us/img5/4729/koholint.png

UPDATE 5: http://img37.imageshack.us/img37/4729/koholint.png
Title: Re: [WIP] Mabe Village LttP Style
Post by: sjegtp on February 15, 2009, 11:07:07 pm
I think you should change the sprite for the grass (like the one around Marin's house), so that you can clearly see it is can be cut with the sword, otherwise it just looks as simple "grass decoration". Apart from that, looks perfect.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 15, 2009, 11:08:27 pm
I think you should change the sprite for the grass (like the one around Marin's house), so that you can clearly see it is can be cut with the sword, otherwise it just looks as simple "grass decoration". Apart from that, looks perfect.

I had to improvise because I couldn't find any "tall grass" LttP tiles.
Title: Re: [WIP] Mabe Village LttP Style
Post by: sjegtp on February 15, 2009, 11:11:55 pm
Hmm... you could get the LA tile and recolour and resize it so that it looks like LTTP. Use the LttP colour pallete.
Title: Re: [WIP] Mabe Village LttP Style
Post by: शेफाली on February 15, 2009, 11:22:16 pm
LttP tall grass attached to this post.  ;]
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 15, 2009, 11:24:56 pm
Ah, many thanks Shefali. I will update that frame immediately.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 15, 2009, 11:36:12 pm
Ok, updated. It looks so much better now. Thanks again, Shefali!
Title: Re: [WIP] Mabe Village LttP Style
Post by: शेफाली on February 15, 2009, 11:59:29 pm
Yer welcome.  (Btw, try to avoid double-posting!)
Title: Re: [WIP] Mabe Village LttP Style
Post by: sjegtp on February 16, 2009, 12:06:48 am
ah, it's better now.
Title: Re: [WIP] Mabe Village LttP Style
Post by: शेफाली on February 16, 2009, 12:20:37 am
I just noticed that the path and other ground detail tiles use slightly different shades of green for the grass.

(http://i8.photobucket.com/albums/a40/tdrisko/Image2.png)
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 16, 2009, 12:23:45 am
Whoa...good eye. I'll have to change that...thanks for pointing it out. It'll be changed in the next preview (when I get the upper half of the town finished)
Title: Re: [WIP] Mabe Village LttP Style
Post by: Hoffy on February 16, 2009, 02:24:10 am
Hah, that's funny. I know exactly what tileset you're using, because I remember having that problem with a lot of my maps back in the day.

I suddenly got the urge to tile something :S.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 16, 2009, 02:25:32 am
Ok, update. I just finished the town square. This is the last consecutive update you'll see for now. I won't put anything else until I've finished the northern part of town and put it together.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 17, 2009, 03:13:58 am
Should be done with Mabe Village by the end of the week. Here's an interactive map if anyone wants to help out:

http://portfolio16.de/zelda/map4/map_en.htm

Each new "frame" size is 320x205. Don't worry about the edges (for scrolling) because I'll be using LttP styled scrolling.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 17, 2009, 12:40:24 pm
In the northern house I'm missing 2 windows. You've put in the right window, but the middle and the left are missing. As well in LA Link should walk to the right to get of the cliff, but in you're screen he is also possible to leave the screen downwards, by bypassing to the left.

Is this because of the rescaling or just a small change of something you didn't like in LA? For the rest it looks good. I would like to give it a try to help with making a map (good practice for myself), but I can't make any promises. How are the dimensions measured in tiles?
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 17, 2009, 01:22:09 pm
Conversion to LttP will cause a few changes, mostly because of the rescaling.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 17, 2009, 01:45:39 pm
Oh yes, I found another small error. You have used a cliff where Link can jump off, but in LA Link cant jump of that particular cliff.

Which part of the map are you working on now?
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 17, 2009, 02:15:58 pm
Just Mabe in general. I randomly pick squares until they're all done. And when they're all done I put them all together and make edits so they fit properly.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 17, 2009, 05:11:13 pm
OK, I'm working on the phone booth. It is rather simple, because I can reuse your Marin house as a template.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 17, 2009, 07:31:04 pm
Well, the phone booth itself was actually a tree, so I wasn't going to use a house template for it. That was one of the last frames I was going to do, because I think I'd have to make a sprite for the booth.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 17, 2009, 07:52:57 pm
I have finished that part. I just need a place to put it on the web. Any advice? I have a number of versions.

Never mind, I have found something. I like the first the best.

[imgzoom]http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/Phonebooth_op1.jpg[/imgzoom]

[imgzoom]http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/Phonebooth_op2.jpg[/imgzoom]

[imgzoom]http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/Phonebooth_Patio_op2.jpg[/imgzoom]

[imgzoom]http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/Phonebooth_Patio_op3.jpg[/imgzoom]

[imgzoom]http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/Phonebooth_Patio_op4.jpg[/imgzoom]

And here is the image of the Phonebooth itself:

[imgzoom]http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/Phonebooth_withground.png[/imgzoom]

[imgzoom]http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/Phonebooth_withoutground.png[/imgzoom]
Title: Re: [WIP] Mabe Village LttP Style
Post by: King Tetiro on February 17, 2009, 08:28:49 pm
I'd say either number 3 or 5.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 17, 2009, 10:38:01 pm
That is amazing, Niek! I'm working on the eastern parts of the town now, would you like to take the western half?

PS I agree with you, number one is best if you want the town's concrete and stone decoration to have the same style.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 17, 2009, 11:17:50 pm
Thnx, I have also added the separate phonebooth, so you can use it in other places.

Oh, I'm sorry but I was a bit bored and did the dreamshrine already. Here is mine if you have a better one you can use yours, but now I'm going to bed. I will see tomorrow what I can do for the western half, but I have a research paper to finish as well, that I didn't feel like doing tonight.

[imgzoom]http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/Dreamshrine.png[/imgzoom]


*UPDATE*: I saw that you used a different set of stairs with the shop then I did. I have adjusted the dreamshrine accordingly.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 17, 2009, 11:21:46 pm
Now THAT is good work! I was going to finish that up tonight, but you went and stole it! XD But seriously, it's excellent. I'll change it up then and do the shop tonight...
Title: Re: [WIP] Mabe Village LttP Style
Post by: Faldomar on February 18, 2009, 12:15:15 am
The cliffs in the screen for the Dreamshrine and the Large house can all be jumped down from, that's gonna cause issues later with Tal Tal Heights, so you'd better change em now. :P
I know there's a solid top type mountainous tile for those perticular areas.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 18, 2009, 12:28:01 am
Yeah, I know that too. I'll dig em up in a bit...don't worry, the final product will be flawless.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 18, 2009, 02:15:15 am
Niek, I just had a closer look at your images and discovered that the tiles aren't aligned right. Not sure what program you use, but GIMP can create a grid of 16x16 squares over the image so you can easily place tiles. If you want an example image I'll show you.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 18, 2009, 07:08:21 am
I use Paint.Net and copy the parts I need from a sprite sheet from spriters-resource.com. So I don't know much about aligning, but I mostly use the images that you have made and overlay them with the parts. I shall look up GIMP and see if I can alter it.


*Edit*: I have remade the Dreamshrine in GIMP, I have had to make some changes, but I hope it is better now. If there is still something wrong I have added the place where you can get the xcf file as well. I will look at the Phonebooth somewhat later. I'm sorry about the mistake, it is my first time I sprited something.

[imgzoom]http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/Dreamshrine2.png[/imgzoom]

*Edit*: A new version of the phonebooth. I hope you like it, the xcf file can be found in the same directory below.
(http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/Phonebooth2.png)

*Update*: I didn't feel like getting to work yet, so I made Ulrira's House. I've used GIMP with a raster of 16x16. I hope it is usable for you. Again the xcf file is downloadable from the directory.

(http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/UlriraHouse.png)

directory with images (http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/)
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 18, 2009, 02:25:14 pm
Thanks for the edits, Niek. Sorry, I didn't know this was your first time spriting anything! They certainly look aligned now though, and I'll check up when I get home.

Note to self: Fix the 'shop' sign tiles--the colors aren't correct.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 18, 2009, 10:41:20 pm
It doesn't matter, because I didn't tell you before hand. I have finished Madame Meow Meow's House, but there was a problem with this area. I couldn't make a perfect 1-on-1 conversion, so I used a bit of creativity. I'm not to sure about it. Let me know if you like it.

(http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/MadameMeowMeow.png)
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 18, 2009, 10:49:55 pm
Everything's good except for the storage shed. In Kakariko LttP there is a house with a storage shed attached; use that one. The shed will be bigger than 2 tiles long.
Title: Re: [WIP] Mabe Village LttP Style
Post by: शेफाली on February 18, 2009, 11:21:05 pm
You should make the shed kinder like this;
(http://i8.photobucket.com/albums/a40/tdrisko/yuh.png)

(That's not the LttP palette—don't rip it.  >.>)
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 19, 2009, 12:10:33 am
I've made an adaptation, but I don't know if this doghouse is better. It is a doghouse and not a shed after all.

(http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/MadameMeowMeow2.png)
Title: Re: [WIP] Mabe Village LttP Style
Post by: SlimmyG on February 19, 2009, 12:17:51 am
its better definatley. maybe not perfect, but I couldn't do better.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 19, 2009, 01:01:22 am
It's good, Niek. Not everything is perfect, after all.

Sorry for the delay on my updates, but I've been busy with chemistry, english, and advanced algebra.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Moon_child on February 19, 2009, 02:15:25 am
That's looking great! are you gonna use it for a fangame or doing this just for fun?
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 19, 2009, 02:18:10 am
I'm making LA in LttP style. I got the garden to the right of Marin's house finished, so nobody wastes their time on it.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Mamoruanime on February 19, 2009, 02:22:05 am
The only thing I see wrong with the maps shown is that they're like... almost direct conversions instead of adaptations. It's really not a downfall I guess, but a matter of preference.

Typically when converting to lttp style, it's best to ask yourself-

"What would Nintendo do if they had made LA for SNES instead of GB?"

and design accordingly. Some things would be different obviously; like the garden for example. Other than that, it's all nicely done ^_^ Good work.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 19, 2009, 02:25:28 am
That is something I 100% agree with Mammy. Actually I have to admit that these retiles are not the final products, and that after put together they will be edited by feedback and suggestions from you ZFGCers!

Remember, this is a game that YOU want to see. So give feedback in ways that YOU think the game should be. Whatever makes it more challenging, more fun, etc. But no feedback about the game in this topic, please. Not until Mabe is finished. If you want to comment on anything, find my LA SNES topic in Ideas and Concepts.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 19, 2009, 11:18:37 am
I'm making LA in LttP style. I got the garden to the right of Marin's house finished, so nobody wastes their time on it.

At the garden aren't there trees at the right side of the screen?

He, another part finished. I've done the woods part of Mabe village leading to the fishing pond. But I didn't know how to tackle the white parts of the ground, therefore I've made two options.

(http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/MBWoods_op1.png)

(http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/MBWoods_op2.png)
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 19, 2009, 01:30:46 pm
Path might be better to use. Thanks Niek!
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 21, 2009, 09:57:23 pm
How did the maps work out? Did they align right to the grid?
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 21, 2009, 10:00:15 pm
Kind of..still tweaking some stuff.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Hoffy on February 21, 2009, 10:50:40 pm
I'm making LA in LttP style. I got the garden to the right of Marin's house finished, so nobody wastes their time on it.
(http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/MBWoods_op1.png)
Make sure you recolour those tree shadows on the dirt. Don't just leave them green. Yuck, yuck, yuck.

The only thing I see wrong with the maps shown is that they're like... almost direct conversions instead of adaptations. It's really not a downfall I guess, but a matter of preference.

Typically when converting to lttp style, it's best to ask yourself-

"What would Nintendo do if they had made LA for SNES instead of GB?"

and design accordingly. Some things would be different obviously; like the garden for example. Other than that, it's all nicely done ^_^ Good work.
I agree with this. I don't think Nintendo would have everything so geometrical and perfect. They would add little detail here and there to make it look different, and pretty. I think you get the idea, though.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 21, 2009, 11:08:57 pm
I thought it might be easier to build the whole village together. So I put what we have so far together and made them line up. Don't worry about the grid; as long as the tiles line up it'll be fine.

Niek, Ulrira's House had some color issues, probably because you made it in paint. Can you fix it?
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 21, 2009, 11:16:23 pm
Really, I will look at it in the morning, but only the Phonebooth and Dream shrine were made in Paint.NET the rest isn't.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 21, 2009, 11:19:10 pm
The Ulrira one has some random pixels that are different than their surrounding ones. (Blue spots on a green flower petal)
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 22, 2009, 09:37:49 am
Hmmm, those blue spots came from the spritesheet from spriters resource and I thought they were part of the flower decorations.

But I've changed it now. The green of the flower patches also didn't match the background green and there were some off pixels in the tree tops. I don't know how it happend, but it's fixed.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Infinitus on February 22, 2009, 01:01:18 pm
Quote
Hmmm, those blue spots came from the spritesheet from spriters resource and I thought they were part of the flower decorations.
A lot of the graphics on spriters resource suck unfortunatly. Quite a lot of them are poor quality and have been badly distorted.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 22, 2009, 01:43:01 pm
Thanks Niek. I've added it to the village.

EDIT: I'm having a bit of trouble making the Trendy Game square, mainly because of the small basin on the right side. Can anyone help with that?
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 25, 2009, 01:42:07 am
Bump for great justice! Major testing week, but this weekend I'll have plenty of time to finish this village up. I still would like someone to aid in the Trendy Game square. As stated in the above post, I can't get the water basin adjusted correctly.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Hoffy on February 25, 2009, 05:41:08 am
I agree, you've translated the Gameboy version well, but it still looks really basic.

I'm sure other areas like the Mysterious Woods and Tal Tal Mountain would look great in ALttP style, though.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 25, 2009, 09:40:36 am
Jeod, I'm a bit busy this week, so I don't know if I can do anything. after next wensday I have more time. My advice on the Basin: It seems that the problem lies with the tree. Just work the basin edge around it. You can't make a perfect square. And it isn't as if Link is allowed to swim in it.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 27, 2009, 04:13:39 pm
Jeod, I found a small hole in my schedule. I made you the Fishing Pond. Although I tried to use the ALttP tiles, I had to customize a number of them. The lumberjacks house was a bit to high, so I cut 1 line of tiles out. The ALttP pond tiles were to high, so I had to cut in them. In the end a few waterbasin tiles remained as they were, but the most are customized, rather quickly. I hope you can work with this. The pond isn't exactly as the one in LA, because that shape is hardly possible in ALttP style. I could have used the Swamp tiles from ALttP, but then you wouldn't have a blocking edge.

There are a few options again. 1) with the road and an opening for the fisherman to sit, 2) without the road and without the opening.

Oh yeah, it is really hard to line up the trees to yours in the northern house, but the trees on the left side have the opening, for the possible zigzag pattern.

**EDIT** Oops double post. Sorry moderators. :-[
Title: Re: [WIP] Mabe Village LttP Style
Post by: LTGH on February 27, 2009, 04:24:55 pm
Nice Niek. Simple but awesome =D
Looks pretty much the same as in the actual game :P
When all this is done, it would seriusly look like it was Nintendo that made it, they should put it up on Wii-ware and Dsi-ware when its done. And i am seriusly becouse making a 2D game to a new 2D game with better graphic most likely always work.

I prefer the first one if he is going to sit but you should change the tile on the opening so the road looks good. One extra tile doesnt destroy the world, does it?
I would prefer the second one if he is going to stand up.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 27, 2009, 07:31:08 pm
I'll see how it will fit in Niek. Thanks for the work! With those modified tiles, I might be able to sculpt a basin and finish the Trendy Game tonight.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 27, 2009, 10:47:00 pm
Hey, I've changed the basin a bit because I thought the shadow in the water at the top tiles was a bit to big. Also where the grass touches the rock edge lacks a shadow, because it was so near the trees I removed it. You might want to take the originals of those tiles.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 27, 2009, 10:50:03 pm
Looks good dude. I'll see what I can do with the Trendy Game tonight.
Title: Re: [WIP] Mabe Village LttP Style
Post by: LTGH on February 27, 2009, 10:50:57 pm
There is a black line on the bottom left part of the door. :O
Also, you should try to to make a road tile that fits in at the fishing man spot. Not it looks horrible there.
Make the road go all the way.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 27, 2009, 11:07:12 pm
There were some color issues and I've added the opening LTGH asked for. All parts are in the xcf file, so you can tweak it as you want.
Title: Re: [WIP] Mabe Village LttP Style
Post by: LTGH on February 27, 2009, 11:09:27 pm
Now its more then perfect, now its Niekish!
=D
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 27, 2009, 11:16:48 pm
Aww, just as I made it fit into the whole area, you make a newer version! No biggie though, haha.
Title: Re: [WIP] Mabe Village LttP Style
Post by: LTGH on February 27, 2009, 11:19:51 pm
You should be happy ^^ This one looks better and doesnt contain any Grahpical errors, atleast i cant see any.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 27, 2009, 11:26:56 pm
I never said I was unhappy. Anyway, here's the update for the village. It looks a lot better with water, IMO.
Title: Re: [WIP] Mabe Village LttP Style
Post by: LTGH on February 27, 2009, 11:29:28 pm
It looks much better when its a big squere insted of an empty corner.
It looks kinda awesome. Looks like it could have been in a link to the past :]

Edit: I see something o.o
At the bottom left corner at the house, what the heck is the white thing there?
Is it really there or am i just seeing things, im kinda sleepy...
Anyway, i gtg now. Have to get up early tommorow.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 27, 2009, 11:34:01 pm
Looks, really good. But at Ulrira's house there is a white swirly at the left, which wasn't in my files. Also there is a bit of an empty space at the right between the fishing pond and the map below. For the rest it looks good. Only 3 maps on the left side of the village to go.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 27, 2009, 11:43:08 pm
Updated the attachment. Aligned the trees on the left side, fixed some color issues. Tall grass also has a few issues which will be remedied in the final release.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 28, 2009, 01:15:43 am
Finished the Trendy Game section. Now only the left side of the village is left! If anyone wants to make a library sign to go on the house for it, I would be very thankful.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Wasabi on February 28, 2009, 01:36:18 am
Nice going fellas, this is starting to look really good.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Xfixium on February 28, 2009, 01:45:26 am
First off, I want to say this looks great. I like the tile choices used to get the map done. I do want to point something out however. I believe your initial math may be incorrect if your seeking an accurate aspect ratio. I've also read somewhere in this thread that the original tile size was thought to be 8 X 10. Which may be a typo. The original size of one tile is most likely 8 X 8. Also, the size of one map in LA is 160 X 128. So since your source map is 8 X 8, and your target map is 16 X 16, wouldn't the map size be 320 X 256? Since your scaling 2X the original size of the source map. Just a thought. I also have an image attached illustrating my thoughts.

Also, how are you guys going about making the maps? Through an image editor or tile editor?
Title: Re: [WIP] Mabe Village LttP Style
Post by: Hoffy on February 28, 2009, 02:11:23 am
First off, I want to say this looks great. I like the tile choices used to get the map done. I do want to point something out however. I believe your initial math may be incorrect if your seeking an accurate aspect ratio. I've also read somewhere in this thread that the original tile size was thought to be 8 X 10. Which may be a typo. The original size of one tile is most likely 8 X 8. Also, the size of one map in LA is 160 X 128. So since your source map is 8 X 8, and your target map is 16 X 16, wouldn't the map size be 320 X 256? Since your scaling 2X the original size of the source map. Just a thought. I also have an image attached illustrating my thoughts.

Also, how are you guys going about making the maps? Through an image editor or tile editor?
Speaking of LA and remaking and you, whatever happened to your LA Remake game you were working on ages ago? I still have the old demo on my PC, it was really impressive :P.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Xfixium on February 28, 2009, 02:17:43 am
Heh, information about it is still around my site. I even ponied up the GM7 source so resources could be used for other people's projects. However at this time, I'm working on other things. Sorry for the off-topic discussion.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Mamoruanime on February 28, 2009, 03:02:20 am
Finished the Trendy Game section. Now only the left side of the village is left! If anyone wants to make a library sign to go on the house for it, I would be very thankful.

The fishing area's trees don't match up :x may cause visual/tiling issues
Title: Re: [WIP] Mabe Village LttP Style
Post by: Wasabi on February 28, 2009, 03:04:19 am
I'm seriously thinking about remapping an oracles game to MC style now :D
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 28, 2009, 04:14:25 am
Mammy, what's up with the trees? I realigned them already, but did I miss something? Also, for Xfixium:

Damn. I don't remember how I got 8x10, but you're right. Shoot, thanks for ruining all our hard work :P

Well, will it really be that much of a problem?

Also for Xfixium: See my video tutorial for mapping. Amazingly, I'm using GIMP.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Xfixium on February 28, 2009, 04:47:38 am
Quote
Mammy, what's up with the trees? I realigned them already, but did I miss something? Also, for Xfixium:

Damn. I don't remember how I got 8x10, but you're right. Shoot, thanks for ruining all our hard work :P

Meh, I've been around the 'ole LA block, I'm happy to share information and resources.

Quote
Well, will it really be that much of a problem?

Well, it won't be much of a problem really, it's up to you how accurate you want the transition to 16 X 16 pixel tiles. I was just pointing out that the size of each map should be 320 X 256 if you want to keep the original aspect ratio.

Quote
Also for Xfixium: See my video tutorial for mapping. Amazingly, I'm using GIMP.

 I'll have to check that out. Do you have a link? I'd imagine you'd use grid snapping of some sort *shrugs*, I used to do that for Corel Photo Paint back in the day.

The reason I asked is because I have a RPGMaker type map editor with 2 layers that can export the entire map to a single .png image. Plus you can save it as a project and comeback and edit it at any time.

If you haven't seen it around it can be found here:
http://www.pyxosoft.com/downloads/ocarina_room_editor.zip

Or you could use World Artist, Mappy, etc.. etc.. they probably accomplish the same thing.

It's an option, if you are doing quite well with Gimp so be it.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 28, 2009, 04:56:07 am
It's in the tutorials forum on this site. If the scale error won't be a big deal, then I'll let it slide. Of course, if we really wanted to achieve perfection then we could do the remapping without trees so we don't have to worry about lining them up until the map is put together..
Title: Re: [WIP] Mabe Village LttP Style
Post by: Windy on February 28, 2009, 05:14:52 am
Personally, I would base it off the screen resolution you're trying to mimic and just remap it to fit that resolution.  All areas in LA are the same size, so you wouldn't encounter any sort of issues by switching the size.

I'm almost tempted to do an MC version of it myself.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 28, 2009, 05:20:35 am
Good lord, now everyone wants to do mapping. If you're really motivated for it, go with the Oracles. If you remade those two games together with passwords and linked games, then this place would be considered the heaven of fan games (if it isn't already).
Title: Re: [WIP] Mabe Village LttP Style
Post by: Wasabi on February 28, 2009, 05:48:26 am
dibs on OOA :P.
I'm serious, I'll take a look at that video tutorial of yours after.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 28, 2009, 05:51:33 am
dibs on OOA :P.

Heh, if there's one thing I learned from this so far, it's that mapping is far more fun, and better, to do as a team. If I were choosing between what game, I certainly wouldn't call "dibs". :P
Title: Re: [WIP] Mabe Village LttP Style
Post by: Wasabi on February 28, 2009, 06:03:18 am
scratch that, I'll work with some people on seasons, I found a map for each season, I'll post them when I get home from work.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 28, 2009, 06:14:03 am
scratch that, I'll work with some people on seasons, I found a map for each season, I'll post them when I get home from work.

Since tilesnet is down, here's some MC tiles I salvaged from there. Hope they help.

http://www.mediafire.com/?sharekey=94fe5d9a55b3d085e7ba8e3c6e11ce20e04e75f6e8ebb871

EDIT: And here's a few maps from Seasons. Don't know if yours are better, Darklight. The dungeons on these maps show the chests and items gotten from them.

http://www.vgmaps.com/Atlas/GB-GBC/index.htm#LegendOfZeldaOracleOfSeasons

Tomorrow I'll try to finish up the final sections of Mabe, then work on perfecting the area. Correct alignments, correct tiling colors, everything. I'm going to head off to bed, so for those who are still anxious, there ae two things that you could to to help:

1) Make a library sign if the LttP one isn't good enough.
2) Make a list of everything that needs fixing in the area, and use details so I know what the heck you're talking about.

After Mabe, I plan on doing the beach.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Hoffy on February 28, 2009, 07:16:40 am
I decided to get my mojo working...

(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum.png)

Minish Cap-styled Holodrum. This map used Xfixium's MC tiles and is also inspired by his GM7 version of Link's Awakening.

Let's do this thing.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Xfixium on February 28, 2009, 10:39:25 am
Hey, that looks great! I may be slightly bias however. :D Wow, all these people getting motivated to re-tile GB games. It'll be interesting.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Hoffy on February 28, 2009, 10:46:17 am
Hey, that looks great! I may be slightly bias however. :D Wow, all these people getting motivated to re-tile GB games. It'll be interesting.
Yeah, sorry, I didn't mean to steal your style :S. It was just pretty, lol.

EDIT:
Did some more:

(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum.png)(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum1.png)
Title: Re: [WIP] Mabe Village LttP Style
Post by: Wasabi on February 28, 2009, 11:26:39 am
scratch that, I'll work with some people on seasons, I found a map for each season, I'll post them when I get home from work.

Since tilesnet is down, here's some MC tiles I salvaged from there. Hope they help.

http://www.mediafire.com/?sharekey=94fe5d9a55b3d085e7ba8e3c6e11ce20e04e75f6e8ebb871

EDIT: And here's a few maps from Seasons. Don't know if yours are better, Darklight. The dungeons on these maps show the chests and items gotten from them.

http://www.vgmaps.com/Atlas/GB-GBC/index.htm#LegendOfZeldaOracleOfSeasons

Tomorrow I'll try to finish up the final sections of Mabe, then work on perfecting the area. Correct alignments, correct tiling colors, everything. I'm going to head off to bed, so for those who are still anxious, there ae two things that you could to to help:

1) Make a library sign if the LttP one isn't good enough.
2) Make a list of everything that needs fixing in the area, and use details so I know what the heck you're talking about.

After Mabe, I plan on doing the beach.
Rofl that's where I got the maps from anyway :D Nice tiles though, thanks a bunch, saves me from going and looking for all the ones I have somewhere.
Hey, that looks great! I may be slightly bias however. :D Wow, all these people getting motivated to re-tile GB games. It'll be interesting.
Yeah, sorry, I didn't mean to steal your style :S. It was just pretty, lol.

EDIT:
Did some more:

(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum.png)(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum1.png)
You and me together Hoffy :D.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Wasabi on February 28, 2009, 11:51:35 am
I divided the spring map up into the actual scree sizes, will be useful.
http://img21.imageshack.us/img21/860/ooaspring.png
Title: Re: [WIP] Mabe Village LttP Style
Post by: Hoffy on February 28, 2009, 11:57:07 am
Alright, that's awesome. Feel free to add anything whenever you like, Darklight. We're all in this together.

Did some more:

(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum.png)(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum1.png)
(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum2.png)

I think that's enough from me for one night.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Wasabi on February 28, 2009, 12:09:47 pm
what are you using to do it hof? gimp and the video tutorial method?
btw, furtherest right image is 2 pixels too big.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 28, 2009, 12:49:25 pm
Hoffy and Darklight: The idea and maps are looking good, but I think it is best if you create a new topic for your creations and leave this topic for the LA Remastered maps.

About the dimension discussion. Jeod probably wants to use the widescreen format as a view. He asked me to do it in 320x205 pixels. Allthough I think the 205 is also a weird choice, because it can't be divided by 16.

Even if the tiles of LA are based on ALttP, the aspect ratios and everything are still different. You still need to customize a number of tiles and be creative with the maps. You won't be making a 1-on-1 transition anyway. You can only make an approximation.

I personally use GIMP2 now to make the maps, but this is the first time I'm doing it anyway. I've never heard of Mappy and those other things, were can I get those and are there any tutorials on them.

ON topic: I've finished the jumping well of Mabe Village. Some tiles are yet again customized. For example the sea border. Because you can't see the rocks entering in the sea. Also the left side of the cliff is customized.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 28, 2009, 12:55:01 pm
Thanks for the suggestion, Niek, but it's really ok if they do their map making in here if they want. That will stop a topic war between the two topics being constantly updated in the same forum, which would be very annoying.

Also, my math was incorrect and Xfixium is right about the proper scale dimensions. However, it won't make much of a difference and we're too far in to start over. The only easy thing I can do right now is to remember my mistake, and save xcf files next time.

By the way, an xcf file is GIMP specific and saves the file with all the layers separate, so you an return to working on the image without having to go through a lot of hooplah.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Jeod on February 28, 2009, 01:00:30 pm
Alright, that's awesome. Feel free to add anything whenever you like, Darklight. We're all in this together.

Did some more:

(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum.png)(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum1.png)
(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum2.png)

I think that's enough from me for one night.

What season is this supposed to be? Looks like spring now, so will you just recolor the tiles for the other three?
Title: Re: [WIP] Mabe Village LttP Style
Post by: Hoffy on February 28, 2009, 01:06:32 pm
Hoffy and Darklight: The idea and maps are looking good, but I think it is best if you create a new topic for your creations and leave this topic for the LA Remastered maps.
That kind of defeats the entire purpose of "working together".

If it's anything this forum needs, it's more collaboration. Going solo will not help anyone. Sure, it's unconventional, but who cares?

what are you using to do it hof? gimp and the video tutorial method?
btw, furtherest right image is 2 pixels too big.
Oh, sorry. I'm just using these tilesets:

http://www.pyxosoft.com/forums/index.php?PHPSESSID=74efcea692b65f13944bdc90cb9e7405&topic=9.0

And I'm also using these screenshots as references:

http://www.pyxosoft.com/forums/index.php?PHPSESSID=74efcea692b65f13944bdc90cb9e7405&topic=22.0

I'm just grabbing things from MC maps, and doing some unnoticeable stuff myself. Yeah, I might have copied the image wrong :P. I'm tiling in Game Maker because that's what I find easiest, and then just print screening what I have and saving it as an image. Easy.

Alright, that's awesome. Feel free to add anything whenever you like, Darklight. We're all in this together.

Did some more:

(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum.png)(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum1.png)
(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum2.png)

I think that's enough from me for one night.

What season is this supposed to be? Looks like spring now, so will you just recolor the tiles for the other three?
This would be Spring in my head. I guess the light green/yellow TMC tiles would be Summer.
Title: Re: [WIP] Mabe Village LttP Style
Post by: LTGH on February 28, 2009, 01:14:44 pm
Hoffy and Darklight: The idea and maps are looking good, but I think it is best if you create a new topic for your creations and leave this topic for the LA Remastered maps.

About the dimension discussion. Jeod probably wants to use the widescreen format as a view. He asked me to do it in 320x205 pixels. Allthough I think the 205 is also a weird choice, because it can't be divided by 16.

Even if the tiles of LA are based on ALttP, the aspect ratios and everything are still different. You still need to customize a number of tiles and be creative with the maps. You won't be making a 1-on-1 transition anyway. You can only make an approximation.

I personally use GIMP2 now to make the maps, but this is the first time I'm doing it anyway. I've never heard of Mappy and those other things, were can I get those and are there any tutorials on them.

ON topic: I've finished the jumping well of Mabe Village. Some tiles are yet again customized. For example the sea border. Because you can't see the rocks entering in the sea. Also the left side of the cliff is customized.
It looks wierd between the two cliffs, maybe customise the tiles there to?  :o
Title: Re: [WIP] Mabe Village LttP Style
Post by: Xfixium on February 28, 2009, 01:25:16 pm
Mappy is sort of a de facto standard for tile editors amongst developers. It's a bit of a pain to use, but it does have an option to export layers to a .bmp. If you want .png support, make sure you download the zlib and pnglib .dll .rar from their site also.
http://www.tilemap.co.uk/mappy.php

World Artist was created by zfgc's code guru Infini. It has an option to export the map as a .png. How nice.
http://www.binaryphoenix.com/?action=projects&id=10

I am sure there are an ass load of other editors. Game Maker is a decent approach also.

I am re-vamping my own tile editor to allow for more layers. Overall, I believe a tile editor is faster and easier to use over an image editor. I have watched the tutorial, and unfortunately I have to say it is more complicated and time consuming to take that approach. Not to take away from the tutorial, it is an excellent resource, but I would personally stick with tile editors for this task IMO.
Title: Re: [WIP] Mabe Village LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 01:26:58 pm
GIMP is easiest for me right now, and I looked at World Artist to find it was kida complex and I didn't understand how to do things right. So I'll stick with the time consuming yet accurate-for-me GIMP.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Xfixium on February 28, 2009, 01:29:48 pm
Understandable, everyone does it their own way. ;) Keep up the good work.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 01:31:05 pm
I have a guidebook for OoS/A, so I can scan some particular maps if you guys want. (Subrosia)

Update on first post, changed the topic title.
Title: Re: [WIP] Mabe Village LttP Style
Post by: Zaeranos on February 28, 2009, 01:40:38 pm
Alright, that's awesome. Feel free to add anything whenever you like, Darklight. We're all in this together.

Did some more:

(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum.png)(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum1.png)
(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum2.png)

I think that's enough from me for one night.

What season is this supposed to be? Looks like spring now, so will you just recolor the tiles for the other three?

OK, if you think its OK. But it might be confusing if someone react to one off the 2 maps.

Hoffy, if I may make some remarks. For a field map I think the ground is to crowded. I know in the OOS the grass has 2 colors green and white, but I'm certain it has no stone tiles to mark roads. As well in the Minish Cap the roads in the field are dirt roads mostly (with the exception between Hyrule Town and Hyrule Castle). What I'm trying to say is that you are making Holodrum Field with town tiles and that breaks the illusion. The same goes for the bridge and the water edges.

Your maps do look good, but they don't look like a MC style field and more like a MC style garden.

The same goes for the road in Mabe village, to my opinion we could have better used the Kakariko road tiles, but Jeod already made the choice and as it is his game, I just follow.
Mappy is sort of a de facto standard for tile editors amongst developers. It's a bit of a pain to use, but it does have an option to export layers to a .bmp. If you want .png support, make sure you download the zlib and pnglib .dll .rar from their site also.
http://www.tilemap.co.uk/mappy.php

World Artist was created by zfgc's code guru Infini. It has an option to export the map as a .png. How nice.
http://www.binaryphoenix.com/?action=projects&id=10

I am sure there are an ass load of other editors. Game Maker is a decent approach also.

I am re-vamping my own tile editor to allow for more layers. Overall, I believe a tile editor is faster and easier to use over an image editor. I have watched the tutorial, and unfortunately I have to say it is more complicated and time consuming to take that approach. Not to take away from the tutorial, it is an excellent resource, but I would personally stick with tile editors for this task IMO.

Thnx, I look at it later once Mabe village is done. But I have to say that in gimp, I've made some tiles out of parts of other tiles, can those editors do that as well?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 01:43:37 pm
Mabe Village isn't a bustling city like Kakariko, so there is a reason for the lesser road tiles. As for Holodrum, I think that something would be different for the three screens Hoffy made becase they are right above Horon and it is Din's dancing spot.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on February 28, 2009, 01:46:49 pm
Agree, but your gonna get trouble with the screen at the other end of the bridge, because it has a special area to get in the water.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 01:48:55 pm
I don't see how it would be trouble, but okay. Another great aspect of working as a team is that after everything is put together we comment on it and say what we think can be improved. :D Niek, check your PMs.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on February 28, 2009, 02:00:51 pm
(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum.png)(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum1.png)
(http://img16.imageshack.us/img16/3313/map0.png)(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/mc_holodrum2.png)
added one.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 02:02:52 pm
Good job, Darklight. I would make a custom bit for the seed patch so it doesn't look obsolete. Right now it just looks like a bit of kicked up dirt. Also, looks like you might need to put the image together in a separate file and upload it like I did. XD
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on February 28, 2009, 02:07:36 pm
did that doesn't look so bad now :D
http://img26.imageshack.us/img26/5054/oosremap.png
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 02:10:56 pm
No, but it might be best to use it as an attachment so you don't stretch the topic too much.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: शेफाली on February 28, 2009, 02:13:47 pm
It's kinda weird that you didn't use mountain tiles.  The land should be higher than the water.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on February 28, 2009, 02:19:40 pm
That was my point as well.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on February 28, 2009, 02:26:09 pm
It's kinda weird that you didn't use mountain tiles.  The land should be higher than the water.
I know, I don't know why hoffy didn't, I didn't use them so my map would match up to hoffy's. Maybe before we get to fa we need to rethink this.
Also, the amount of tiles across and down isn't in proportion to the original, which could eventually screw us. Really, because of the size of the MC trees, we should be using a 320x256 size screen.
Actually, I think it was because of the bridge.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on February 28, 2009, 02:40:02 pm
There are also field bridges, but the dimensions of objects make it so that you can't convert them easy. I think it is easy to convert ALttP to MC and MC to ALttP than the GB(C) games to SNES/GBA.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 02:51:41 pm
I've finished the library. Only one part to go, then Mabe is finished. And yes, I would listen to Xfixium. His dimension conversions are basically global since all the Zelda gbc games had the same tile size. MC also has 16x16 tiles, so it's the same scaling as he said before.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on February 28, 2009, 02:57:12 pm
I'll have to do some modifications to the downwards facing tiles for the cliffs, shouldn't be too hard though :).
and I'll have to have a go modifying a tree.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on February 28, 2009, 03:01:33 pm
OK, the last part is finished as well. I agree on the tile scaling, but looking at a tree. In LA a tree has the size of 2x2 tiles (1 tile: 8x8 pixels) in ALttP a tree is 4 tiles wide and 5 tiles high (1 tile: 16x16 pixels). This is what fucks up the scaling process and makes a 1-on-1 conversion difficult, because you would need a screen 256x320.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 03:14:42 pm
Hm...Niek, can you make a version with the woods entrance like the one in LttP? It would serve as a better scroll set so we can make the tiles darker/more forest-like in the woods.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on February 28, 2009, 03:27:48 pm
I'll see what I can do, but I've looked at it and it will be difficult.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 03:35:50 pm
Yeah, I'm trying to work it out already. It's very hard.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on February 28, 2009, 03:40:04 pm
OK, finished. The trees in the back are a bit of mess, but that adds to the forest charm I think.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 03:41:34 pm
Damn. Even I couldn't do that fast enough. Nice job, Niek. Now go do your homework! :P
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on February 28, 2009, 03:44:35 pm
Additional add, I thought the plants weren't blocking enough, so I've added some.

***WOW*** 9th page already.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 04:41:05 pm
Mabe Village is finally complete! Please make comments and criticisms.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on February 28, 2009, 04:42:20 pm
O_O
It turned out amazing dude. I love it, GJ.
=)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on February 28, 2009, 04:57:29 pm
Together it looks good, but a few pointers.

1) In my last edit of the woods entrance I made a row of 4 plants blocking the woods. I think this is better, because with two plants it looks as if Link can walk around it, which shouldn't happen if he hasn't the sword.

2) at the cross point of the woods entrance, jumping well and Madam MeowMeow's House, the tree misses something at one of its roots. Also the opening at the left of the tree looks so empty. Place another tree, or expand the grass patch a little bit.

3) Now that I look at the complete picture the stairs near the dreamshrine look out of place. Considering the roads we've used it is better to use those wooden log stairs in the screen with the Library near Kakariko village.

For the rest it looks great.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 05:10:56 pm
An update, according to Niek's comments.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on February 28, 2009, 05:34:48 pm
The house with a book on, the shop and the double house is black in the bottom right corner.
Fix that :p
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 05:37:36 pm
The house with a book on, the shop and the double house is black in the bottom right corner.
Fix that :p

That's actually how they show it in LttP. I guess it was a filler for the corner house tile.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on February 28, 2009, 05:38:50 pm
I know it looks like that in LttP but it looks better if you remove that.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: TanukiMario on February 28, 2009, 05:40:33 pm
Dang, that looks REALLY amazing! :O
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on February 28, 2009, 06:09:13 pm
I made a small change on the forest gate/Door/opening thingy since there was a small graphic isue there.
I think you see the change if you look at the old one and my.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Xavier on February 28, 2009, 06:14:43 pm
You should fix these glitches too:

(http://i44.tinypic.com/a3kytv.png)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 06:15:14 pm
Ah, yeah. I noticed that as well. But I'm not sure, the off pattern fits pretty well.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on February 28, 2009, 06:40:14 pm
OK, at the forest entrance there were still some issues. LTGH it was nice of you to correct that graphical error, but I actually think the off pattern looks a bit cooler and more mysterious. What you still missed was that there were color issues at the entrance, the greens didn't match. I've corrected this in a new version, but I kept the jagged look.

Venyux: I placed those trees there because it has to represent a dark covered forest. If I didn't place the trees at those spots it would have contained holes and destroy the illusion of the entrance. I would have been better of keeping the first version.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 06:41:49 pm
And the first version doesn't really indicate a forest. It just looks like a back door to the village.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 09:51:08 pm
An update on the edge of the island. Now it looks more like an ocean with raised land.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Nabeshin on February 28, 2009, 09:52:30 pm
Really solid stuff, guys.  It's good to see some actual work being done around here, very inspirational.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on February 28, 2009, 10:03:19 pm
An update on the edge of the island. Now it looks more like an ocean with raised land.

Hmm, that kind of edge I originally intended to use. But I changed it, because it would give cause problems with the map above the entrance. The cliff to the ocean is a lot higher then with pools. That is why I choose not to show the rocks coming in the ocean an just give a shadow on the water.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on February 28, 2009, 11:01:58 pm
It's kinda weird that you didn't use mountain tiles.  The land should be higher than the water.
I know, I don't know why hoffy didn't, I didn't use them so my map would match up to hoffy's. Maybe before we get to fa we need to rethink this.
Also, the amount of tiles across and down isn't in proportion to the original, which could eventually screw us. Really, because of the size of the MC trees, we should be using a 320x256 size screen.
Actually, I think it was because of the bridge.
Hah, you're right.

I'll see if I can fix it up later. I'll just change those stone tiles on the side to cliff tiles, and still have that fence. I'll integrate that bridge in somehow.

As to the comment on the area looking too town-ish, well, I disagree. This area is not a field per se, it's more of an "outskirts." I actually like it cluttered, with rocks and so on. It makes it feel nice and cozy, on the other hand, Horon Village will be distinguishable from this area with actual pavement and whatnot.

I guess if you feel you want to resize it. Personally I haven't seen a problem yet. I don't think we should go as big as 320x256 because even though the trees are big, everything else is relatively small... and it makes things like fences, signs and rocks seem insignificant. But, if you want to redo the screens I did, it's cool.

Mabe Village looks nice :), and so does the area you added, Darklight.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 11:42:35 pm
An update on the edge of the island. Now it looks more like an ocean with raised land.

Hmm, that kind of edge I originally intended to use. But I changed it, because it would give cause problems with the map above the entrance. The cliff to the ocean is a lot higher then with pools. That is why I choose not to show the rocks coming in the ocean an just give a shadow on the water.

I did that because I couldn't get the cliff to end right when I tried making the screen below the library. But if you can edit that and make it work, go for it. Also, I would like opinion: what looks better?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on February 28, 2009, 11:48:04 pm
I'll take a look at it tomorrow morning if I can make some custom tiles.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on February 28, 2009, 11:49:44 pm
In the meantime, I'll put the beach on hold and get the forest done.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 01, 2009, 12:01:14 am
That won't be necessary. Maybe it is better if you finish it then I will know between what I need to stay.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 01, 2009, 12:06:01 am
Okay, I had a go at the forest and that end has a cliff with ocean too. Hm, what to do...

Niek, you'll probably have to cover the edges of the map that have those kinds of cliffs. I really hate to be doing nothing when I have free time, so I'll begin Tal Tal Heights.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 01, 2009, 12:08:09 am
You can check out my thread :P
Anyway, this is really awesome and you guys is making it pretty damn fast, i wonder how you guys can be so fast :P
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on March 01, 2009, 01:32:40 am
I did some modifications to the downwards cliff tiles, squashing them so they'd fit into one square. fixed the bridge tiles too.
(http://img9.imageshack.us/img9/5054/oosremap.png)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on March 01, 2009, 01:51:39 am
I did some modifications to the downwards cliff tiles, squashing them so they'd fit into one square. fixed the bridge tiles too.
(http://img9.imageshack.us/img9/5054/oosremap.png)
Looks great. Except the cliff on the bridge side sort of changes half-way through. It has a blue tinge, and then goes back to normal :S. Also, the first of the three trees in the bottom left corner changes colour half-way :P.

I guess a fence should be added too, because that cliff sort of implies you can dive into the water, where in the game, you can't.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on March 01, 2009, 02:44:24 am
I noticed that the trees are different too, lol. We need to use the same tileset.
http://img3.imageshack.us/img3/941/maintileset.png
This is the one I'm using, cept I'm constantly updating it with new tiles I'm making, I'll try and keep this one updated for ya :D
And I've recoloured the stuff you were talking about, as well as recolouring your trees to fit this tileset. as well as adding another piece.
http://img25.imageshack.us/img25/5054/oosremap.png
whoops, noticed I missed a few cliff pieces. updated again.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on March 01, 2009, 04:23:54 am
I noticed that the trees are different too, lol. We need to use the same tileset.
http://img3.imageshack.us/img3/941/maintileset.png
This is the one I'm using, cept I'm constantly updating it with new tiles I'm making, I'll try and keep this one updated for ya :D
And I've recoloured the stuff you were talking about, as well as recolouring your trees to fit this tileset. as well as adding another piece.
http://img25.imageshack.us/img25/5054/oosremap.png
whoops, noticed I missed a few cliff pieces. updated again.
Veeeeeeeeery sexxi.

New area looks great, and so do the resources. But, what I instantly noticed were the trees behind the stump. The top half of them seems to be shifted a couple pixels to the right... I assume this is my wrong-doing :P. The little tree house thing is impressive too, but the tiles to the right and to the left of the door seem to be a different colour.

Great progress :).
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 01, 2009, 04:25:42 am
Indeed. Excellent for only two days.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on March 01, 2009, 05:20:06 am
Final update for today, I'll do some more tomorrow.
http://img12.imageshack.us/img12/5054/oosremap.png
also, updated the tileset:
http://img3.imageshack.us/img3/9973/maintilesetb.png
All the new stuff I've added is sort of in the centre, I'll keep adding to this as I need to.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on March 01, 2009, 05:30:38 am
Final update for today, I'll do some more tomorrow.
http://img12.imageshack.us/img12/5054/oosremap.png
also, updated the tileset:
http://img3.imageshack.us/img3/9973/maintilesetb.png
All the new stuff I've added is sort of in the centre, I'll keep adding to this as I need to.
Looks great.

I wish I could have done more today, I just had a lot of schoolwork (as is often the case). If anyone else on the forum wants to help out, feel free, though.

The new area you added looks great, just one concern... are we designing this to work with the scrolling game mechanic? Or like Minish Cap where the screen follows Link? Otherwise, that half tree doesn't really make a whole lot of sense :P.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on March 01, 2009, 05:43:58 am
Final update for today, I'll do some more tomorrow.
http://img12.imageshack.us/img12/5054/oosremap.png
also, updated the tileset:
http://img3.imageshack.us/img3/9973/maintilesetb.png
All the new stuff I've added is sort of in the centre, I'll keep adding to this as I need to.
Looks great.

I wish I could have done more today, I just had a lot of schoolwork (as is often the case). If anyone else on the forum wants to help out, feel free, though.

The new area you added looks great, just one concern... are we designing this to work with the scrolling game mechanic? Or like Minish Cap where the screen follows Link? Otherwise, that half tree doesn't really make a whole lot of sense :P.
I'm not sure which myself, I noticed it but couldn't be bothered fixing it :P. I'll do it tomorrow if I can, least I'm not working tomorrow night.
I know what you mean about homework though, I had to do maths and chemistry today, I finished my physics and music yesterday. Hopefully I don't get too much tomorrow night.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 01, 2009, 07:46:19 am
He this looks really great. If your wondering what to do with the cliffs you can't jump of. I advice you to look at a map of the Lon Lon Ranch from MC. You'll see that they use rocks along the edges and fences.

Jeod, I've worked on the side coast line for the Beach and the Mysterious Woods. I've not done a complete map, But I hope you can work with these? I've also added the xcf files for you to continue on.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on March 01, 2009, 10:08:47 am
Did some more:

http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/holodrum.png

I don't think I'll get to do much more for a while :S.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 01, 2009, 10:58:12 am
I saw I had forgotten to make the bend towards the cliff, I've added it. XCF file added once more.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on March 01, 2009, 11:08:01 am
Did some more:

http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/holodrum.png

I don't think I'll get to do much more for a while :S.
Excellent! I'll defenitely have to try and get some more done tomorrow :D
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 01, 2009, 02:08:25 pm
Thanks for the modifications, Niek. Perhaps you can make a tileset of those cliff edits?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Xavier on March 01, 2009, 03:33:23 pm
Like this?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 01, 2009, 03:50:53 pm
Nice, but that also contain some original tiles. There are also some other custom made tiles to add.

Venyux: did you compile it with the hand, or did you use a program for it?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Xavier on March 01, 2009, 03:56:48 pm
I used PhotoShop with its grid to "create" tiles then I created a new image in Paint and copied/pasted every tiles on it.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 01, 2009, 05:32:05 pm
Nice, but are those all the ones Niek used?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Xavier on March 01, 2009, 05:58:08 pm
Yeah.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 01, 2009, 06:09:00 pm
Thanks then, those'll be useful!
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Xavier on March 01, 2009, 06:12:13 pm
No problems. If you need other tiles, just ask.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Kren on March 01, 2009, 08:36:24 pm
hmm aren't you planning on doing OoA maps =o?!?! this looks awesome, I like Holodrum in MC more than Koholint in lttp :P! since MC looks happier than LTTP, but still good job! I want to see the completed version :D!
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 01, 2009, 09:30:12 pm
Nice, but are those all the ones Niek used?

For the sea shore coast yes, but they are not all my custom made tiles. The pond and phonebooth aren't in them for example, which you might want to reuse too.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 01, 2009, 09:35:33 pm
I already have them though, Niek. As for the style difference, LttP works well with Link's Awakening since the plot had a sad mood to it. Seasons has a plot structure that works best with MC, and Ages should follow suit from Seasons.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 01, 2009, 09:52:09 pm
Oh I've looked a bit further ahead and I think we will be required to make some more custom tiles. But that is a bridge to cross later.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 01, 2009, 09:55:32 pm
Indeed. I'm thinking of splitting the overworld into sections based on the message you got after each dungeon.

1) Beach
2) Swamp
3) Desert
4) River
5) Forest
6) Castle
7) Shrine
8) East Mountain
9) West Mountain
10) Graveyard
11) Lake
12) Prarie
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Kren on March 02, 2009, 12:12:57 am
I already have them though, Niek. As for the style difference, LttP works well with Link's Awakening since the plot had a sad mood to it. Seasons has a plot structure that works best with MC, and Ages should follow suit from Seasons.
hmm how is LA sad mood theme? the only sad part is the ending and it is not that sad >_>, hmm actually, the whole place is a dream :P so it should be happy except the dungeons of course since the bosses are nightmares.. hmm I can't argue with OoS since I have never played it.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Faldomar on March 02, 2009, 02:50:33 am
Some things to consider editing:

1) The entrance to the woods, the trees above the door is oddly aligned on the darker and lighter greens.
2) The cliffs near the dreamshrine and the large 2 door house can be jumped off of.
3) The cliff near the well can be jumped off of on the SE side of the top.
4) Wasn't the crane game shop MUCH closer to the wall there? I remember only one row of plants that you cut through to get to the house on it's right side, it was really close to the wall on that screen.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 02, 2009, 03:32:06 am
Faldomar, thanks for the comments. I actually want the cliff below the Dream Shrine to be jumpable this time. The crane game error doesn't matter, though if it really bothers you I can fix it. The cliff near the well can also be jumped off of because I wanted it that way. The only real error you stated would be the trees.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on March 02, 2009, 05:25:39 am
Just fixed up our small tree problem, nothing drastic...

http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/holodrum.png

Darklight, I'm not sure what you're using to tile, but just use this map to pick tiles from and implement as well as the tileset you're working on... there's a lot of colour things that need to be kept consistent, so.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Faldomar on March 02, 2009, 05:59:19 am
Alrighty, I'm curious to see what you can do with the Crane Game area to make it more matching to the GBC game. :D
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on March 02, 2009, 06:02:59 am
Just fixed up our small tree problem, nothing drastic...

http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/holodrum.png

Darklight, I'm not sure what you're using to tile, but just use this map to pick tiles from and implement as well as the tileset you're working on... there's a lot of colour things that need to be kept consistent, so.
I'm using the tileset that I posted a bit back :P. I'm aware it's got some issues with colour and stuff, I'll go through this image and find the differences.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Windy on March 02, 2009, 08:54:30 am
Just fixed up our small tree problem, nothing drastic...

http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/holodrum.png

Darklight, I'm not sure what you're using to tile, but just use this map to pick tiles from and implement as well as the tileset you're working on... there's a lot of colour things that need to be kept consistent, so.
I'm using the tileset that I posted a bit back :P. I'm aware it's got some issues with colour and stuff, I'll go through this image and find the differences.
I've been attempting to map the graveyard area, I spent the last few days ripping all the necessary tiles and such, since I figured it would be better for me to pick an isolated area.  However, I've come across a slight problem, the gravestones from mc compared to the ones from OoS use 3x3 compared to 1x1 and so you can't fit as many gravestones within the same area.  So I was thinking either I could reduce the amount of gravestones or create custom gravestones that take up the same area as the ones from OoS.  I can't remember exactly if the gravestones were involved in any puzzles or not..

Also, I've made custom tiles for the mushroom looking rocks if anyone needs them.  The only tiles for that area I don't have yet are the serpent statues(?) which I'll need to do myself.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on March 02, 2009, 09:09:57 am
Just fixed up our small tree problem, nothing drastic...

http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/holodrum.png

Darklight, I'm not sure what you're using to tile, but just use this map to pick tiles from and implement as well as the tileset you're working on... there's a lot of colour things that need to be kept consistent, so.
I'm using the tileset that I posted a bit back :P. I'm aware it's got some issues with colour and stuff, I'll go through this image and find the differences.
I've been attempting to map the graveyard area, I spent the last few days ripping all the necessary tiles and such, since I figured it would be better for me to pick an isolated area.  However, I've come across a slight problem, the gravestones from mc compared to the ones from OoS use 3x3 compared to 1x1 and so you can't fit as many gravestones within the same area.  So I was thinking either I could reduce the amount of gravestones or create custom gravestones that take up the same area as the ones from OoS.  I can't remember exactly if the gravestones were involved in any puzzles or not..

Also, I've made custom tiles for the mushroom looking rocks if anyone needs them.  The only tiles for that area I don't have yet are the serpent statues(?) which I'll need to do myself.
Alright, that's great. Post the maps when you're done (or whenever), that'd be good :). Those mushroom rocks will be necessary later down the track, and we also kind of need burnable bushes... which I didn't include on that first area I did on the map there.

As to the gravestones, they don't seem to have any inherent purpose, just when you touch them ghosts come out. Which is weird, because gravestones usually do something. So, don't worry about the smaller ones, just use the bigger ones, it's cool.

Glad to have you on board :).
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on March 02, 2009, 11:11:34 am
Great to have you windy, can't wait to see your graveyard :D.
http://img10.imageshack.us/img10/5152/holodrum.png
Also, I sprited a gnarled root dungeon enterance, not too bad considering I'm not much of a spriter. It is a bit fat compared to the original though, might have to change that doorway size. The perspective is probably a little off too.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on March 02, 2009, 11:27:41 am
Great to have you windy, can't wait to see your graveyard :D.
http://img10.imageshack.us/img10/5152/holodrum.png
Also, I sprited a gnarled root dungeon enterance, not too bad considering I'm not much of a spriter. It is a bit fat compared to the original though, might have to change that doorway size. The perspective is probably a little off too.
Hrm, it's not bad. It's a bit off. I was actually thinking we use one of those big trees from the MC graveyard, and just shove a door on. Could work?

You also demolished my fence there :P.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Windy on March 02, 2009, 01:18:41 pm
Great to have you windy, can't wait to see your graveyard :D.
http://img10.imageshack.us/img10/5152/holodrum.png
Also, I sprited a gnarled root dungeon enterance, not too bad considering I'm not much of a spriter. It is a bit fat compared to the original though, might have to change that doorway size. The perspective is probably a little off too.
Hrm, it's not bad. It's a bit off. I was actually thinking we use one of those big trees from the MC graveyard, and just shove a door on. Could work?

You also demolished my fence there :P.
I don't think that would work imo, as the trees in the graveyard, too many differences, you could probably use it as a base, but youd have to increase its size as the size of the dungeon should be proportionately bigger than a normal tree.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 02, 2009, 03:48:07 pm
I'll check my guide when I get home and tell you if the graveyard has any oddities.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Tlozpop on March 02, 2009, 04:29:55 pm
I've made this one.
(http://img164.imageshack.us/img164/3774/oldtree.gif)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 02, 2009, 04:52:42 pm
Wow! That one looks very, very good! Awesome =)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on March 02, 2009, 08:52:31 pm
Frikkin' awesome tlozpop! I'll add it to the map :)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on March 02, 2009, 09:01:50 pm
Ok, tis added. And sorry hof for deleting your fence, I forgot that my version of that area wasn't updated :D. I've fixed it now.
http://img408.imageshack.us/img408/5152/holodrum.png
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 02, 2009, 09:05:54 pm
Zomg, Tlozpop's sprite looks better then i tought it would.
 :D
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Broojo02 on March 02, 2009, 09:18:27 pm
I don't know if this will help but a while ago I started working on horon Village MC style and I got this far:

(http://img17.imageshack.us/img17/603/1111msoos.png)

Its not much, I stopped developing it at July 2007.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on March 02, 2009, 09:26:45 pm
I don't know if this will help but a while ago I started working on horon Village MC style and I got this far:

(http://img17.imageshack.us/img17/603/1111msoos.png)

Its not much, I stopped developing it at July 2007.
Hm, it's pretty much a direct conversion, isn't it? unfortunately our screen size is 256x176, so it wouldn't fit. Nice job though, although the fountain looks rather strange :P
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 02, 2009, 10:44:59 pm
North Horon looks good guys. Now all you need to finish for the Gnarled Root frame is add a keyhole.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 02, 2009, 11:26:52 pm
I don't know if this will help but a while ago I started working on horon Village MC style and I got this far:

(http://img17.imageshack.us/img17/603/1111msoos.png)

Its not much, I stopped developing it at July 2007.

It looks kinda odd. But that is because you recolored the OOS tiles in MC colors. Also Horon has no fountain. To my memory there should be a jumping plant. And some tiles overlap, which break the lower tiles. It isn't that it is bad, it just looks odd.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on March 03, 2009, 06:28:59 am
Fixed up the Gnarled Root area a bit more. Mainly the stairs which I found to be a bit wonky, and the rocks on the side and the keyhole. I think it's fine now:

http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/holodrum_v2.png

That's most of North Horon :).
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on March 03, 2009, 06:30:43 am
Fixed up the Gnarled Root area a bit more. Mainly the stairs which I found to be a bit wonky, and the rocks on the side and the keyhole. I think it's fine now:

(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/holodrum.png)

That's most of North Horon :).

no you didn't :(
add the map damnit :P
and the stairs were my fault, I left the third step too large :D.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on March 03, 2009, 06:31:36 am
Fixed up the Gnarled Root area a bit more. Mainly the stairs which I found to be a bit wonky, and the rocks on the side and the keyhole. I think it's fine now:

(http://i48.photobucket.com/albums/f238/Hero_of_Fire17/Fan%20Games/holodrum.png)

That's most of North Horon :).

no you didn't :(
add the map damnit :P
Fixed, copied the wrong URL lol.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 03, 2009, 06:58:43 am
Nice going, with the keyhole. Let me guess, you use the keyhole of a boss door and pasted on a regular rock and did some recoloring? It looks really good.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on March 03, 2009, 07:30:12 am
Nice going, with the keyhole. Let me guess, you use the keyhole of a boss door and pasted on a regular rock and did some recoloring? It looks really good.
Hah, not a boss door, just a regular one :P.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 03, 2009, 06:02:43 pm
OK, I've done the first area of the beach. I thought this would be easy and just snapping the cliff tiles from ALttP. Unfortunately this gave horrendous results. Which resulted in me spending some hours on customizing a number of cliff tiles  >:(. But it is finished now and I think it looks pretty awsome.

I've got 2 options. The second option is close to the original LA map, which results in the first cliff to stop abruptly. I didn't like this so I made the first option, which connects the land cliff with the ocean cliff.

Well choose which you like best. Both options are also integrated in the xcf file.

***Fixed some errors noted by LTGH
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 03, 2009, 06:17:30 pm
no point in choosing the one that looks bugged, i would suggest the first one.
But at the second jump path there is a graphic error. Its a green line there.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 03, 2009, 06:44:53 pm
Fixed the graphic error. Don't know how I could have overlooked such an obvious flaw. Which of the two will be chosen, depends on Jeod. He is making the game. That is if he is not to occupied with 'Oracle of Hours' :P
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 03, 2009, 06:54:27 pm
Joed is Joed and he will choose the one the looks best and he will continue what he has started. ;)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 03, 2009, 08:34:52 pm
Yeah I know, but Jeod wants LA in ALttP style. I just hope with the customizing the ALttP style still remains. Most of the major ALttP style tiles are higher then the LA variants, which makes it difficult.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 03, 2009, 10:31:06 pm
First one does look best. Just remember that when making the edits you must take the size of LttP Link into consideration. Make sure he'll be able to fit through the paths.

As for this and OoH, I find it better to work on them at the same time. Since all the maps are done in OoH, all there is to do is programming. This game still needs maps done, which I can also do easily. Some days I'll do one, some days the other, and some days both if time allows.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 03, 2009, 10:35:30 pm
just stop the time with your rod so you have all time in the world to work on both of them!
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 03, 2009, 11:18:32 pm
First one does look best. Just remember that when making the edits you must take the size of LttP Link into consideration. Make sure he'll be able to fit through the paths.

As for this and OoH, I find it better to work on them at the same time. Since all the maps are done in OoH, all there is to do is programming. This game still needs maps done, which I can also do easily. Some days I'll do one, some days the other, and some days both if time allows.

Relax! It was just a joke  :P I've got another area of the beach done for you. It needed also some custom tiling. See the attachment. I started the upper row for the beach area, because I didn't want to go down. I don't have a clue what base color of sand you want to use and what to use for the palmtrees. I know FSA has palmtrees and that game is a mix between MC (for color pallet) and ALttP (form of the sprites).

I am not sure what you are aiming for with the size of the path, but this was all I could fit in the low screen. I know the sprite of link takes up somewhat less then 2x2 tiles, but I think the walk space needed is about 1 tile? If it is more, then we have to remove one of the cliffs, because there isn't enough space.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 03, 2009, 11:37:23 pm
I think someone made LttP palm trees around here somewhere. Beach is looking good Niek! I wish there were more people here who used MMF2 though, because I need some help with it. :S
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 03, 2009, 11:45:35 pm
Sorry can't help you on that front either. I've never even heard of it.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Xfixium on March 04, 2009, 03:14:23 am
Infini ripped one from FSA back in the day. The resources are available to you right here at this site. Under that tab up there labeled "Resources". The pallet will have to be changed to fit with your maps. I have two flavors, the original, and one where I edited a top to the tree.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 04, 2009, 07:01:29 am
Its starting to look better and better guys. I want a preview of how everything looks in one pic :P
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Wasabi on March 04, 2009, 07:26:25 am
bad news, I'm working the next 4 nights so I probably won't be able to get anything (or little) done. I'll try to do more when I have time.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on March 04, 2009, 07:34:42 am
bad news, I'm working the next 4 nights so I probably won't be able to get anything (or little) done. I'll try to do more when I have time.
It's cool, no stress.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 04, 2009, 10:27:33 am
OK another two areas done. These were the easy ones I was looking for.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 04, 2009, 11:55:41 am
I know this is double posting, but I can only add 4 attachments to a reply and I used all of them in the previous post.

I'm feeling very nonproductive today and made another part of the map.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 04, 2009, 01:10:36 pm
You really do your work Niek. You do about one every 6 hour :P
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 04, 2009, 01:29:35 pm
Darned good job, Niek! I suppose I'll start the actual beach soon if you don't get to it by Friday.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 04, 2009, 01:51:29 pm
I doubt I will. The first dungeon will get in the way of that. To much customizing to do on that frame.

**Update** another 2 frames done.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 04, 2009, 03:31:14 pm
A bit of customizing, but not that much. Shouldn't be too difficult to replicate the outside of Tail Cave.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 04, 2009, 03:52:38 pm
The gate maybe, but the statues will be a pain. Put up another frame btw.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 04, 2009, 03:58:17 pm
Statues might be replaced by LttP look-alikes. For example, the statues of the Face Shrine and the statues of the first dark world dungeon in LttP are very similar.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 05, 2009, 07:40:07 pm
I've run into some programming trouble on OoH, so I plan to spend the weekend modeling frames for Koholint. I'll piece together what Niek has then go from there.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 05, 2009, 08:04:24 pm
I'll finish the Tail Cave. Maybe I'll just use the basic statues from the Lightworld Swamp.

Or when I'm in the mood I might make some custom.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 05, 2009, 11:26:03 pm
Swamp statues might be a bit on the big side. Look at the church in the dark world (where it would be). There's a statue there that's thinner. Other than that, it'll have to be custom.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 06, 2009, 12:15:13 am
Alright, here it is! The moment you've all been waiting for, the beach part of the puzzle!

Niek, may I ask that from now on when you align trees, you refer to this png? It took a bit of work adjusting the trees and path to align correctly with the ones in Mabe.

http://img14.imageshack.us/img14/763/overworld.png
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 06, 2009, 06:50:15 am
Its just one thing i want to point out, it looks horrible at the hill abow the house with a book on it.
Maybe conect the hills with each other like the other ones that leads to the beach? :o
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 06, 2009, 03:36:25 pm
Ok, so this weekend we finish off the beach. How about...we stretch all the way to the desert? Then if there is time we can finish the desert and animal village.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: CrystalAngel04 on March 06, 2009, 04:16:28 pm
Just one little thing I noticed, make sure all your trees have the lil tips to their roots, there's a whole bunch below the village that are missing them. Otherwise... nice!
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: D-Pad on March 06, 2009, 06:14:44 pm
This is looking so awesome!  XD Oh man I cannot wait to play through this.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 06, 2009, 07:26:59 pm
Hah! Here's the catch though. I'm finding it really hard to make proper collisions. What happens is I import the overworld image into MMF2. But this imports the whole image, meaning all the spaces Link can walk on too. So I have to make a "skeleton" file, deleting all the walkable tiles. It takes a long time to do. So if you're not up for mapping, another way to help is to take what's done so far and make a skeleton file out of it. This file would have two parts:

1) The outlines for houses, trees, etc that Link can't change.
2) The tiles that Link can walk over or change. Including the things he can pick up or cut away.

It's a time consuming task, but it's simple to do. If nobody's really up for it then all I can suggest is to make xcf files of everything we do so we can go back and delete the layers Link will be able to walk on.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 06, 2009, 08:37:30 pm
If your using game maker >
I fix collisions by making the feets to one object and the rest to another that always is above the feets so that the feet is the collision which makes it possible to stand next to a house and stuff like that.
I also make so that you can walk behind stuff like houses which gives a better 3D feeling, not from the above.
I make house roof / Tree Tops and such things like that to a higher layer and no collision.
Walking from the sides is the most tricky thing but after a while its a piece of cake.
I see collisions as the most fun thing, seriusly. Its fun to make the collisions its like a puzzle ^_^

Maybe this wont help you at all but idk.
Im pretty sure your not using GM :<
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 07, 2009, 02:58:02 am
Finished 3-1 of the beach. It took longer to do because I had to customize some of the tiles.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 07, 2009, 04:45:16 am
Ok, a few customs I want to give everyone a chance to do...

1) Seashell buried in sand tile
2) Coconut on ground tile
3) Palm Tree with bananas on it
4) Tail Cave statues in LttP style
5) Ideas for Tail Cave entrance
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Hoffy on March 07, 2009, 06:02:01 am
What really bothers me about it is the lack of shadows with a lot of the trees. Even in Mabe Village, they just look like they're floating over green stuff. I'm sure you can find the ALttP trees with the shadows, but as for the ones on the beach...

There's one attached.

No need to thank me.

Just go.

(Make sure you recolour the shadow when you put it on the sand.)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 07, 2009, 01:50:03 pm
Fixed, but does it really look that much better?

http://img144.imageshack.us/img144/763/overworld.png
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 07, 2009, 02:08:06 pm
He Jeod, sorry for the late reply. It's OK to stretch the coastline and then start to work up one layer at the time. For lining up the trees at the edges of the maps. it is a bit difficult, because your trees are a bit of the grid and I need to count pixels.

I'm currently busy making the tail cave. I made the entrance by customizing the Hyrule Castle dungeon. I think it looks great. And with a bit of a color clash it also looks as something that is menacing and doesn't belong.

I will try to finish it today, but maybe it will tomorrow. I only need to do the statues. Oh yeah I will also add the xcf file and in this file there will be a layer with tiles to fix the cliff edges at the jumping well. Also a layer to fix the back of the dungeon, because I made a calculation error with that.

Hoffy, I've always kept the shadows with my trees, you can still see them at the Mysterious Woods entrance.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 07, 2009, 02:11:06 pm
Yeah it's just mine that didn't have shadows. Plus the outlines of mine were a different shade of black. :S Niek, can you be sure that your modification won't conflict with Kanalet Castle? We'll be using the castle tiles for that place, too. Also, I fixed the weird glitch on the cliff at 3-1 of the beach. (Yes, referring to them as grid coordinates. Makes it easy to find the frame)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 07, 2009, 02:21:30 pm
Its a graphical issue on the cliffs at the beach, just look how its connected
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 07, 2009, 02:23:55 pm
Its a graphical issue on the cliffs at the beach, just look how its connected

Just said I fixed them.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 07, 2009, 02:25:01 pm
Woops... sorry for that. sorry :S
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 07, 2009, 02:25:42 pm
Jeod, here is an intermediary look of the entrance. I still have to tweak the black a bit, make it a bit softer, by taking the black from the tree or cliff outlines.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 07, 2009, 02:26:52 pm
That looks nice! Can you stretch the gate all the way to the bottom? (Don't leave those bottom parts of the cliff tile under the gate)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 07, 2009, 02:29:50 pm
I checked Kanaleth Castle and it doesn't have a dungeon. I can stretch them yes but, I left them in on purpose to show the the gate was in the rock surface. Tried to make them as some kind of doorstep, but I'll fix it.

Are the pavement tiles also correct?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 07, 2009, 02:31:48 pm
They look ok, yeah. I thought you were using outer castle tiles, so that's why I asked.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 07, 2009, 02:40:59 pm
second preview, I know it is weird to use tiles from inside a building to use on the overworld.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 07, 2009, 02:43:59 pm
Looks pretty good though. Maybe change the purple on the gate to make it look more rusted or more outdoor-like?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Zaeranos on March 07, 2009, 02:45:29 pm
Then I have to get an ALttP pallet from somewhere. I can't go and use any grey, red and/or brown.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: Jeod on March 07, 2009, 02:48:46 pm
http://www.zfgc.com/forum/index.php?topic=674.0

I'd ask the others which to use...the simple one, or the complex one. I don't know which is better.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style
Post by: LTGH on March 07, 2009, 02:50:46 pm
I tryed to remake the gate to fit in better.
Gate 1 > Recolored
Gate 2 > I used darker colors
Gate 3 > I remade the entire entrance to make it look more like a cave entrance. But now i think its to small : /
Gate 4 > A edited gate 3 so the gate is a bit bigger.

Tell me what you think. You dont have to use it but i want to know if you like it ^_^
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 07, 2009, 03:40:35 pm
Are those both in the LttP pallette?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 07, 2009, 03:49:52 pm
All of them is LttP pallette ^^
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: शेफाली on March 07, 2009, 03:50:17 pm
Here, I made an elongated cave entrance that should fit well (maybe?);  just make another version with bars on top.

The colours may need fixed, I'm not sure.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 07, 2009, 03:52:16 pm
Shefali, it looks awesome! Just need some small edits and it fits in perfect. Thumbs up.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 07, 2009, 04:04:50 pm
Agreed, but first let's see how well it fits with the surroundings.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 07, 2009, 04:08:09 pm
Well, im done with my version of the gate.
Both open and cloosed done.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: शेफाली on March 07, 2009, 04:11:14 pm
Looks good to me.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 07, 2009, 04:15:25 pm
Yeah, that looks great! Now all it needs are the statues. I think Niek is working on those.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 07, 2009, 04:35:20 pm
Well I didn't see that anyone else worked on the cave entrance, but I also made a recolor. But here are the options I made for the entire map.

Oh yes, as I've said before the xcf contains graphic patches for the jumping well and beach area 1-4
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 07, 2009, 04:41:25 pm
option 1 looks best. Throw the modified cave entrance in there and let's compare it.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 07, 2009, 04:57:54 pm
I've put in Shefali's door opening in it with some slight modifications, to make the entrance a bit bigger, because it was kind of blocking the iron bars. Also I've kept the grey look of the iron bars instead of the brown look, because I think the gate has to pop a bit. The brown versions looked more like wooden or rock bars instead of iron ones.

But that is my preference.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 07, 2009, 05:01:03 pm
I don't think I could do that any better, Niek! Excellent work, 10/10!

Btw, here are some coconut tiles LTGH made. Use them with the sand tiles in the LttP desert.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 07, 2009, 05:06:20 pm
Hm, a bit of editing required Niek. Take a look at how it compares on the big map.

http://img3.imageshack.us/img3/763/overworld.png

1)Trees aren't lined right.
2) Cliff isn't right

Minor errors, but no big problem.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 07, 2009, 05:13:34 pm
3) The cave entrance doesnt fit in with the cliff wall.

Otherwise, good job! =)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 07, 2009, 05:43:15 pm
Hm, a bit of editing required Niek. Take a look at how it compares on the big map.

http://img3.imageshack.us/img3/763/overworld.png

1)Trees aren't lined right.
2) Cliff isn't right

Minor errors, but no big problem.

1) Your map is 320 x 205. The height of your map is the problem, because 205 isn't a multiple of 16. Therefore with those transitions are really hard to make, because you will have to count the pixels instead of counting the tiles. If you take a look at the cliff from beach area 3-1, you will notice the same. I thought I had pointed that out before. I can try to make it fit, but I don't think I can do it today. Because I will leave in 30 minutes and be away for the rest of the evening I think. (Going out for a nice dinner, with the family  XD )

2) I mentioned this in a previous post. I made a calculation error with the beach area 1-4. I used the cliff tiles from ALttP the Light World swamp just below Links house. I made the mistake of taking the high mountain tiles. If I would have taken the frontside of the high mountain tiles, then the entrance's doorstep would be on the lower half of the screen and no room for the statues. In the xcf file of the Tail Cave I've added an additional layer to patch this (I've added the image in this post as well). It was my mistake, and I hope this fixes it.

PS: I've not mentioned this before but the coconuts look great.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 07, 2009, 06:17:00 pm
I guess I'll have to redo the dimensions when I build the overworld in MMF2. I will need a clean amount of tiles there; no room for cutoffs. Thanks for the work gents.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 07, 2009, 08:16:23 pm
Niek, 5-1 of the beach (bottom left corner of the map) will need to be customized by you. I can't get the cliff right in that one.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 07, 2009, 08:57:00 pm
I just saw something.
The dirt color under the plant/gress thingys on the beach is wrong, it doesnt have that same color as the normal dirt. slightly different.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Xfixium on March 07, 2009, 09:34:14 pm
Wow, everything is looking great, nice work. One thing I'd like to point out is that the bushes near the Trendy Game building actually blocked the entrance to it. Thus you needed the sword to gain access to it. Not that I think it would mess up anything, but with your layout, it would give players a chance to get certain items quicker than they should when compared to the original.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 07, 2009, 09:40:53 pm
It was extremely difficult to get rupees before te sword though, because you couldn't lift anything without the power bracelet. What's that picture in your sig?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 07, 2009, 09:50:49 pm
I made two frames. :)
The only problem would be that the trees need bananas, tryed to make that myself but it turned out horrible :(

Edit: I forgot the cliffs on top of it, no worry, i fix it ;)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Xfixium on March 07, 2009, 10:07:10 pm
It was extremely difficult to get rupees before te sword though, because you couldn't lift anything without the power bracelet. What's that picture in your sig?

True that, I was just pointing out the layout. Also some room behind the shop would be good. I noticed that if you have the cliff above so that you can jump off, Link would land on a bush behind the shop. I'm just making it aware. The choice is yours.

The thing in my sig is just me messing around with LA. It's like lttp style with the original tiles. I think I'll animate it with Link blinking and the Cuckoo jumping around.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 07, 2009, 10:10:46 pm
We'll see about that when I get to programming. It would be cool if I could replicate Link landing and crushing a bush, but it all depends on how it works out.

Xfixium, may I request a palm tree with bananas on it?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Xfixium on March 07, 2009, 10:18:45 pm
We'll see about that when I get to programming. It would be cool if I could replicate Link landing and crushing a bush, but it all depends on how it works out.

Xfixium, may I request a palm tree with bananas on it?

That is also another option, but then you could get rupees to play the Trendy Game faster. :) Unless you make the bush spit out nothing. Also, if the player falls on a bush in the middle, he'll get stuck because it's possible he won't have a sword.

I'll give the palm tree a whirl.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 07, 2009, 10:42:31 pm
Also true. Thanks.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 07, 2009, 11:03:25 pm
I made two frames. :)
The only problem would be that the trees need bananas, tryed to make that myself but it turned out horrible :(

Edit: I forgot the cliffs on top of it, no worry, i fix it ;)


Looks good, but I've got 1 point to make, besides the bananas and the cliff at the top. The gap in the cliff below the house is in LA, the same size as width of the house.

Also maybe a good advice is to use grid indications Beach area 3-4_4-4 as the file name or the name of the house. But that is just an advice. It makes it a lot easier to place though.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 07, 2009, 11:12:45 pm
Niek, did you read earlier? You'll have to do the bottom left frame. Beach 5-1. I think I'm missing a few of your custom cliff tiles.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 08, 2009, 12:28:35 am
I'm working on it, but I've a bit of a problem getting it alligned with your 3-1 and LTGH's beach. Here is a preview of what I've got.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 08, 2009, 12:36:57 am
Looks good! Don't worry about LTGH's stuff for now. The previous things he did weren't aligned to the grid, so he's redoing them.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 08, 2009, 12:46:46 am
OK, that is fine then. I like his choice for the surf by the way, but what did you have in mind for the waves? Did someone make a sea shell?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 08, 2009, 01:11:46 am
Yeah, LTGH did that too. I also like his choice for the surf. As for the waves, I have a few options.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 08, 2009, 01:27:03 am
Whoops, I didn't saw LTGH's seashells, stupid me. I made my own, but I've finished it somewhat. I hope you like it and I will make a version with LTGH's seashell.


**Update** Added option 3 with LTGH's seashell.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 08, 2009, 01:31:10 am
I really like those shells. There are many kinds of shells, so why not use both? Though the shiny colored shells should be rare, because they are hard to find. (By both I mean use LTGH's flat shells and your conches)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 08, 2009, 01:37:33 am
I was thinking that also.

He he, I discovered something funny, just yet. The grid size of LA may be 8x8 pixels but the maps on this site http://portfolio16.de/zelda/map4/map_en.htm (http://portfolio16.de/zelda/map4/map_en.htm) has the maps on 16x16 format. Therefore you can copy paste the items you need and recolor them  :-[  :-\

But it is 2:36 hours here the netherlands, so I'm going to bed. Goodnight and as they say in dutch 'Welterusten'.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 08, 2009, 01:39:08 am
That's interesting. Score for custom decor we need then!
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Moon_child on March 08, 2009, 01:44:05 am
Whoops, I didn't saw LTGH's seashells, stupid me. I made my own, but I've finished it somewhat. I hope you like it and I will make a version with LTGH's seashell.


**Update** Added option 3 with LTGH's seashell.
How do you mean "I made my own" ? You didn't create those shells! They're just simply recolors of the ones Nintendo created for Link's awakening...
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 08, 2009, 01:45:57 am
I think he means "made his own" as in his own substitute. I doubt he'd steal stuff. Anyway, here is the overworld map as of now:

http://img7.imageshack.us/img7/763/overworld.png
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Moon_child on March 08, 2009, 02:03:50 am
I think he means "made his own" as in his own substitute. I doubt he'd steal stuff. Anyway, here is the overworld map as of now:

http://img7.imageshack.us/img7/763/overworld.png
Well I hope he means that...

Anyway that overworld is looking very HAWT! :D
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 08, 2009, 02:05:54 am
Thank the ones listed in the creditz on da front page!
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Hoffy on March 08, 2009, 02:25:58 am
Beach looks good, but should there be so many waves so close to each other? I don't remember ALttP having water like that.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 08, 2009, 02:28:59 am
LttP didn't have an ocean. For this, we get to decide what an ocean looks like in LttP style. It has many more waves than a river or lake.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Xfixium on March 08, 2009, 02:50:47 am
Well, I gave it a go. I really didn't know what to do with it. I made some bananas, and did some positioning. I tried getting it to have a lttp feel. Don't know if I succeeded in doing so.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 08, 2009, 02:52:15 am
Those look pretty good actually. Why doubt yourself?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 08, 2009, 08:33:43 am
Im not sure about which one i should use, maybe the last one since that doesnt have so many bananas? :p
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 08, 2009, 09:10:56 am
I think he means "made his own" as in his own substitute. I doubt he'd steal stuff. Anyway, here is the overworld map as of now:

http://img7.imageshack.us/img7/763/overworld.png
Well I hope he means that...

Anyway that overworld is looking very HAWT! :D

Yes that is what I mean. All the credit goes to Nintendo, I just recolored them. What I meant was that I didn't use LTGH's seashells. My apologies for the confusion. It was almost 3 o'clock at night and my eyelids were closing.

Well, I gave it a go. I really didn't know what to do with it. I made some bananas, and did some positioning. I tried getting it to have a lttp feel. Don't know if I succeeded in doing so.

They look really good. Except from one that has fewer bananas I don't see a difference. But that could be me.

Beach looks good, but should there be so many waves so close to each other? I don't remember ALttP having water like that.

As Jeod said ALttP doesn't have an ocean. I just used the biggest wave tile from a river or Lake Hylia and pasted that tile on every tile in the ocean. BTW how is Holodrum getting along. Haven't seen an update on that in a while.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 08, 2009, 09:21:04 am
Well, it doesnt. But we want it to look more like a beach. Thats why we made it like that.  :D

I have fixed the frames now. I think they should be right now. The first time i forgot go check if it was the right position befor.
BTW, should i make the hill so its 3 tiles long insted of two? It will be a mess for me fo fix that since i havent found somewhere where they have 3 tiles with a special kind of corner that i need >.<''
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 08, 2009, 09:45:33 am
Jeod, I noticed a color error at the surf. On the beach part you could argue it is mad by the water, but on the water part the water was off also. I've fixed it. Oh yes, I've also calculated the height your screen should have 208 is a multiple of 16. So it is off by 3 pixels.

LTGH those two screens look nice, but as I've said before. I think the gap should be the size of the width of the house. I also noticed you having the same color error at the surf as I had. For the corner pieces have you looked at the desert in ALttP. If your worried about the top you might want to recolor a grass version of a blocking edge. The palm trees next to the house misses the banane trees also. Maybe I should make my cliff lower, but yours has to be a bit higher than all the other cliffs on the beach.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 08, 2009, 10:09:42 am
I had the color of the beach becouse i tought it looked nice, it looked like it just had been water on it :p
Im going to add the bananas, i will upload it soon.
And what do you mean by making the house smaller?
Wouldent the life be so much easier if we had the right dimensions.

BTW, i have uploaded a wip picture.
Im making two frames at the same times so its easier for me to connect the cliffs. ;p
I gonna need some help with the corner on the cliff, cant figure out how to fix it >.< Im just getting confused.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 08, 2009, 10:15:36 am
I agree on the beach, but the color of the water is still of. I didn't say/mean to make the house smaller, but the gap wider. It looks nice, but the diagonal part needs a blocking edge. Also I really think your cliff in front of the house needs to be higher, because in the screen to the right it requires to fit a cave entrance.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 08, 2009, 10:19:09 am
im still confused >.< Can you show what you mean with a small pic or something cus im like  :huh: right now.
I edited the post above.
And yes, i know i need to make the cliff higher but i cant get it to work, i just get problems with the corner :/
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 08, 2009, 12:33:57 pm
OK. I've added two pictures. The first is your original cliffs with a cave added. The second is the higher cliff with a cave added and the gap wider. The problem with these kind of tiling, is that you are required to customize the tiles somewhat.

There is a third option that you could use. Use the cliffs from beach area 4-1 and mirror them. You still might need to redraw a bit.

One question, what areas are you working on any way, because I have the feeling your map is a bit off.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 08, 2009, 12:44:49 pm
I have made some more but i want you to complete it since im having problems completing it myself. :o
Hope you can finish it.

BTW, both of them looks good but i think option two is more original since its higher cliff.
P.S. Isnt the cliff placed in wrong frame? shouldent i be in the one to the right? :O
P.S.S. Can you come online on MSN? Easier to talk with you that way.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 08, 2009, 01:32:27 pm
Looking good fellas, I'm going to get the forest running because it seems you two are really working on the beach.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 08, 2009, 02:00:19 pm
Jeod, I've been thinking. Isn't it better that we change the height of the various maps from 205 to 208. Because this would really solve a lot of aligning issues and fit everything to the grid. We have made a lot of maps already, but it are a few compared to the maps we still have to do.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 08, 2009, 02:07:07 pm
Niek is right, its better if we change it now. It will be easier to make the rest that way.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 08, 2009, 02:08:23 pm
Hm, true. Alright, let's change it then. We can fill in gaps for others; it's only a few pixels. Most of the gaps will just be green space.

EDIT: What is the overworld size using that logic, Niek? I need to realign the frames.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 08, 2009, 02:57:16 pm
I got the new dimensions, but I have to say it's tough trying to realign everything. If you can handle it, go for it. But if not, then I'd just stick with 320x205. This is a visual after all. I have to do this tile-by-tile in the actual program.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 08, 2009, 03:27:53 pm
For the beach area rows 1 and 2 I've changed the dimensions. The separate xcf files can be found here: http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/ (http://home.student.utwente.nl/n.j.hoeijmakers/LAGB/)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 08, 2009, 03:45:28 pm
Thumbs up Niek! :}

Here is a (almost complete) Beach.
Havent worked so much the last few hours becouse i had to work on my game :p
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Xfixium on March 08, 2009, 04:29:02 pm
Heh just for giggles I did a lttp LA scaled styled Mabe Village. I have no plans on continuing it. I wasted enough time already.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 08, 2009, 05:06:30 pm
Xfixium, that looks good, but its not so much LttP style in it. Otherwise i like it :)
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 08, 2009, 11:11:07 pm
Xfixium, I have to agree with LTGH. It is more like LA style with LttP pallet.

OK I resized and connected Beach areas 3-1 and 4-1. LTGH it is difficult to add yours as well, because you take a part of the map above with it. Now that we have a height of 208, you can worry a bit less about aligning exactly (as long as you take the next logical tile). Even if you take more than one map at a time, try to keep the width a multiple of 320 and the height a multiple of 208. For the rest keep up the good work.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Xfixium on March 08, 2009, 11:25:58 pm
Considering most of the tiles are straight from lttp and not changed in anyway. I have to disagree. I wanted to keep the tile for tile ratio, so of course lttp would have to be resized in some cases. For it to be LA styled with a lttp pallet as you say, that would mean I took LA tiles and recolored them correct? Look at these maps side by side and tell me how many tiles I copied from LA and recolored?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 08, 2009, 11:38:55 pm
None. That's good evidence, Xfixium.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 09, 2009, 07:30:56 am
I'll admit. I was wrong. Kudos, for keeping so close to LA that it canfool people into believing it is just a recolored LA map.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 09, 2009, 10:39:16 am
What i ment is that it doesnt look so much like LttP, it uses LttP tiles but the LttP style they use in the game is different which makes me loose the LttP feeling. Even if it uses LttP tiles or now. Its still good tough.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 11, 2009, 02:15:09 am
Niek, LTGH, here's what I plan to do when it comes to programming the map in. I will have to do it tile-by-tile, in order for the collisions to work properly. So using that logic, making one big map as a png file is kind of useless. Here's what I'm going to suggest.

Perhaps it is best that we start ripping tiles instead of putting together a map. Then I can just import them and build the maps myself in the program. Of course, I keep in mind that these maps we are currently working on provide excellent visuals of where each tile should go. Therefore I will leave the decision to you.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 11, 2009, 06:59:26 am
Sounds good.
And now when we changed the dimensions, it will go even faster.
But since i will work on my game for some time now, i might not be able to help for the rest of the week.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 11, 2009, 10:14:19 pm
Ok, here's a detailed blueprint of what I meant.

Backdrop Tiles
These tiles are just for decoration. Link cannot interact with them.
>Outdoors
   -Folders based on location (Mountain, Water, Field, Village, Desert)
>Indoors
   -Folders based on type of building (House, castle, jail, dungeon, etc)

Active Tiles
These are the tiles Link can interact with. Anything ranging from collisions to using items to lifting, to cutting with a sword, etc. Most of the tiles will probably be active tiles.
>Outdoors
    -Folders based on location (Mountain, Water, Field, Village, Desert)
>Indoors
    -Folders based on type of building (House, castle, jail, dungeon, etc)

The tiles would be named with appropriate names and all in .png format unless animated.
(Bush tile would be named "Bush", etc), (Animated tiles would be named as such: greenrupee1, greenrupee2, greenrupee3, etc. One file for each animation frame)

*I realize that in some cases custom tiles will need to be made. In the event of this I will create in image of the map I'm tryng to replicate and post it here.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 14, 2009, 02:49:24 am
http://img13.imageshack.us/img13/2296/overworld2.png

There's a resized overworld. Niek, if you save that and look at it on the grid, you'll see that your Tail Cave rows aren't resized right. 256+256 is 512, and your width is less than that.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 14, 2009, 02:02:34 pm
I've redone the library. I'm going to keep going through Mabe until it's all resized. Easier to make the tiles line up when it is done.

EDIT: Also finished the well, except for that cliff part Niek needs to add. I'm not putting in trees yet. They'll come in after so we can align them properly.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 14, 2009, 04:41:50 pm
http://img5.imageshack.us/img5/2296/overworld2.png

Updated overworld. It'll be much easier to place the frames now, since we're not doing trees for now. They'll be placed after Mabe is done.

Niek, I still need you to resize your beach parts again. I did the bottom left corner ones already, but all I did was add some water to the bottom.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 14, 2009, 08:20:10 pm
When I made those resizes I still went for 208 pixels, because that was a multiple of 16 close to 205. But I shall take a look, it does require some more work. I will have to do it 1 by 1. But the most important parts are available, so that helps. And maybe some of the custom tiles can be thrown away and use the original ALttP tiles.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 14, 2009, 08:35:19 pm
Let me know what can be restored. I'm working on finishing Mabe off. No trees yet, but I have created a full tree from the tileset I'm using. Just remember not to overlap any tiles and we'll be fine.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Zaeranos on March 14, 2009, 08:39:33 pm
Shall I leave the trees out of my maps, so you can put alligned versions in?
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 14, 2009, 09:13:47 pm
That's the plan. Trees will be the last thing to go in the maps.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Xfixium on March 15, 2009, 06:52:59 am
I'm testing out the updated tile editor I'm making. I also decided to try making Richard's castle. Since I never did it, and it looked fun to do. I think I'll tile all of LA and offer it as a room file for the tile editor, so people may want to have a bit of fun with it, and possibly export it to GM. I'm trying to keep it tile for tile, so people can just re-texture it however they see fit.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on March 15, 2009, 01:11:45 pm
Thumbs up Xfixium!
But if Jeod is going to use it, it will require some editing. It looks better when redoing it insted of changed tile by tile, otherwise it looks pretty awesom! Its just that it wont fit in with jeod stuff.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on March 15, 2009, 02:09:59 pm
It doesn't have to. It looks good either way, even if I can't use it. Good work bro!
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Xfixium on March 15, 2009, 05:00:31 pm
Thanks, you know I found this pretty interesting. I always thought of the castle being in the style of Hyrule Castle in the way it was laid out. However, when investigating tiles that matched it, it was closer to the dungeon on Death Mountain. I may try other tiles for giggles.
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on May 03, 2009, 01:45:24 am
Hey, apologies for bringing this back up, but I thought you guys might want to see the latest update. The project has long been out of commision though, so if someone else wants to pick up, I won't complain.

http://img12.imageshack.us/img12/9989/koholinti.png
Title: Re: [WIP] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: LTGH on May 04, 2009, 10:26:15 am
So its over then? :(
It really sucks to see that this project never made it through, i really thought that it would turn out to something great.
Title: Re: [Paused] Koholint LttP Style, Holodrum MC Style (Update on First Post)
Post by: Jeod on May 04, 2009, 02:39:25 pm
In a way, it did. This topic proves that ZFGC has the capability to work as a team. (Though many of us knew we already had the capability) However, I may pick up on this project again during the summer. For now, I'll set it as paused unless anyone else wants to add to it.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 01, 2009, 10:08:37 pm
It's finally summer! You know what that means, right? Even though I have a part-time job now, and have two vacations planned, I'm continuing this!  :o So in honor of the revival, I present to you a NEARLY COMPLETE Mabe Village. (It only needs five more frames)

http://img5.imageshack.us/img5/4729/koholint.png

Credit
Niek
LTGH
Jeod
Shefali
Xfixium

All credit listed above is for KOHOLINT. Don't fret if you worked on Holodrum, you're in the first post.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 03, 2009, 02:01:32 am
Here's another update. I've made some edits to existing frames. One frame left and then I'm going to finish up the beach.

http://img198.imageshack.us/img198/4729/koholint.png
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: LTGH on June 03, 2009, 12:14:02 pm
So the project is up again? awesome :]
Im looking forward to see how it will turn out.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: masterpaul on June 03, 2009, 12:58:29 pm
http://www.megafileupload.com/en/file/108007/ChipSet-rar.html

Found these super nice graphics u can use for koholint island.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 03, 2009, 01:58:40 pm
http://www.megafileupload.com/en/file/108007/ChipSet-rar.html

Found these super nice graphics u can use for koholint island.

Those aren't too bad. Some aren't quite LttP style, but others are perfect! The question now is do we want to keep the map traditional LttP as much as possible or use our own edits and decor in it?

LTGH: Yeah, it's up again, and I wouldn't mind some extra hands either :)
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: masterpaul on June 03, 2009, 07:12:53 pm
Well the original Lttp style is i must say boring. So i would use some form of an upgrade/edited veron of them.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 03, 2009, 08:28:57 pm
I think edits will have to be made anyway. Gotta think how Nintendo would do it if LA were for the SNES instead of GBC. Anyway, I've finished the beach. I'd like some comments and if you know how to clean some of it up, please do so. Forest comes next.

http://img35.imageshack.us/img35/4729/koholint.png
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: masterpaul on June 03, 2009, 08:31:19 pm
Graphics I found for this Game. Really Good.

Everything is pretty much already done for us. All animations, all monsters etc. And there are even awsome graphics for the overword!

Chipsets:

http://www.megafileupload.com/en/file/108007/ChipSet-rar.html

Sprites:

http://www.megaupload.com/?d=GHSJFY31

Animations:

http://www.megaupload.com/?d=ZJS5CPD2
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 03, 2009, 08:34:04 pm
Graphics I found for this Game. Really Good.

Everything is pretty much already done for us. All animations, all monsters etc. And there are even awsome graphics for the overword!

Chipsets:

http://www.megafileupload.com/en/file/108007/ChipSet-rar.html

Sprites:

http://www.megaupload.com/?d=GHSJFY31

Animations:

http://www.megaupload.com/?d=ZJS5CPD2

Uhm. This is LttP style, not MC style. And I'm only doing Koholint's map...
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Zaeranos on June 03, 2009, 08:38:48 pm
I think edits will have to be made anyway. GFotta think how Nintendo would do it if LA were for the SNES instead of GBC. Anyway, I've finished the beach. I'd like some comments and if you know how to clean some of it up, please do so. Forest comes next.

http://img35.imageshack.us/img35/4729/koholint.png

It has some serious color and tiling issues at the cliff edge near the banana house. The cave entrance at the left side has graphical issues. Finally the beach on the right has tiling issues. Oh yeah the chest has to be blocked by a boulder.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 03, 2009, 08:43:20 pm
Thanks, look for the fixes in the next update.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: LTGH on June 08, 2009, 11:42:39 am
LTGH: Yeah, it's up again, and I wouldn't mind some extra hands either :)

Heh. I dont really have time to work on this myself, but im still looking forward to see how it end ups =)
I have other projects to work on currently.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 13, 2009, 03:07:23 pm
An update: http://img37.imageshack.us/img37/4729/koholint.png

The forest has been started. I am unsure if I'm using the proper color for grass. I've found there is a slightly lighter green color but I assume that was for the gba version of LttP. Also please note that the Mysterious Woods is designed to be it's own area and therefore does not need to line up with the outer areas. (It'd be a huge hassle to make it line up anyway)

Comments and Criticism are appreciated. Keep it constructive please!
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Zaeranos on June 13, 2009, 03:36:21 pm
When you look at the area of the chest, you can see some graphical errors on the trees below them. The tops are a bit cut of and they have some green triangles attached to them. These trees are also used elsewhere, with the same errors.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 13, 2009, 03:42:42 pm
When you look at the area of the chest, you can see some graphical errors on the trees below them. The tops are a bit cut of and they have some green triangles attached to them. These trees are also used elsewhere, with the same errors.

Noticed those right after I posted the update. Good to hear that's the only flaw.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Zaeranos on June 13, 2009, 03:50:08 pm
Well, looking closely at the ocean I noticed discollorations at both turns at the beach and the forest.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 13, 2009, 03:54:34 pm
I can't see those. Could you point them out?
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Zaeranos on June 13, 2009, 05:05:12 pm
It does not connect nice and the color difference is noticable. The same goes at the bottom end at the beach.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 13, 2009, 05:15:31 pm
It does the same thing on LttP maps. Go look.
Title: Re: [Update] Koholint LttP Style (Not just for shits and giggles)
Post by: Jeod on June 14, 2009, 06:48:53 pm
Hey all, here's to a new preview of the Mysterious Woods! This section took most of the day to do, but the outline is almost done!

http://img7.imageshack.us/img7/4729/koholint.png
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Zaeranos on June 14, 2009, 07:50:18 pm
On the left side just above the water there is still 1 tree with a weird green triangle attached to it.

For the rest it looks great. Are you still using GIMP to make this?
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 14, 2009, 09:01:19 pm
Yup
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: DJvenom on June 14, 2009, 09:29:24 pm
This is very well mapped! My only complaints are the trees should be more dense around Mabe village, and some of the treetops in the lost woods feel awkward. Top shelf work, regardless! DON'T STOP!
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 14, 2009, 10:25:05 pm
This is very well mapped! My only complaints are the trees should be more dense around Mabe village, and some of the treetops in the lost woods feel awkward. Top shelf work, regardless! DON'T STOP!

If by more dense you mean more strung together like in the woods, then I was planning on doing that. Thanks for the praise!
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: DJvenom on June 14, 2009, 11:05:16 pm
That's exactly what I meant and I'm glad it's gonna be incorporated :]!
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: LTGH on June 15, 2009, 10:39:24 am
Look at the two trees to the far right on the beach.
to the left of them the beach is messed up. it uses the wrong tile behind them.

(http://img95.imageshack.us/img95/4893/issue.png)
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 15, 2009, 02:37:58 pm
Fixed. Thanks for the comments!
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 16, 2009, 08:49:49 pm
I bring new updates! First, Koholint...

http://img7.imageshack.us/img7/5149/koholintpsy.png

The second "update" isn't really an update, but a new map altogether!

http://img132.imageshack.us/img132/3649/tailcave.png

I started Tail Cave assuming the scrolling would be screen-by-screen. With the layout I used, I can easily spread the map so there are "ceilings" between rooms. (The bare space you see during transitions)

I also found that due to lack of proper dungeon tiles and the larger area to cover, a few room edits were necessary. The room in quadrant 5-3, for example (5 being top to bottom and 3 being left to right) has numerous holes in it instead of the old cracked floors. Since veterans will most likely be playing this game if it ever gets released, I thought some added difficulty wouldn't be so bad anyway.

That's all for now, folks! I won't be updating any more until I've completely finished Koholint up to every quadrant the player can explore before Tail Cave, and completed the Tail Cave dungeon.

Also, I should probably add this...

DO NOT USE THESE MAPS WITHOUT PERMISSION FIRST! (PM me)
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: DJvenom on June 16, 2009, 09:47:39 pm
<3 tail cave, but to nitpick, the door's color is a bit off from the walls (more pink then the rest)
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 16, 2009, 09:48:30 pm
I see that too. I'll fiddle around with it.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 17, 2009, 05:00:02 pm
>_>
<_<

I lied. I'm going to update Tail Cave because I want comments on it. First time ever mapping a dungeon so it's bound to have room for improvement.

http://img30.imageshack.us/img30/3649/tailcave.png
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: LTGH on June 17, 2009, 05:22:09 pm
I like it =)
The dungeon is a bit empty yes, but in the original game it is that aswell.
But the statues you use, maybe separate them a little? Having them next to each other just looks wierd becouse you cant stand infront of them anyway xP

Maybe you could make a "broken" tile of the ground and place a few randomly to make it look less empty and flat?

Other then that it looks good so far :)
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 17, 2009, 05:25:03 pm
Thought it might be worth noting that the darker floor tiles in the large room are placeholders for blocks.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: LTGH on June 18, 2009, 10:29:16 am
It is still a little empty.
I think that a little variation with cracks on the floor could fix a part of it, im not sure how it would turn out though.
I might be wrong becouse the most zelda games has this flat ground tile. :P
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on June 18, 2009, 01:40:28 pm
Picture it with enemies.
Title: This colored right?
Post by: Jeod on June 25, 2009, 01:39:22 am
I'm pretty sure this is the LA Link, but I can't remember if he had brown hair or not. Also,

http://www.zfgc.com/forum/index.php?topic=34475.0
Title: Re: This colored right?
Post by: DJvenom on June 25, 2009, 04:24:50 am
he had yellow hair, but he also had brown sleeves ;p
Title: Re: This colored right?
Post by: शेफाली on June 25, 2009, 04:31:51 am
The band on his hat should be yellow, and his hair is slightly more orange than that.
Title: Re: This colored right?
Post by: Jeod on June 25, 2009, 04:34:20 am
I just took colors from official art :P I forgot about the sleeves, my bad!
Title: Re: This colored right?
Post by: Zaeranos on June 25, 2009, 06:45:06 am
This is the image I could find really quick.

[imgzoom]http://zs.ffshrine.org/album/link%27s-awakening/wallpapers/awakening.jpg[/imgzoom]
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Disco Peach on July 12, 2009, 02:15:06 am
SPEECHLESS!!! WHAT INCREDIBLE WORK!!!

You have a good eye for detail, Joed. Amazing work on recreating Koholint a la A Link to the Past. Now I'm really dying to see this come to fruition!

Oh! By the by! You have to let me use those moldorm statues outside the Tail Cave! Frickin' awesome!

Also, it's good to keep an eye out for detail, but do the general mapping first. And yes, you aren't mistaken, ALttP does have secondrate tile connection on some tiles. So if you're off by a pixel or too it's more than ok! In fact, that's keeping it even more in the spirit of ALttP! Trust me, sometimes I'd spend hours looking for some tiles pieces to fit how I want, but they won't because of a pixel or two. And if I changed it to please one little area, others would then get messed up. So when I looked at the original to see what to do, it amazed me to see how the same "problem" occurs in the original! Now, don't get me wrong, that doesn't give us the right to do anything half-assed, but at least we got some slack to work with ;).

Keep it real, homes  8)
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on July 12, 2009, 02:59:29 am
Done. Credit Niek for them though, because he made them.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Disco Peach on July 12, 2009, 03:03:53 am
Righteous! Thanks!

I always give credit where it's due. I actually have a whole bunch of orphan sprites obtained from navigating that great Google Ocean. I don't know who they are, but whenever I make something with them I always point them out so that if the author ever sees them, can tell me it's theirs or not. But your friend is duly noted! Thanks a lot! I'm still planning this out well, cuz when you're working with a rom you have to see what gets eliminated in order to import new stuff. It's like Homer Simpson's brain - the new !@#$% erases the old. So the process is extremely slow at first, but then it's al downhill from the massive planning. But yes! I've got the moldorm statues! I'm also working on how I'm gonna make the Catfish's Maw entrance. I'm doing a million things all at once! It really is tiring. And my vacations almost over so  :'(. Gotta work extra fast!
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on July 12, 2009, 03:05:54 am
Most of those orphan sprites are from ZFGC, most likely. Why don't you post them up?
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Disco Peach on July 12, 2009, 03:13:09 am
okay! here's one I found quickly on my computer. The other ones I gotta really search for them, cuz I still haven't found the way to import them into the rom's memory.

(http://img199.imageshack.us/img199/3043/lastylepieces.png)

Man, today I've been hitting ImageShack like it owes me money  >:D !
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Jeod on July 12, 2009, 03:14:20 am
That's not LttP styled at all. They're recolors, and judging from the look, I'd say PureZC.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Disco Peach on July 12, 2009, 03:18:22 am
Oh, I know it's not ALttP style. It's LA style. But I thought to at least know who the author is. There are some item sprites here I might be able to use. As for ALttP sprites, I found that not all of them were Terrific Tara's. I made that assumption cuz the place where I found them said so. But when I went somewhere else, they were made by someone named Arctic Ferret. That's why I don't know whose they belong to. Unless of course Arctic Ferret and Terrific Tara are one in the same ;).

Oh! Did you manage to visit the main thread for my rom heck in the link I sent you? You should be able to at least see it even if you're not a member.
Title: Re: [REVIVAL] Koholint LttP Style (Update on First Post)
Post by: Mamoruanime on July 12, 2009, 03:07:02 pm
AF and TT are the same :p But he didn't make that sheet.

Also, I used to love the !@#$% outta that sprite sheet
Title: [Opinion] Link's Awakening Remastered Graphics Topic
Post by: Jeod on July 12, 2009, 04:38:53 pm
I don't have a project board yet so I figured a simple topic would do. The first graphic I want opinion on is...MARIN! Here's what happens. I post a few graphics and you get to decide which one I use!

1. This is a recolor of a Maiden. If you look closely, there is a flower on the right side of her hair.
2. This is Zelda, not recolored yet. Longer hair.

I don't know which to use.
Title: Re: [Opinion] Link's Awakening Remastered Graphics Topic
Post by: Mamoruanime on July 12, 2009, 04:45:01 pm
Just keep in mind; Marin and Tarin are Malon and Talon. I assume it's a translation issue, but they're the same characters.
Title: Re: [Opinion] Link's Awakening Remastered Graphics Topic
Post by: Jeod on July 12, 2009, 04:46:58 pm
Marin is Marin. Translation issue or not, the names are staying. That's how it was in LADX. Besides, Malon isn't in LTTP style and neither is Talon. Unless you count Tara's sprites which aren't even sheets.
Title: Re: [Opinion] Link's Awakening Remastered Graphics Topic
Post by: Mamoruanime on July 12, 2009, 04:53:28 pm
I'm not talking about the names :p I'm simply stating that you should model the characters sprites around Malon.
Title: Re: [Opinion] Link's Awakening Remastered Graphics Topic
Post by: Jeod on July 12, 2009, 04:59:28 pm
I'm not talking about the names :p I'm simply stating that you should model the characters sprites around Malon.

Huh. Okay, might try that. I listed Zelda because Marin was supposed to resemble her.
Title: Re: [Opinion] Link's Awakening Remastered Graphics Topic
Post by: DJvenom on July 12, 2009, 05:29:30 pm
There are now 3 topics just for the Link's awakening LTTP conversion?
Title: Re: [Opinion] Link's Awakening Remastered Graphics Topic
Post by: Jeod on July 12, 2009, 05:36:41 pm
That's why I PM'd Pyrazor about a project board.
Title: Link's Awakening Remastered (Master Topic)
Post by: Bludleef on July 12, 2009, 06:57:27 pm
There are now 3 topics just for the Link's awakening LTTP conversion?

Topics merged. Please keep all discussion of this project in the master topic.
Title: Re: Link's Awakening Remastered (Master Topic)
Post by: Disco Peach on July 12, 2009, 07:27:03 pm
DJvenom:
Well, actually my topic is something totally different. I was asking for resources because I'm doing something else - Joed just happened to invade my topic  XD.

Mamoruanime:
Anywho, I agree with Joed on the name, because that's how they appear in game be it an error in translation or not. And besides, katakana is a !@#$% to translate. How do you really know that a ラ is supposed to sound like a 'ra' or a 'la'? It's up to the interpretor ;). Besides, he's staying true to what an actual gameboy cartridge says. But don't worry, I get your point. I mean, don't even get me started on the whole Zola/Zora dilemma!

Joed:
Hey, I liked the sprite, Joed. But Zelda looks like a princess there. If you change her outfit (keeping the same face) then you got it down! Give here the blue outfit Marin has in the game and don't forget to put the red hibiscus in her hair. The other girl doesn't make me feel like going through 8 dungeons just to get her off of the island. More like going through 8 dungeons and an egg just to keep her there  >:D.

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