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Author Topic: Link's Awakening Remastered (Master Topic)  (Read 63773 times)

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Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #240 on: March 07, 2009, 02:40:59 pm »
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second preview, I know it is weird to use tiles from inside a building to use on the overworld.
« Last Edit: March 07, 2009, 02:42:34 pm by Niek »
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Jeod

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Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #241 on: March 07, 2009, 02:43:59 pm »
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Looks pretty good though. Maybe change the purple on the gate to make it look more rusted or more outdoor-like?
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"You should challenge your fates. When all else fails, you can still die fighting." ~Yune
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Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #242 on: March 07, 2009, 02:45:29 pm »
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Then I have to get an ALttP pallet from somewhere. I can't go and use any grey, red and/or brown.
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Jeod

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Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #243 on: March 07, 2009, 02:48:46 pm »
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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.
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Re: [WIP] Koholint LttP Style, Holodrum MC Style
« Reply #244 on: March 07, 2009, 02:50:46 pm »
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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 ^_^
« Last Edit: March 07, 2009, 03:51:05 pm by LTGH »
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Jeod

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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #245 on: March 07, 2009, 03:40:35 pm »
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Are those both in the LttP pallette?
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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #246 on: March 07, 2009, 03:49:52 pm »
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All of them is LttP pallette ^^
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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #247 on: March 07, 2009, 03:50:17 pm »
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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.
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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #248 on: March 07, 2009, 03:52:16 pm »
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Shefali, it looks awesome! Just need some small edits and it fits in perfect. Thumbs up.
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Jeod

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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #249 on: March 07, 2009, 04:04:50 pm »
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Agreed, but first let's see how well it fits with the surroundings.
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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #250 on: March 07, 2009, 04:08:09 pm »
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Well, im done with my version of the gate.
Both open and cloosed done.
« Last Edit: March 07, 2009, 04:13:57 pm by LTGH »
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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #251 on: March 07, 2009, 04:11:14 pm »
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Looks good to me.
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Jeod

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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #252 on: March 07, 2009, 04:15:25 pm »
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Yeah, that looks great! Now all it needs are the statues. I think Niek is working on those.
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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #253 on: March 07, 2009, 04:35:20 pm »
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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
« Last Edit: March 07, 2009, 04:37:18 pm by Niek »
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Jeod

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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #254 on: March 07, 2009, 04:41:25 pm »
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option 1 looks best. Throw the modified cave entrance in there and let's compare it.
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"You should challenge your fates. When all else fails, you can still die fighting." ~Yune
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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #255 on: March 07, 2009, 04:57:54 pm »
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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.
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Jeod

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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #256 on: March 07, 2009, 05:01:03 pm »
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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.
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Jeod

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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #257 on: March 07, 2009, 05:06:20 pm »
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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.
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"You should challenge your fates. When all else fails, you can still die fighting." ~Yune
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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #258 on: March 07, 2009, 05:13:34 pm »
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3) The cave entrance doesnt fit in with the cliff wall.

Otherwise, good job! =)
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Re: [WIP] Koholint LttP Style, Holodrum MC Style...
« Reply #259 on: March 07, 2009, 05:43:15 pm »
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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.
« Last Edit: March 07, 2009, 05:46:57 pm by Niek »
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