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Messages - ALTTP Fan

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1
Oh look, its this thread...  ;)

There will be more to come.

Awesome!
Glad to know that more is to come from the master.
:)

2
Graphics / Re: Shadow of Termina sprite thread
« on: October 07, 2012, 11:04:54 am »
oh well... it would be great if you could turn minish size and pass through those place... :(
its just its difficult to do it though... but ill try.

Its a very simple fix, my friend. You just need to adjust the placement of some of your sprites and tiles a few pixels until they line up with the grid.
I can fix it for you if you want?

3
Graphics / Re: BlazeBigBang's sprite topic
« on: October 07, 2012, 12:30:49 am »
Unfortunately, Paint doesnt have a grid :(
But when you download Graphicsgale, just let me know if you have any trouble using it, because it takes a little while to get the hang of it. You will soon find its just as simple as Microsoft Paint....actually, its MUCH easier and quicker to use if you want to make maps or tiles!
I will be happy to help.

hey man how do you use it?, I just downloaded it.

PM sent.

4
Graphics / Re: Shadow of Termina sprite thread
« on: October 07, 2012, 12:21:47 am »
where exactly, can you point it out? :huh:

Here I have marked all the areas where it will be too thin for a player that has a 16 x 16 collision mask -


I also noticed a ton of tiling errors on the whole map that is either caused by incorrect sprites/tiles and mapping.
Please do not take that as a criticism, Im just trying to help because having tiling errors in your map would be VERY tricky to use in a game when it comes to collisions.
I take it youre using MS Paint to make your maps/tiles?
I used to use MS Paint for maps, but I got loads of errors too, so I found something else recently called graphicsgale.
I highly recommend you give it a try and become familiar with its tools.
MS Paint simply takes too long and can lead to errors unless you are extremely careful. Its too much hassle keeping on top of tiling errors.
Just my 2 cents anyway. Great work otherwise, my friend!! :)

5
Other Projects / Re: [Demo 13] The Legend of Zelda: Horn of Balance
« on: October 06, 2012, 03:10:04 pm »
Awesome! :) I love that you can stun enemies by getting dirt in their face from using the shovel!! Thats a great little touch!
Does this update - "+ You no longer stop when releasing the run button. Instead you need to press a different directional button. (which is in line with the original game)." fix the glitch of causing Link to automatically keep walking forward when entering a room? I had that glitch happen quite few times.
Oh, and I havent forgot about helping with some of your requests. I will definitely get round to doing some as soon as I can.

6
Graphics / Re: OOT sprites in LTTP style
« on: October 05, 2012, 11:10:16 pm »
LOL! Thanks, man! Yeah it was hard work indeed. Would've been impossible if not for MaJoRa's excellent map that I used as a base.
Im not particularly looking to make all the areas, but I do aim to make most/all custom sprites needed.
Hard work but fun to do!

Preview -

7
Graphics / Re: BlazeBigBang's sprite topic
« on: October 05, 2012, 10:53:01 pm »
Unfortunately, Paint doesnt have a grid :(
But when you download Graphicsgale, just let me know if you have any trouble using it, because it takes a little while to get the hang of it. You will soon find its just as simple as Microsoft Paint....actually, its MUCH easier and quicker to use if you want to make maps or tiles!
I will be happy to help.

8
Graphics / Re: OOT sprites in LTTP style
« on: October 05, 2012, 10:45:20 pm »
Finished Kakariko Village -



Kakariko Village mock up -
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Sprites -
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KAKARIKO_ENTRANCE_STAIRS


KAKARIKO_MAIN_STAIRS_A


KAKARIKO_MAIN_STAIRS_B


KAKARIKO_IMPAS_STAIRS


KAKARIKO_WATCH_TOWER


KAKARIKO_WISHING_WELL(STILL EARLY WIP)


KAKARIKO_FENCE_BLOCK_A


KAKARIKO_FENCE_BLOCK_B


KAKARIKO_CUSTOM_HILL_A


KAKARIKO_CUSTOM_HILL_B


KAKARIKO_HOUSE_TILED_AGAINST_CLIFF


KAKARIKO_SHOP_TILED_AGAINST_CLIFFTOP_EDGE


KAKARIKO_CLIFF_BRIDGE_A


KAKARIKO_CLIFF_BRIDGE_B


KAKARIKO_WINDMILL


KAKARIKO_WINDMILL_CLIFF_DOOR


KAKARIKO_WINDMILL_BLADE(NOW MIRRORED PERFECTLY FOR PERFECT ROTATION(AS SEEN IN NEW DEMO))


KAKARIKO_HOUSE_UNDER_CONSTRUCTION


KAKARIKO_GATE_TO_DEATH_MOUNTAIN


KAKARIKO_GATE_TO_DEATH_MOUNTAIN_B


KAKARIKO_GATE_TO_DEATH_MOUNTAIN_B_GIF



I have also made a square cliff tileset so now you can make square cliffs! -
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SQUARE_CLIFF_HIGH_A


SQUARE_CLIFF_HIGH_B


SQUARE_CLIFF_LOW_A


SQUARE_CLIFF_LOW_B


SQUARE_CLIFF_EXAMPLE



And the latest demo -


Gamemaker 7 editable .gmk -
http://www.mediafire.com/?e31x77fl168m5gh
Executable -
http://www.mediafire.com/?esqb94jv73bo4k2

9
Graphics / Re: BlazeBigBang's sprite topic
« on: October 05, 2012, 05:40:44 pm »
First of all, great work, my friend!  :) However, I put some of your images in Graphicsgale and I noticed quite a few tiling errors that you might want to fix.

In the first image, I see tiling errors with the floorboards, mat/rug, and the top left bookcase. Im not familiar with the game these tiles come from but I moved the top right bookcase to where I think it should be placed. I could be wrong about that though, but just throwing it out there...

(16x16) grid -


In the second image, I see tiling errors with the floorboards, table, water bucket and again, the bookcases?

(8 x 8 grid) -


You will avoid all these tiling errors if you use something like graphicsgale to make maps/rooms/tiles.

10
Zelda Projects / Re: [FIRST EARLY DEMO] The Legend of Zelda ALTTP3D
« on: September 29, 2012, 07:42:35 am »
I LOVE the art style on this!!! ALTTP is my fave Zelda game too, so this is just awesome for me!
Great demo so far!  :)

11
Graphics / Re: OOT sprites in LTTP style
« on: September 28, 2012, 06:52:52 am »
Just thought I would post a small WIP -

1] Inverted colour. Ready to be cleaned up -
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2] Start of cleaning -
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3] Almost finished -
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12
Graphics / Re: [Help]Bottle Sprite
« on: September 27, 2012, 01:07:50 am »
I dont know what SF style is but I thought I could make a suggestion to help get the shape/angle.
I recommend you stick to using a 45 degree angle to make spriting easier. That way, you just "mirror" the two sides of your sprite and it will look correct.

Quick 5 minute example -

A] Start off by outlining your sprite at a normal angle.
B] Add the details and colour.
C] Use graphicsgale to rotate your image to 45 degrees.
D] Clean it up a bit.
E] Clean some more.

13
Other Projects / Re: [Demo 13] The Legend of Zelda: Horn of Balance
« on: September 25, 2012, 07:23:44 pm »
The new website and map look GREAT!! I really like your new outside dungeon map!  XD
Incredible work, my friend.

14
Graphics / Re: OOT sprites in LTTP style
« on: September 25, 2012, 05:59:28 pm »
Thanks man. :) I most likely wont be changing the main path size at the entrance, but I will make the whole entrance area look more narrow at a later stage, which should improve the look. Thanks for pointing it out, my friend.

15
Graphics / Re: OOT sprites in LTTP style
« on: September 25, 2012, 04:33:32 pm »
Messy W.I.P of Kakariko Village showing W.I.P of custom sprites including wishing well, cliff tiles and a few others -

Click 'show content' -
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16
Other Projects / Re: [Demo 13] The Legend of Zelda: Horn of Balance
« on: September 13, 2012, 02:42:53 am »
Sure, send me the list and I will do my best :)
Collisions really do sound complicated! I wish I was skilled in coding and such but I'm still a complete beginner.
Even still, I think the shape and dimensions of the sprite mask is important for walking and stuff. For my walking collisions, I changed the mask from a shadow to a 16 x 16 square and the collisions are much more accurate to the way they are done in ALTTP.

17
Other Projects / Re: [Demo 13] The Legend of Zelda: Horn of Balance
« on: September 12, 2012, 08:38:39 pm »
AMAZING demo! Well done indeed! I still havent finished it yet(need to get my gamepad working) but once  do, I will return with some feedback.
About the sword, I remember using an already existing movement engine and getting the sword to be 100% accurate to ALTTP when cutting a bush and it took ages to get right. Wish I still had that .gmk....
I would like to help out if I can on little things like sprite animations/speed and collisions etc

1 quick question before I go - are you using links shadow as the collision mask or a 16 x 16 sprite?
Collision seems strange.

18
Zelda Projects / Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« on: September 11, 2012, 02:32:30 am »
Great stuff my friend! Your map making skills seem to have improved a LOT! Good to see you still using my tileset too :)
Keep up the excellent work!!

Thanks!  XD The map you see there, gonna have to re tile it up again, the file I saved it under somehow disappeared :huh:, but I can re-do it in a day.

Aw man that sucks. I lost a map I made in ORE too :( I use Graphics-Gale to make all of my maps now because its EXTREMELY quick and easy to use, and it has never failed on me yet.
Did you lose the original size .PNG image too?

19
Zelda Projects / Re: [W.I.P.]The Legend of Zelda: Untitled v.1.0
« on: September 11, 2012, 01:56:42 am »
Great stuff my friend! Your map making skills seem to have improved a LOT! Good to see you still using my tileset too :)
Keep up the excellent work!!

20
"Many Zelda fans are hoping for a darker, Twilight Princes-like Zelda on the Wii U"
And they can !@#$% themselves.
TP was great, but man was it one of the most blandest zeldas. I'm so glad Nintendo don't listen to the users half the time, as a lot of the time they have no idea how to make a good and interesting/fun game, just splurting out all their selfish wants. /rant

God knows if any of this is true, but it is all sounding very good if it is.

I really didn't like TP that much as a game, but the graphics were OK...just too dark for a Zelda game though, IMO. I loved WW graphics and I think SS looks OK too....but I was expecting something else for the first Wii U Zelda game.
I think the Wii U Zelda demo was looking perfect and was really hoping they would stick with that style. It wasn't too dark looking.

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