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Messages - Miles07

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462
MC Link's Awakening / Boss / Guardian Sprites
« on: April 17, 2009, 10:48:16 pm »
Here's the list. And the key for this list:
Green means it's already TMC-style.
Blue means it's easily editable to be in TMC style.
Yellow suggests other possible ways of doing this foe.
Red requires customs from scratch.
* = not taken yet.
x = claimed; W.I.P.
X = completed and submitted.
Bolded enemies come in multiple varieties, each holding different enemies.

Minibosses:
* Rolling Bones
* Hinox
* Dodongo Worm
* Cueball
* Stalfos Warrior
* Smasher
* Grim Creeper
* Vire
* Blaino
* Stone Hinox
* Large Buzz Blob
* Gohma - use FSA-styled sprites, if possible?

Non-dungeon Guardians:
* Great Moblin
* Large Armos Knight
* Turtle Rock Turtle

NIGHTMAREs:
* Moldorm - Use FSA-styled sprites, if possible?
* Genie in a Bottle
* Slime Eyes
* Angler Fish
* Catfish / Slime Worm
* Fascade
* Evil Eagle
* Hothead
* Giant Hardhat Beetle

FINAL:
* Shadow Zol
* Shadow Moldorm - Use FSA-styled sprites, if possible?
* Shadow Agahnim
* Shadow Ganon
* Shadow Lanmola
* Dethl

Have at it.

463
MC Link's Awakening / Re: Enemy / Foe sprites
« on: April 17, 2009, 10:34:59 pm »
A.J. Nitro's M&L sprites are definitely colored right, so if nobody has any objections to using the overworld sprites for the Mario enemies... I'll say those ones are done.

464
MC Link's Awakening / Re: Enemy / Foe sprites
« on: April 16, 2009, 11:18:19 pm »
Checklist updated. Yeah, 4Sword's sheets would definitely be a good idea, and so would Sonikku's.
The Boo appears in Dungeon 2, in the room where you win the Power Bracelet.

ALSO: Remember that there are some enemies that carry spears, bows, or swords & shields. Such enemies are now in bold.

465
MC Link's Awakening / Re: Character Sprites
« on: April 16, 2009, 11:08:14 pm »
Jeod's always around. Relax.

466
MC Link's Awakening / Enemy / Foe sprites
« on: April 16, 2009, 06:03:11 pm »
Here's the list. And the key for this list:
Green means it's already TMC-style.
Blue means it's easily editable to be in TMC style.
Yellow suggests other possible ways of doing this foe.
Red requires customs from scratch.
* = not taken yet.
x = claimed; W.I.P.
X = completed and submitted.
Bolded enemies come in multiple varieties, each holding different weapons (bow, spear, sword&shield).

* Arm-Mimic
* Armos
X Ball & Chain Trooper - DONE BY 4Sword
* Beamos
X Beetle - DONE by Sonikku
* Blade Trap
X Blooper - DONE by A.J. Nitro
* Bomber Trooper / "Mad Bomber"
x Bombite / Bob-Omb
X Boo - DONE by A.J. Nitro
* Bubble
* Buzz Blob - Use Electric ChuChu, if possible?
X Cheep-Cheep - DONE by A.J. Nitro
x Crab - started by Nabeshin
X Crow - DONE by Sonikku
* Darknut
* Floor Tile
X Gel & Zol - Small & large  - DONE by Sonikku
X Ghini - DONE by Sonikku
* Giant Ghini / "Ghimongous" - or use FSA-styled sprites.
* Small and Giant Goponga Flowers
* Gibdo
X Goomba - DONE by A.J. Nitro
* Hardhat Beetle
* Helmasaur / Iron Mask
X Keese - DONE by Sonikku
* Kirby
X Leever - DONE by Sonikku
X Like Like - DONE by Sonikku
* Mask-Mimic / Shy Guy
X Mini-Moldorm - DONE by Sonikku
x Moblin
* Monkey Bomber
x Mutt / Wild Dog
X Octorok / Winged Octorok - DONE BY 4Sword
* Pairodd - Warping bird in Key Cavern
X Peahat - DONE by Sonikku
* Pincer
X Piranha Fish - DONE by Sonikku
* Piranha Plant - Use M&L overworld sprites, if possible?
* Pokey - Use M&L overworld sprites, if possible?
* Pols Voice
* Puff Bomber / Ziro
* River Zora / Zola - Use FSA-styled sprites, if possible?
x Rope
x Sea Urchin - Claimed by RyuKage2007
* Spark
* Spiked Beetle
* Spiny Beetle
X Stalfos - DONE by Sonikku
* Stalfos Knight / Hooded Stalfos
* Star
X Takkuri - DONE by Sonikku
x Tektite
* Three-of-a-Kind
* Thwomp & Thwimp - Use M&L overworld sprites, if possible?
* Vacuum
* Wizzrobe
* Zombie / ReDead

Enjoy.

467
MC Link's Awakening / Re: Character Sprites
« on: April 16, 2009, 05:45:30 pm »
That Marin sheet is very nice...

468
MC Link's Awakening / Re: Character Sprites
« on: April 15, 2009, 08:55:15 pm »
How about we just focus on NPCs in this topic, and make another one for enemies?

And isn't there already a TMC-style Syrup the Witch?

469
Discussion / Re: How to rip tiles.
« on: April 14, 2009, 07:41:34 pm »
Visual Boy Advance (or VBA) is a wonderful emulator that can strip away layers of the graphics to show you, for instance, the background tiles, character sprites, ETC. Use the screenshot, pause, and frame-by-frame advance tools to take the snapshots of what you need, and every frame of any animation for anything you want. Try it out.

470
Graphics / Re: Link's Awakening Photo Recolor
« on: April 14, 2009, 05:34:33 am »
Mmm. Bright. Colorful. Nice.

471
OoA/S & LA / Re: Request : Zelda GBC NPCs
« on: April 14, 2009, 05:32:51 am »
Well, it was down...

472
MC Link's Awakening / Re: Mapping the Overworld
« on: April 12, 2009, 05:39:40 am »
Meh. I'm gonna say: In order for it to be acceptable for the TMC-style, everything should look like it'd belong to the TMC/TWW/PH/FS/FSA world. EVERYTHING. Even the pictures. But I don't know what they'll plan on doing with the pictures, since the project's still quite young.

473
OoA/S & LA / Re: Request : Zelda GBC NPCs
« on: April 12, 2009, 05:37:00 am »
Shyguy Kingdom.

is down. It's gonna be absorbed by TSR eventually, but it'll take a while to sort and modify each TSGK sheet to be acceptable to put on the TSR database. Sorry.

474
Graphics / Re: Zelda Items TMC style
« on: April 11, 2009, 11:13:58 pm »
And here's the update. Check the Resources, and the first post.
And this one, too.


475
MC Link's Awakening / Re: TMC-styled Items
« on: April 11, 2009, 10:46:15 pm »
UPDATE: v.2



I didn't yet fix the Owl's Beak nor the Bow-Wow sheets. I didn't put Xfixium's Hookshot yet, either.

476
MC Link's Awakening / Re: Mapping the Overworld
« on: April 11, 2009, 10:42:20 pm »
So if I understand correct, we have the map has to be build up in a few layers (2?). One layer is the background. This contains the tree trunks, walls, cliffs, fences and other stuff that Link doesn't really interact with, but does influence Link, objects and other characters movements. Additionally, this layer contains the decorations, like the greens, flowers, stone steps, stairs and dirt roads. And finally this layer contains the cut versions of plants, high grass, uprooted signs and removed rocks.

The second layer contains the objects that don't influence Link but are painted over him to show depth. Like the tree tops, roofs and other high up stuff.

Stuff that Link interacts with are made as objects in the world. Examples, high grass, plants, rocks, sign posts and other characters. What about doors and doorposts?

Shouldn't the stairs be included in the "objects" category, too? I remember in TMC that small cliffs and hills can force Link to look like he's moving slower, so wouldn't that technically be separated from the rest of the map in order for that to be coded correctly?

477
Graphics / Re: Link's Awakening - MC Style
« on: April 11, 2009, 10:36:57 pm »
The map looks really great. There are a number remarks I want to point out a flaw. It is clear that you've used field cliffs and a field end of the bridge. The grass is still visible at the edges (see attachment). This gives graphical errors when water is put in. You can better use the water versions of cliffs.

The "bridge" part should be fixed, but I'm not so sure the "grass at the bottom of the cliffs" bit should be changed. Mixed with water, it could give a nice effect of riverside or marshy grass. Sounds like a nice possibility, if done right.

478
Graphics / Re: Link's Awakening, in LTTP style
« on: April 11, 2009, 06:11:10 am »
Lookin' nice, lookin' nice!

479
Graphics / Re: The Legend of Zelda: Oracle of Dreams
« on: April 10, 2009, 07:25:19 pm »
Blue version looks like it could be used for a nighttime scene IMO. I prefer the green one myself.

But that's just me.

480
Updates / Re: ZFGC Weekly
« on: April 10, 2009, 07:22:52 pm »
Like I said,

I'll wait until Nintendo gives a GOOD reason to buy one before I start thinking about it. Like, say, DSiWare Four Swords 3 game?

That would be win, seriously.

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