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Author Topic: Link's Awakening Overworld, Main Dungeon Maps, in LTTP style  (Read 31985 times)

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Re: Link's Awakening, in LTTP style
« Reply #40 on: November 08, 2010, 10:10:35 pm »
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I use Corel Photo Paint (A very fast graphics editor in my opinion). Then I use GMare to create a tileset from the image.
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  • Pyxosoft
Re: Link's Awakening, in LTTP style
« Reply #41 on: November 13, 2010, 02:01:26 am »
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Update:

Key Cavern:

http://www.pyxosoft.com/media/images/temp/la_lttp_dungeon_03.png

Update on first post as well.
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  • Pyxosoft
Re: Link's Awakening, in LTTP style
« Reply #42 on: November 13, 2010, 06:57:24 am »
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Looks good, but is that a torch stuck in the wall. At the leftside of the dungeon, just below th key head.
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Re: Link's Awakening, in LTTP style
« Reply #43 on: November 13, 2010, 08:26:27 am »
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Yup, and apparently that is in the game.
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  • Pyxosoft

Mamoruanime

@Mamoruanime
Re: Link's Awakening, in LTTP style
« Reply #44 on: November 13, 2010, 08:30:26 am »
  • ^Not actually me.
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Well you don't transition between those two rooms so I don't see the problem :P
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Mirby

Drifter
Re: Link's Awakening, in LTTP style
« Reply #45 on: November 15, 2010, 10:45:44 pm »
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These look awesome...

Also, a bit off-topic, but your new title fits your avvy, Mammy.
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Quote from: Mamoruanime
I like-like it :D
  • Mirby Studios
Re: Link's Awakening, in LTTP style
« Reply #46 on: November 15, 2010, 11:15:21 pm »
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Looks good.  You should give Final Fantasy Adventure a try sometime with updating its style.
Before anyone says "But Sword of Mana is the remake" :P

I think FFA would look neat in a new style.  That reminds me...I once started that.  Maybe I'll jump back on that again.
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Brutus

Kirby Master
Re: Link's Awakening, in LTTP style
« Reply #47 on: November 16, 2010, 02:58:55 am »
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these look pretty good, but what ever happened to the link's awakening MC project?
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Re: Link's Awakening, in LTTP style
« Reply #48 on: November 16, 2010, 09:07:00 am »
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It was scrapped, because there was no solid foundation to work on it. In other words an engine where you can test graphics in.
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Re: Link's Awakening, in LTTP style
« Reply #49 on: November 19, 2010, 11:20:10 pm »
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Added the key cavern tileset on the first post. I also refined the Link sprites, some color replacements I missed on the skin tone, as well as a new color. I may reduce the image to 8bit to make sure it has a strict and optimized pallet.
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  • Pyxosoft
Re: Link's Awakening, in LTTP style
« Reply #50 on: November 20, 2010, 06:13:45 am »
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Update:

Face Shrine:

http://www.pyxosoft.com/media/images/temp/la_lttp_dungeon_06.png

Update on first post as well.
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  • Pyxosoft
Re: Link's Awakening, in LTTP style
« Reply #51 on: November 20, 2010, 07:03:27 am »
  • 虫めづる姫君
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Is that enough room to walk on that ledge? 
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Mamoruanime

@Mamoruanime
Re: Link's Awakening, in LTTP style
« Reply #52 on: November 20, 2010, 07:08:24 am »
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It is for LA link :p
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Re: Link's Awakening, in LTTP style
« Reply #53 on: November 20, 2010, 07:39:54 am »
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Shefali, it seems a bit narrow to me as well, but I guess Xfixium did his calculations.

Xfixium: the dungeon looks really good, but something has been bothering me for a while now. And that are those switch blocks. You only use the red ones and not the blue ones. I know LA only had one color of block, but I think that had mostly to do with the limited colors possible on the original Game Boy. ALttP explicitly uses two color blocks in conjunction to form those switchable barriers. I am of the oppinion that those dungeons aren't really ALttP style unless they use both colors.
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Re: Link's Awakening, in LTTP style
« Reply #54 on: November 20, 2010, 08:09:06 am »
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Quote
Is that enough room to walk on that ledge?

I know very weird, but in the game.

Quote
Xfixium: the dungeon looks really good, but something has been bothering me for a while now. And that are those switch blocks. You only use the red ones and not the blue ones. I know LA only had one color of block, but I think that had mostly to do with the limited colors possible on the original Game Boy. ALttP explicitly uses two color blocks in conjunction to form those switchable barriers. I am of the oppinion that those dungeons aren't really ALttP style unless they use both colors.

Agreed, will change on next update. Updated.
« Last Edit: November 20, 2010, 08:27:54 am by Xfixium »
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  • Pyxosoft
Re: Link's Awakening, in LTTP style
« Reply #55 on: November 21, 2010, 07:27:03 am »
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Update:

Catfish's Maw:

http://www.pyxosoft.com/media/images/temp/la_lttp_dungeon_05.png

Update on first post as well.
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  • Pyxosoft
Re: Link's Awakening, in LTTP style
« Reply #56 on: November 21, 2010, 10:05:11 am »
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where is anglers tunnel ?
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Re: Link's Awakening, in LTTP style
« Reply #57 on: November 21, 2010, 06:31:33 pm »
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Coming eventually.
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  • Pyxosoft
Re: Link's Awakening, in LTTP style
« Reply #58 on: November 22, 2010, 06:06:57 am »
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Update:

Angler's Tunnel:

http://www.pyxosoft.com/media/images/temp/la_lttp_dungeon_04.png

Update on first post as well.
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  • Pyxosoft
Re: Link's Awakening, in LTTP style
« Reply #59 on: November 22, 2010, 07:07:59 am »
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The tiles you used for water looks like a floor/carpet in LttP.  I really think that should be changed.  What would probably look best is the animated dungeon water from LttP, with the solid borders removed (and make a darker version for deep water of course).

Here's a quick mock-up.
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