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Messages - MaJoRa

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101
I agree with Master Yoshi, he has a different skillset and a different perspective to me. His spriting ability is amazing... It makes for a nice contrast and I can't wait to see more of OOT's areas done with his sprites and skills. Also, this way we get several versions of each area :D.

102
Updates / Re: Arms Cha-cha-change
« on: April 27, 2012, 09:31:18 pm »
Welcome to the team :D

103
Graphics / Re: Item Circle
« on: April 27, 2012, 08:52:22 pm »
Am I right in thinking that I can see the gras behind the boomerang, inside the circle. If so, I would suggest to fill the circle either with a semi transparant or opague dark color.

I agree, there needs to be something else in the middle.

104
Graphics / Re: Creative way to display health in a HUD...?
« on: April 27, 2012, 07:38:26 pm »
I'm guessing the response of 'how about a row of hearts that go black as your health runs low' isn't going to cut it eh?

You could have a silhouette of human body that has green filling it, and the green moves towards the feet as the health gets lower. Turning orange at the midpoint, and red in the low.

105
Graphics / Re: Item Circle
« on: April 27, 2012, 11:53:44 am »
I'm having trouble seeing how this might be used in terms of a game. Any chance of a quick mock-up so I can understand it a little better?

106
Graphics / Re: OOT2D Map Project - Accepting Community Sprites - Read
« on: April 27, 2012, 09:12:12 am »
Right, so lets start with the gossip stones, I didn't edit that sprite, it should have been Ok as it was, some sort of error I have no idea about, I've replaced it with what it should be. The warp pad's perspective I don't agree with, but the colours I do. I attempted to re-pallet it with the colours from the stones in LTTP and realised that I can't because it already uses those colours. I'm guessing those colours were not designed for so much white to be used. I tried taking the colours from Master_Yoshi's gossip stones but that didn't look quite right either. Eventually I have settled for the original LTTP colours but swapping the mid range colour for the white so it stands out less. I still think it needs improvement but it's a change.

I've completed the suggestions to the graveyard, moving the warp pad out of the players view. I agree entirely that it ruins game ambience. You can find it in the image below:



Thoughts and suggestions as always please.

Additionally, I just found another set of sprites I did terrible in the Gerudo Training Grounds, mostly the targets for your arrows and the little stand. if anyone could improve upon these it would be good.

107
Graphics / Re: Zelda II - Adventure of Link Map Project (aLttP)
« on: April 26, 2012, 02:29:21 pm »
Now this could be truely awesome, however because of how large it is I can't help but feel you'll just be sat in the same direction for what seems like forever and it might play badly as a result.

I'm impressed with the detail you've put in to make it seem busy the whole way though, and it seems to match up rather well with the original map. Going to be keeping my eyes on this :).

108
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: April 25, 2012, 08:48:02 am »
I am loving the facial details of it already, it's going to be so awesome when it's finished :D.

109
Graphics / Re: OOT2D Map Project - Accepting Community Sprites - Read
« on: April 25, 2012, 08:39:36 am »
Right, so the soil patch fit in perfectly with the style and the map itself. You can see this in Kokiri Forest.



I have also sorted out my warp pads to be my originals, I think they looked much cleaner and nicer than the monstrosity I had on the map. Master Yoshi I have started replacing gossip stones with yours, you'rs are just so much better than mine.

SkemeKOS. I have replaced the graves in the graveyard that were the same sizes as the ones you provided with your replacements. It looks very good. See below:



This brings me on to a list of sprites I am looking for. The first is the circled section of the image above. It's the ocarina points, mine suck.

So:
Ocarina points
Jabu Jabu area (the pad)
The windmill
Kakariko well
The market fountain
Hyrule castle (more specifically the side entrance, drawbridges)
Gerudo Valley Bridge
The small footbridge going into Gerudo Valley
The prison area of gerudo fortress (mine sucks)
Entrance to the dungeon in the Desert Colossus
The fishing ground (yeah... all of it. Master Yoshi suggested tiles from the swamp in LTTP)
Entrance to the Goron City
The bottom building in Lon Lon Ranch

Absolutely anything else you think you can do better than me, post it.

I'd also like so say that the fountain posted earlier is nice,but too big and definitely will not fit in with the style at all, so it cannot be used. There is also the windmill sprites. The final windmill posted is looking the best, however none are quite what we need. Unfortunately it needs to have the entrance in the cliffside unless I remap a little of it (of course I am open to suggestion if anyone can offer a way to do this well). The actual blades by Skeme KOS? Perfect, awesome job man.


EDIT: Some of the images are uploaded to ZFGC.com, if you're a guest you might not be able to see them without logging in.

110
Graphics / Re: OOT2D Map Project - Complete!
« on: April 24, 2012, 07:41:38 am »
A few sprites I made. Feel free to use them -

Ladder -




Graves -



Alternatives -


Soil Patch -


Very impressive. I will be certainly using the gravestones in the project now. My mission was to create the entire project myself, with my own sprites and tiles. Now I have done that I see no reason for this project not to continue further with community based sprites, and I agree with Master Yoshi.

I am therefore opening this project to the public. I want anyone who can to submit sprite suggestions to replace what I already have. I will of course ultimately be deciding which sprites get into the project itself. I also welcome suggestions to re-do any areas in ways which might make them more playable. For now I am not looking for any new areas (such as inside dungeons) as I am in the process of mapping those out myself.

If anyone fancies making some sprites for the inside of the Greak Deku Tree for me I would be most impressed. I have already mapped the entire area out, I just lack the sprites for it.

I am going to be very busy with exams this week and the next two. So I will only be posting big updates here around once a week. I'm sure I can pick up again after that.

111
Graphics / Re: OOT2D Map Project - Complete!
« on: April 23, 2012, 10:43:22 am »
DJVenom? Well it's sure been a while since I've seen you around here heh. As for those who still need a link to the project:



Should help.

112
Graphics / Re: OOT2D Map Project - Complete!
« on: April 22, 2012, 11:29:53 pm »
Nope I do not think you are missing anything for the Shadow Temple's entrance.

I know it is too soon, but you are considering mapping Adult Link's Hyrule right?

It's a consideration, no doubt I will get to that eventually, it's just a matter of what next. I don't think I'll rest until every object in OOT is ported.

On that note. I have been working on my Link sheet recently with the possibility of a new sprite. Thoughts on it would be good.



I've also found the other OOT2D resources I have made over time at attached them here. It seems fitting to have it all in one place.


Also, TDWP FTW, I know I said this on IRC, but the screenshots look amazing. Well done on the engine. What's it programmed in?

113
Graphics / Re: OOT2D Map Project - Complete!
« on: April 22, 2012, 10:59:44 pm »
Yes well he uploaded it elsewhere anyway…
Some C+C :

Nice job changing the pallet as Master Yoshi did, that's just perfect.
Do you have a problem with your trees' roots? For some reason many of them are not shaded, making them look like the trees are alive and about to walk away :)
Aren't you considering using Master Yoshi's Temple of Time?
The warping zones are not all there (at least the Desert Colossus one).
Isn't there an issue with the entrance to the Shadow Temple, as in the warping zone should be positioned differently?
Jabu Jabu's place doesn't seem to have a main entrance.

Those are the things that got my attention.

So to sort some things out. This is in the process of the pallet change still, the trees are therefore a little off as i have missed bits here and there. They will be fixed. I'm heavily considering his temple of time... it's awesome.

I recently opened this with GIMP... the warp stones are all there, just apparently on another layer that didn't get exported (wasn't visible at the time). I'll sort that too.

The shadow temple I repositioned a little, I know it isn't quit the same but I was trying to find a way you could still longshot up. All in all the position shouldn't make a difference to gameplay, unless you know something I've missed?

The main entrance to Jabu Jabu's place is on the right. I was not able to sprite the water going into the cliffs in a way that looked good. So I presumed the programmer might add an invisible door so the end is never viewed by the player. I might have another go at that later to see if I can do it again, or find a better way.

114
Graphics / Re: OOT2D Map Project - Complete!
« on: April 22, 2012, 10:21:24 pm »
One thing that I don't get though, why wouldn't you upload it to MediaFire? Or perhaps gm112 can cook something up for you to upload it in ZFGC. It would be great for the forums if the download link directed to here.

Or I could do this:
http://filesmelt.com/dl/overworldnewpallet1.png

It's a little different for Kokiri Forest. I have been working on changing the pallet for it. Master Yoshi definitely had the right idea for that. He also had the right idea about using the pads from the LTTP dark world swamp.

115
Graphics / Re: OOT2D Map Project - Complete!
« on: April 20, 2012, 11:07:16 pm »
This project and Master Yoshis project are absolutely amazing. Even though I dont agree with many of your style choices for your sprites(mixing of other zelda game sprites and such)Im blown away by the work youve done on this, MaJoRa....and all in MS paint too! Wow!
I use MS paint for sprites and I used to use it for tiling but it was a nightmare for tiling!!!
I use GraphicsGale for ripping tiles and tiling maps now...much easier.
I dont agree with many of your style choices for your sprites and your mixing of other zelda game sprites but your actual map layout is mostly excellent.

But yeah, Ive been keeping up with this awesome project since the start and Ive done quite a few rough edits of some of your sprites but havent shown them because they were a bit too messy. The grid thing you use made it too hard and time consuming for me to edit quickly & neatly lol
Also, I can never seem to view your full map as full size :(
Anyway, great work my friend!

You can never view my map as full size because I have never uploaded it full size. I have tried uploading it here but the web page crashes and nowhere else seems to be able to upload it (it's 4MB and everywhere has a filesize limit of 1MB). If you (and anyone else who might want it) send me your email address I would be happy to email the file to you. There is currently an issue with a line of pixels missing down the middle, I'll be getting to sorting that.

Also, I agree entirely with some of my style choices. I would have much preferred to keep it all to one style / custom sprite most of it myself. Unfortunately I am a mapper not a spriter and I do not have the skill to do so, hence many of my choices. I am considering opening this up to public input later on so the project can include peoples sprites, I'll see what I want to do with that.

116
Graphics / Re: OOT2D Map Project - Complete
« on: April 20, 2012, 09:38:37 pm »
Right... so heres the deal. It's done! I have now complete my map project and this date (the 20th of April 2012) marks the completion of it.

Below is my Desert Colossus:


I am well aware that sprite wise this area could do with some work. I got a little lazy on the sprites as most were requiring custom jobs, but this project is about mapping, not sprites so much. Criticisms please as usual.

Here is what the complete map looks like:



To answer theforevershadow's question, I make this in MSPaint, no other tools are used.

For those of you looking for awesome projects similar to this, I recommend looking at what Master Yoshi is doing if you are not already: http://zfgc.com/forum/index.php?topic=35669.0

Basically this guy has some awesome spriting ability and is working on similar work.

Not to say this project is over by a long shot, I am going to see how far I can take this. I feel like ending now is too soon, I will find a new way to step this up.

117
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: April 09, 2012, 08:34:57 pm »
The dodongo looks amazing. Also congrats on 40 pages :).

118
Graphics / Re: Teh Legend of Zelda: Ocarina of the Past
« on: April 07, 2012, 04:16:40 pm »
The saddle definitely looks much better. However I can't help but think perhaps the legs look a little too fat. Maybe the shading needs to be slightly different?

119
Updates / Re: New addition to the Mod Team!
« on: April 05, 2012, 05:13:54 pm »
Nice, I hope you'll keep on working on the OoT2D map project though.

Oh don't you worry, that's at the top of my personal project priorities. Right after my studies :D.

EDIT: Theforeshadower, that is no longer required, I have the entire map with no formatting at all on my hard drive, it's the primary one I edit now. I did it manually xD.

120
Updates / Re: New addition to the Mod Team!
« on: April 05, 2012, 04:25:26 pm »
Ahh nice to be back on the Global Moderators team :). gm112 is right, I have some huge plans, and you can expect some awesome things (when exams are finished) xD.

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