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MC Tileset


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#16 Jared

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Posted 23 June 2012 - 02:19 PM

Wow, Cukeman. I didn't know you were so capable of spriting as well! This looks absolutely amazing! I also love the Bait an the Roc's Feather. icon_razz.gif
Keep doing your amazing work! icon_wink.gif

#17 runaru

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Posted 23 June 2012 - 04:15 PM

That's pretty nice,Cukeman! When (if) the tileset is finished,are you going to release it?


#18 Cukeman

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Posted 23 June 2012 - 05:48 PM

This post has been edited by Cukeman


Edited by Cukeman, 26 February 2016 - 12:40 PM.


#19 runaru

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Posted 24 June 2012 - 12:52 AM

Well,there is a Minish Cap enemy pack in the Loose tiles section. The Aquamentus seems to be very...different icon_biggrin.gif

#20 Cukeman

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Posted 24 June 2012 - 02:57 AM

This post has been edited by Cukeman


Edited by Cukeman, 26 February 2016 - 12:40 PM.


#21 Lightwulf

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Posted 25 June 2012 - 12:53 PM

Dude, this looks sweeet! icon_kawaii.gif

Lookin' great! Keep up the good work.

#22 Cukeman

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Posted 27 June 2012 - 09:53 PM

Should I make this a scripted quest file?

There are two kinds of scripts I might add:

1- Item Pickup Message Script
I would use this script so that when Link picks up an item the string
that plays will silently add items to Link's inventory. For instance
since I am using 8-bit Color Depth, I can't change CSets on the Wallet Icon,
but I can add Current Items to the Passive Subscreen so that a new Wallet
Icon can appear directly above the old one.

2- Larger Enemies Script
Allows me to include 2x2 enemies, (but ONLY by using the Enemy Editor).

If I DO include these scripts I will include instructions on how to use them.

There are cons though:
-User might want to use no scripts.
-User might want to use different scripts and NOT use these scripts.
-User would have to edit the message strings that I include.

What do you think?


Edited by Cukeman, 26 February 2016 - 05:36 PM.


#23 Shane

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Posted 27 June 2012 - 10:30 PM

I say go for it. icon_biggrin.gif

#24 Sheik

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Posted 28 June 2012 - 01:49 AM

I've been following this somewhat (not every detail though) and I have to say, it looks pretty good thus far. I like the direction the subscreen is taking.

#25 Cukeman

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Posted 28 June 2012 - 03:17 AM

This post has been edited by Cukeman

Edited by Cukeman, 26 February 2016 - 12:42 PM.


#26 Yapollo

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Posted 28 June 2012 - 07:34 PM

It is good to still see the MC project is still going on. I do have to apologize again for having to stop working on the project a year (or two?) ago. Still I hope you guys succeed, because it would be an insta-favorite.

#27 Lightwulf

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Posted 30 June 2012 - 09:54 PM

QUOTE(Cukeman @ Jun 27 2012, 09:53 PM) View Post
...
1- Item Pickup Message Script
I would use this script so that when Link picks up an item the string
that plays will silently add items to Link's inventory. For instance
since I am using 8-bit Color Depth, I can't change CSets on the Wallet Icon,
but I can add Current Items to the Passive Subscreen so that a new Wallet
Icon can appear directly above the old one.

2- Larger Enemies Script
Allows me to include 2x2 enemies, (but ONLY by using the Enemy Editor).

If I DO include these scripts I will include a text file with instructions on how to use them.

There are cons though:
-User might want to use no scripts.
-User might want to use different scripts and NOT use these scripts.
-User would have to edit the message strings that I include.

What do you think?
I think that's perfect. Not sure about those against using scripts, but I wouldn't mind to have pre-loaded scripts even if I don't intend to use any (other) scripts.
QUOTE(Cukeman @ Jun 28 2012, 03:17 AM) View Post
...
This brings up another concern, Bomb, Super Bomb, and Arrow Counters.
At the moment, I have them on the items in the Active Subscreen.
But I have deleted them from the Passive Subscreen.

Ordinarily, the counters would show up under the B button, and that would
be fine since the A button is permanently assigned to the sword. But I have
edited my subscreen so that items can be assigned to both buttons.

This means that the counters will appear under the B button even if that
item is assigned to the A button. That's why I deleted them for now.

I'm not sure what to do about that. Any thoughts would be appreciated.

On the other hand, the subscreen graphics will be in customizable pieces,
so you can always make your own.
It sounds like you need to check the rule for "Can Select A-Button Weapon On Subscreen" which is found under "Other" in the Rules menu. Did you do that yet?

Personally, I prefer to be able to see the counters on the passive subscreen. Then again, I haven't even played MC, so I'm not aware if that game had a passive subscreen with counters. If MC didn't, then I say it's fine if you leave them off the passive subscreen.

#28 Cukeman

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Posted 01 July 2012 - 01:49 AM

This post has been edited by Cukeman


Edited by Cukeman, 26 February 2016 - 12:42 PM.


#29 Lightwulf

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Posted 02 July 2012 - 12:09 PM

QUOTE(Cukeman @ Jun 28 2012, 03:17 AM) View Post
...
This brings up another concern, Bomb, Super Bomb, and Arrow Counters.
At the moment, I have them on the items in the Active Subscreen.
But I have deleted them from the Passive Subscreen.

Ordinarily, the counters would show up under the B button, and that would
be fine since the A button is permanently assigned to the sword. But I have
edited my subscreen so that items can be assigned to both buttons.

This means that the counters will appear under the B button even if that
item is assigned to the A button. That's why I deleted them for now.

I'm not sure what to do about that. Any thoughts would be appreciated.
QUOTE(Cukeman @ Jul 1 2012, 01:49 AM) View Post
I do have the quest rule on that lets you choose the A or B button.
But the counters are in permanent positions. Hope that makes my problem clearer.

And thanks for the feedback, it's appreciated.
Hmm, I wonder if maybe I misunderstood the problem from the beginning. I was thinking about how 2.5 Classic has the arrow/bomb/super bomb/reg. key/level key counters all stacked up on the passive subscreen. Now I'm not sure if you meant to say you removed those. That's what I was thinking before.

Now I can see you were saying you removed the counters that appear underneath the A and B button frames on the passive subscreen because they weren't working properly.
I would like to see a quest file that has those on the passive subscreen; then I might be able to play with it and figure out the problem. I just checked and they weren't on RC2's default classic quest file.

#30 Cukeman

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Posted 02 July 2012 - 02:30 PM

This post has been edited by Cukeman


Edited by Cukeman, 26 February 2016 - 12:42 PM.



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