i seem to almost be on my way making a tile set for my "reduced zelda but with one huge town" right now i am redoing, porting, and recoloring(8bit mode is fun and heartbreaking) enemies. and then i need to do everything else, and npc and oh my god i hate when i will need to set up dugon's combos and doorsets.
What did you accomplish in ZC today?
#3391
Posted 05 November 2015 - 06:16 AM
#3392
Posted 05 November 2015 - 02:16 PM
- Shane likes this
#3393
Posted 05 November 2015 - 05:01 PM
i hate having graphical change of heart. after outlining a lot of tiles for likelike. now i want pretty 8 bit things everywhere and it's so much work i am hearbroken. and it's wrong to collaborate with people to make them do the grunt work.
#3395
Posted 07 November 2015 - 09:13 AM
Worked on some more AR3 for once and got more of Level 5 completed.
- Logos likes this
#3396
Posted 07 November 2015 - 12:05 PM
Looking into making my quest a standalone game using ZC's -standalone feature. Of course, this will only be distributed when its complete, and it will still be available as a quest download. So I made a shortcut icon just to see how it would look. ![]()
- Shane, Eddy and coolgamer012345 like this
#3397
Posted 07 November 2015 - 11:40 PM
Looking into making my quest a standalone game using ZC's -standalone feature. Of course, this will only be distributed when its complete, and it will still be available as a quest download. So I made a shortcut icon just to see how it would look.
That's really cool. I never knew you could do that.
Waiting for the expo and seeing how it turns out. I'm kinda excited lol.
#3398
Posted 08 November 2015 - 01:59 AM
Looking into making my quest a standalone game using ZC's -standalone feature. Of course, this will only be distributed when its complete, and it will still be available as a quest download. So I made a shortcut icon just to see how it would look.
How do you do that?
#3399
Posted 08 November 2015 - 05:09 AM
i'm not going to do it, as it involves rearanging combos. has anyone done it alredy? or want to? take Koten and make it mega colored, with 8 bit mode enemy and other fun thing?
#3400
Posted 08 November 2015 - 10:20 AM
How do you do that?
If you're referring to the -standalone feature, Saffith left some instructions in the 2.50.2 thread.
If you're referring to making a shortcut icon, you can use GIMP to edit an image and export as an .ico file.
I'm still in the process of figuring out how to make an installer that sets everything up so that all you have to do is click the shortcut.
#3401
Posted 11 November 2015 - 06:14 AM
I've been applying what feedback I've gotten already from the Expo to my quest.
First of all, I have an expanded version of the Sinking Ship opening area being put together. Unfortunately, my tileset doesn't have enough objects to fill the ship's decks and cordon off walkable areas. After getting several suggestions, I'm replacing the "building" structures with pallets of crates, custom-made using a couple images from some old Thor game to help measure proportions. I also drew a tarp stretched over groups of them, so I can easily cover larger areas. Crates alone won't be enough to decorate the ship without it looking painfully artificial, so I'm going to have to come up with a couple more things.
I'm also going to create a new transition area to connect the Ruins with Hyrule Field directly, to help guide the player towards where they need to go. Watching how badly NJF got lost when streaming my quest, even though the final version will have a map system in place, showed me that I need to be a bit more guiding in how I put things together. I admit, I'm not exactly willing to re-build the beginning areas again, so any fixes that I do will be a bit more of a patch-job than anything else, but I'm doing my best to make these changes feel like they were integrated into the game from the beginning.
Other than that, I'm just waiting to see if anybody else is going to record or stream a playthrough of my Expo demo, to see what other changes I'm going to need to make.
- KingPridenia likes this
#3402
Posted 14 November 2015 - 08:02 AM
I've managed to add in and change loads of things throughout the first 2 dungeons of AR3 due to some helpful feedback from my expo entry. Have also gotten some cool ideas for later parts of the quest.
Now that I've applied almost all the feedback I've gotten onto AR3, I think it's time to continue onwards with Level 5 in the quest and then go back and do some more things if any new feedback pops up.
- Shane and KingPridenia like this
#3403
Posted 15 November 2015 - 09:53 PM
I know it has felt like forever* but I finally finished the caves and is now working on Level 1. ![]()
*Has been forever.
- Eddy, Moon and Jared like this
#3404
Posted 16 November 2015 - 07:59 AM
feeling like doing everything over, with 8mode colors. can Link be part 8 bit mode?(and how do I use the extra sprite colors? like #19)
trying to figure out how to work other tilesets
one of the first quests i was doing turned out to be 28 megs due to "premium sounds" effects and unused tiles.(the one where i reversed the map, level locations and dungon themes, such as the Majin becoming a microscope
I feel like I had done so much with others, so "destroying" and starting over seems counter productive. and if I have more colors, then i need other tiles.
on the plus side, I can have better track of my combos.
and what is the best way to rip sprites? I don't understand tile molester....
Edited by LikeLike on fire, 16 November 2015 - 08:03 AM.
#3405
Posted 21 November 2015 - 07:18 PM
I'm almost finished with the Gold Version title screen for my Pokemon GSC tileset. All that's left to do is animate some combos and figure out how to use FFCs so that I can properly animate Ho-Oh and his sparkles. Then I just have to do the same for Lugia (the backgrounds are palette-swapped versions of each other, so I'll already be good there), and after that, it's on to the Crystal title screen, which looks like it will be way easier.
- Eddy and KingPridenia like this
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