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#751 Eddy

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Posted 06 March 2015 - 12:30 PM

Looking pretty good Limebeer, I like the set up you got going there.

 

vrzvhh3.png

 

Crescent Island in the past. Any thoughts?


Edited by EddyTheOliveira, 06 March 2015 - 12:31 PM.

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#752 Limebeer

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Posted 06 March 2015 - 04:57 PM

Thank you! I am slowly getting better at layouts! If only I can apply it to overworlds... ahwell, we'll see how it goes once I actually get to getting around to revamping mine :P

I must say though, your crescent Island is looking quite awesome! have you been going by memory on it? it's quite impressive how you've recreated it!


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#753 -DuCkTApE-

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Posted 07 March 2015 - 12:26 AM

Untitled_zpsydhqi4g0.png

 

Just messing around with classic!


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#754 Eddy

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Posted 07 March 2015 - 05:31 AM

Thank you! I am slowly getting better at layouts! If only I can apply it to overworlds... ahwell, we'll see how it goes once I actually get to getting around to revamping mine :P

I must say though, your crescent Island is looking quite awesome! have you been going by memory on it? it's quite impressive how you've recreated it!

I recreated Crescent Island all from memory yeah. I didn't use any VG maps or any of that. It all came from memory.

 

Untitled_zpsydhqi4g0.png

 

Just messing around with classic!

Looking really nice! I love the classic feel to the map and it's something I'd love to play in :D

 

 

Anyways, new map:

63GfKwA.png

This is Angel Island. As you can see, the island lost it's crescent shape as time went on, which is the reason why it's no longer called "Crescent Island". Also, a new species of Tokay has evolved on the east side of the island.

 

Criticism is appreciated :D


Edited by EddyTheOliveira, 07 March 2015 - 07:26 AM.

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#755 -DuCkTApE-

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Posted 09 March 2015 - 08:35 PM

e863a30e-f093-4910-ab83-2d84c671ad94_zps

 

4f1ec3ad-521f-438c-89f0-bd587609f404_zps


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#756 kurt91

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Posted 15 March 2015 - 02:48 AM

So, yesterday I talked about changing up my palettes and graphics in my quest, in the "What Did You Do Today?" thread. I figured I'd show off how things look now.

 

=== Before ===

Spoiler

 

=== After ===

Spoiler

 

All I have to do is go back later and possibly fix up the seams, but since it's so much work, I'm going to wait a bit until I can go look at it in-game and see where I can get away with not lining things up since it's unnoticeable when you only see one screen at a time.


Edited by kurt91, 15 March 2015 - 02:50 AM.

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#757 Limebeer

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Posted 16 March 2015 - 07:09 PM

Started working on my forest pathway again... here's what it's starting to look like :

0vfdsAd.png


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#758 SkyLizardGirl

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Posted 28 March 2015 - 07:17 PM

wkNAvZQ.png

 

I'm not too sure if I am liking how it's looking at the top there where the inside and outside areas are... It may just be me not liking how it looks due to me seeing flaws in it that aren't there. Basically I want it to come across as the outside section keeps going upwards whereas the inside walls goes to it's floors roof.

Anyways, opinions?

 

Cools Now Where is the overhead layer 5 piping Link walks all under + the clear oxygen conveyer

-belt space pipes that make you move around like in Sonic 2 chemical plant zone? <3  

!0~0!  

 

son2_2.gif


Edited by SkyLizardGirl, 28 March 2015 - 07:22 PM.


#759 KingPridenia

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Posted 03 April 2015 - 11:14 AM

Well, here goes nothing:

 

Overworld so far

Spoiler

 

Level 3

Spoiler


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#760 Eddy

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Posted 03 April 2015 - 11:15 AM

Looks like a really neat conversion and remake of AQ so far. Level 3 definitely looks much better than it used to be, so great job on that!



#761 Limebeer

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Posted 03 April 2015 - 11:42 AM

Cools Now Where is the overhead layer 5 piping Link walks all under + the clear oxygen conveyer

-belt space pipes that make you move around like in Sonic 2 chemical plant zone? <3  

!0~0!  

 

son2_2.gif

Haha, funny you say that as I got the star graphics from a Sonic tileset rip :P (star light zone to be precise, courtesy of the Spriters-Resource site)

 

Anyways, here's the forest area sofar plus some notes written on it for what I'm planning on doing:

Forest area overworld


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#762 Binx

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Posted 06 April 2015 - 11:28 PM

Finished map for the first area of the Kingdom of Orchestra, the Crescendo Cliffs:

Crescendo Cliffs


Edited by Binx, 06 April 2015 - 11:29 PM.

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#763 Shane

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Posted 07 April 2015 - 01:34 AM

The mountain design look really nice. Probably the best I have seen in a classic-like tileset.


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#764 Binx

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Posted 07 April 2015 - 02:06 AM

Yeah... I totally cheated, my mountains, even if you let the three different shades slide, don't conform to the classic 6-tile mountains, they need either extra tiles for the sides, or layers (which is what I did) to add borders, or it looks really bad.


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#765 Limebeer

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Posted 07 April 2015 - 10:49 AM

forest area

As it stands. here is my (mostly complete, still need trees in screens) forest area until I finish level 4 and release the next demo before revamping the mountain sections where I can add in the last few screens as well as the swamp section. The screen where the house is at the top is where you'll receive some hints about the swamp, as well as the dungeon. I don't know if I'll have it be a pay for info hut, or if it will just be subtle hints via dialogue. As you see, level 4 is at the bottom there, and to get to it you need to find the hidden pathway that will allow you to explore the forest fully. There will be only the one entrance to the forest/swamp area (the one from the first town close to where the fisherman is hanging around), though I'll probably set up a warp station in the second town that leads to certain areas. If you can't find it, pay attention to the leaves on the ground, sometimes they can point certain things out for you..


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