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Dance of Remembrance: Hybrid Tileset

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#76 Demonlink

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Posted 07 July 2014 - 12:47 PM

Thanks for the given comments guys! But before moving one, I'm in need of opinions so far. Since most have been bugging me suggesting that I fix some enemies due to the style clash between the MC style and DoR default ones, I may have found a few alternatives:

 

bats_zps73b5f285.png octos_zpsb54adad3.png gels_zps1263e690.png

 

The shots are from Shiek's alternate MZC tileset. As you can see, all of these could fit in better than the MC ones, since a fellow friend and member suggested I add enemies with black outlines (which I think is what stands out most of the MC enemies, no black outlines.) Just a few recolors here and their and voila! What do you guys think?

 

What I intend to do is remove the MC style ones and have them rather as "alternatives" found in the included Extras folder. That way, all enemies could follow a similar style of, well, style :P Another thing I have fixed are the Darknuts so far. Instead, I gave a fresh 8 bit recolor to the default ones:

 

darknuts_zps58d86863.png

 

THOUGHTS? 



#77 Demonlink

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Posted 07 July 2014 - 05:55 PM

All right fellas, be on the lookout later for the update! (Just submitted to staff :D)Changelog:

 

1.- Added 11 dungeon sets (MC Treehouse does not count)

2.- Darknuts have been changed to the sprites above.

3.- Added a few MC water tiles for mountain/water transition (not finished, they are ugly! :lol: )

4.- Added New palettes for houses and dungeons.

5.- Swapped a few palettes due to my mistake of overlooking 00A and 00B (the ones used for caves and passegeways :P )

 

If you guys find bugs or anything, (literally, anything), let me know here or through PM :)

Have fun!


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#78 Master Maniac

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Posted 07 July 2014 - 11:36 PM

I'll beta for you on my days off. Been meaning to play with this anyway :)
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#79 Demonlink

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Posted 08 July 2014 - 02:57 PM

Great! I'll send ya the file in a bit ;) 

 

Any who, since I haven't gotten a response, I might change the enemy sprites, as in, no MC Enemy Sprites since they style clash. Don't get me wrong though, they will be available as alternatives like I said. Some enemies already changed have been:

 

aquamentus_zpsb2b15253.png

Aquamentus style from Lost Isle Tileset! (Credits to DFW and Peteo by the way ;) )

 

lanmola_zps7a854565.png

Moldorm (Thanks to MZC Tileset by Evile)

 

ghini_zpsa4d129d7.png

Ghini (Again, from MZC)

 

As you can see, these sprites are better than the MC ones, I might make a small update this week to include these guys. As for the bats and octorocks, I might rip them from the images from my previous post. Thoughts so far?


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#80 judasrising

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Posted 09 July 2014 - 06:15 PM

Hi

 

I see that you ripped some enemies from Lost isle Tileset!

 

And i wonder if you are gonna rip the Octorok enemies aswell? beacuse when i try to rip those it look really ugly.

 

And those enemies would fit the hybrid tileset in a way.


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#81 Demonlink

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Posted 16 July 2014 - 04:31 PM

All right fellas, I expect another update to be released in the upcoming pair of weeks, so stay tuned. Since it's been a while I've been quiet, I thought sharing my changelog should keep you guys up to date! :D Almost everyday progress is made be it small or big ones. So, for the changelog:

 

Changelog:

July 11th, 2014:

- Updated the following palettes:
  - Mint spring
  - Dark Summer
  - Sunset Greens 
  - Evile Tileset:
     - Dark 1
     - Dark 2
     - Mountain 1

July 12th, 2014:

- Added missing Snow MC Rock Tiles
- Rearranged tiles for Advance Grass Script (Starting from Tile 13762)
- More enemies changed:
  - Armos
  - All variety of Shieldless Darknuts
  - Leevers (All 3 varieties)
  - Peahats
  - Pols Voice
  - All Trap Types
  - Lanmolas
  - Both Ropes
  - Tektites

July 15th, 2014

- Added Evile's MC Dungeon Set 1

July 16th, 2014

- Added Evile's MC Dungeon Set 2

Another side note by the way, I'm still looking for more betatesters, so far, Master Maniac kindly offered himself and he and I are the only ones who are betatesting. Anybody is welcome so long they have time for such a request. 

 

Till next update guys!


Edited by Demonlink, 16 July 2014 - 04:32 PM.


#82 David

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Posted 16 July 2014 - 08:51 PM

Thanks for the change log; it let's me really see what you have been working on. :D

As always, I'm looking forward to when this entire tileset will be finished! :)

Also, I never responded to when you showcased the enemy tiles. They look great! :D

Also, what will the beta testers do exactly in this situation?


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#83 Demonlink

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Posted 16 July 2014 - 11:15 PM

Thanks for the change log; it let's me really see what you have been working on. :D
As always, I'm looking forward to when this entire tileset will be finished! :)
Also, I never responded to when you showcased the enemy tiles. They look great! :D
Also, what will the beta testers do exactly in this situation?

Basically just test the set, checking walkability, any combo type errors (general bug reports in short) and suggestions and so on! Of course, this will be in everybodys free time and so on! :) Thanks for your lovely comments as well! Most appreciated! :D
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#84 David

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Posted 16 July 2014 - 11:16 PM

Ah okay. :D

 

I'd love to beta test but lately my motivation for ZC has been low so I might wait until later if the offer still stands then. :)


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#85 Demonlink

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Posted 16 July 2014 - 11:18 PM

Okaybthen! I'll PM you the Master file tomorrow,since it's a tad late... Thanks for offering yourself! :D
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#86 judasrising

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Posted 18 July 2014 - 03:51 PM

Hi Demonlink

 

will you include those ocktorok enemies from Lost isle Tileset into Hybrid tileset?



#87 Demonlink

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Posted 18 July 2014 - 03:55 PM

All right fellas, time for another update! :D Be on the lookout for it today when the devs add it to the database ;) But before I forget, make a backup of your quest, because I moved some combos around to make some space for future MC water additions. If you're asking yourself, "Why didn't you do something since day one?", well, I didn't expect for the MC water to become somehow a huge set, so I'll need the extra room and I offer you guys an apology for my mistake. But, I don't  think any huge changes are in order, so yeah.

 

Changelog:

 

July 11th, 2014:

- Updated the following palettes:
  - Mint spring
  - Dark Summer
  - Sunset Greens 
  - Evile Tileset:
     - Dark 1
     - Dark 2
     - Mountain 1

July 12th, 2014:

- Added missing Snow MC Rock Tiles
- Rearranged tiles for Advance Grass Script (13762)
- More enemies changed:
  - Armos
  - All variety of Shieldless Darknuts
  - Leevers (All 3 varieties)
  - Peahats
  - Pols Voice
  - All Trap Types
  - Lanmolas
  - Both Ropes
  - Tektites

July 15th, 2014

- Added Evile's MC Dungeon Set 1

July 16th, 2014

- Added Evile's MC Dungeon Set 2
- Added Ice Dungeon Set
- Added Fire Dungeon Set
- Added Noel's Adobe Set

July 16th, 2014

- Imported new Darknut Sprites from shadowfall's Origin III set.
- Imported new Bubble Sprites from Origin III.
- Added Round Brick Dungeon Set
- Added Scale Brick Dungeon Set

July 17th, 2014

- Imported MC Shallow Water and new rock tiles. 
- Removed Extra Waterfalls and Water Tiles. included as Extras
- Moved Combo Table one column right to leave more room for possible Future MC water additions

At the end, by "Waterfalls and extra water tiles removed", I mean the waterfalls and cool water found near the MC water tiles and as said before, I removed them due to space needed for MC water tiles, such as the shallow water. But don't worry, these are included as extras in the Extras folder. And I would like to welcome another betatester, my friend Daviawesome has joined my betatesting team and he'll be supporting us when he has a chance ;) As for news, I think that would be all for today. 

 

Till next update guys!



Hi Demonlink

 

will you include those ocktorok enemies from Lost isle Tileset into Hybrid tileset?

I don't think so man, you can import them manually if you want, just remember they use 8 bit mode ;)


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#88 judasrising

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Posted 18 July 2014 - 04:12 PM

All right fellas, time for another update! :D Be on the lookout for it today when the devs add it to the database ;) But before I forget, make a backup of your quest, because I moved some combos around to make some space for future MC water additions. If you're asking yourself, "Why didn't you do something since day one?", well, I didn't expect for the MC water to become somehow a huge set, so I'll need the extra room and I offer you guys an apology for my mistake. But, I don't  think any huge changes are in order, so yeah.

 

Changelog:

 

July 11th, 2014:

- Updated the following palettes:
  - Mint spring
  - Dark Summer
  - Sunset Greens 
  - Evile Tileset:
     - Dark 1
     - Dark 2
     - Mountain 1

July 12th, 2014:

- Added missing Snow MC Rock Tiles
- Rearranged tiles for Advance Grass Script (13762)
- More enemies changed:
  - Armos
  - All variety of Shieldless Darknuts
  - Leevers (All 3 varieties)
  - Peahats
  - Pols Voice
  - All Trap Types
  - Lanmolas
  - Both Ropes
  - Tektites

July 15th, 2014

- Added Evile's MC Dungeon Set 1

July 16th, 2014

- Added Evile's MC Dungeon Set 2
- Added Ice Dungeon Set
- Added Fire Dungeon Set
- Added Noel's Adobe Set

July 16th, 2014

- Imported new Darknut Sprites from shadowfall's Origin III set.
- Imported new Bubble Sprites from Origin III.
- Added Round Brick Dungeon Set
- Added Scale Brick Dungeon Set

July 17th, 2014

- Imported MC Shallow Water and new rock tiles. 
- Removed Extra Waterfalls and Water Tiles. included as Extras
- Moved Combo Table one column right to leave more room for possible Future MC water additions

At the end, by "Waterfalls and extra water tiles removed", I mean the waterfalls and cool water found near the MC water tiles and as said before, I removed them due to space needed for MC water tiles, such as the shallow water. But don't worry, these are included as extras in the Extras folder. And I would like to welcome another betatester, my friend Daviawesome has joined my betatesting team and he'll be supporting us when he has a chance ;) As for news, I think that would be all for today. 

 

Till next update guys!



I don't think so man, you can import them manually if you want, just remember they use 8 bit mode ;)

oh damn i forgot the 8 bit mode again :ahha:  hm i am getting older


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#89 Demonlink

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Posted 22 July 2014 - 04:42 PM

So fellas, I think this deserves another update, (written that is). WIth the progress up to date, I think a final release might be near before my summer vacations are over. So far, I have added all dungeon sets which were the main thing keeping me from organizing and such. Tomorrow I'll probably work on the dungeon objects to make them combos which should take about 2 days. So, with all of this known, just what exactly is missing?

 

NPCs: I decided to give a remake on the default GB NPCs since most were busy to actually help me. This is actually turning quite nice I should say! :D

- New Dungeon Palettes: I can take care of these myself, but any contribution is welcome! :)

Combo aliases: These will probably be added after the first final release. 

Dungeon Carving modes: I need to know where to place these, since I have around 10 dungeon sets, so that's a lot of dungeons! :lol:

Relational Modes: I need to know where to put these as well for some floor tiles I have ;)

Replace MC enemies: Some MC enemies remain, so I'll take care of these as well. 

 

Anyway, the set should be finished in a month and a half or so on, because of how progress has been going. However, this is an estimate, I'm not pretty sure it will be done in a month and a half. It could be earlier or later on, it all depends on my schedule and things to do. 

 

But yeah, that's all for this update and I'll inform you later on when the next one is coming! :D



#90 Demonlink

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Posted 30 July 2014 - 03:42 PM

All right fellas, it's been a week since my last update, so I guess it's time for another! :D Well, what is exactly new? A whole lot of stuff actually! :lol: Since my last update, I think it's time to announce that a first final release will be uploaded to the database in the following days! This update will include:

 

- Dungeon Objects ready for use! 

- New Dungeon Palettes

- All 24 Dungeon Sets

- A few new Item Sprites (Stone of Agony and Kill all Enemies)

- More! :D

 

Before I forget actually, just so everybody knows, this tileset might not include Dungeon Carving Modes, and it's actually logical a bit, since 24 dungeon sets are too much (well, from my point of view) to make Dungeon Carving Modes out of. However, I'll include a tutorial on how to set them up so Dungeon Carving Mode may be used! As for relational modes, of all things I have seen in my set, the only thing I can actually make Relational modes out of are the Dungeon Floor Borders. 

 

Also, what is missing before the tileset is actually 100% completed? The following shall be included in future releases ;)

 

- NPCs

- Combo Aliases

 

As always, feel free to comment and give feedback! :D 





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