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A Sprite A Day Keeps the Rust Away.


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#121 Astromeow

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Posted 23 March 2014 - 02:15 PM

Your work reminds me of a well rounded early 90's Sega game Geoffrey

 

Kudos on the small detail stuff, like his ears in the up-facing walk direction



#122 Geoffrey

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Posted 23 March 2014 - 02:39 PM

Thanks, guys.  Koh, I tried making his head rotate down a little when he starts walking, which may make it look somewhat odd.

 

New sprite:

FJu9B4n.png

 

He was supposed to be a 2x2 tile replacement for Ganon, but I accidentally made him 3x4. :x



#123 Astromeow

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Posted 23 March 2014 - 03:12 PM

You are nailing the perfect colors for a typical pirate! Black beard = awesome

 

Will you do environment sprites too, like a pirate ship deck?



#124 Geoffrey

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Posted 23 March 2014 - 04:00 PM

Resize:

oPc91Fx.png

 

Regardless, I'll probably stick with the bigger one, especially now that the custom boss script is out.

 

As for environments, I may make some; we'll see.


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#125 Koh

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Posted 25 March 2014 - 08:32 AM

Small test video of some of the graphics.  Soon getting to the textbox engine to test those out.


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#126 Geoffrey

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Posted 25 March 2014 - 11:23 AM

Looks fantastic, Koh.  I really hope that you make a tileset out of this.  Also, do you mind if I ask you for that MIDI?



#127 Astromeow

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Posted 26 March 2014 - 11:05 AM

zelda058_zps1ef9618b.png

 

Isometry


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#128 Geoffrey

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Posted 26 March 2014 - 11:34 AM

Damn, that looks really good. :thumbsup:



#129 Astromeow

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Posted 28 March 2014 - 10:13 PM

I drew a Gamecube because I am told so at gun point.

 

zelda064_zpse0e2ef2e.png



#130 Koh

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Posted 31 March 2014 - 04:03 AM

Progress is slowing due to having two programming assignments due.  One is overdue, which I need to hurry and finish so I can start the next one.  That said, I plan on revising some of the current tiles to have outlines, since there's no getting around mountain tiles needing them to denote rock formations.  Also here's the Octorok walking.

 

OctorokAni_zps62e0b801.gif

 

I know it looks stiff for up and down, but there's really nothing else to do movement wise for classic style animation.  The snout will only move when the Octorok is charging and shooting respectively, which I want to do soon, since I can put in a lot of emotion on those. Huff and Puff on the first frame, and blow the house down on the second.


Edited by Koh, 31 March 2014 - 04:03 AM.

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#131 Astromeow

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Posted 31 March 2014 - 07:24 AM

So is it 16x16 or 32?



#132 Koh

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Posted 31 March 2014 - 09:30 AM

16x16.

 

Linktorok, one of Link's forms via ring.

 

LinktorokAni_zps4dd49025.gif


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#133 Astromeow

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Posted 31 March 2014 - 09:39 AM

 

 

LinktorokAni_zps4dd49025.gif

 

Thats so darn clever. Good stuff! The hair animation is just lovely, you can easily tell what it is you are looking at



#134 Koh

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Posted 04 April 2014 - 11:30 AM

I dedicate the following song sprite to:

 mahboiplz.pngMah Boi, TS.

 

LTTPLinkHR_zpsd383b108.png


Edited by Koh, 04 April 2014 - 11:31 AM.

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#135 Cjc

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Posted 04 April 2014 - 11:50 AM

That's a pretty rad HD update, Koh.  I always wondered why Link was always looking at his feet in aLttP... seems timid.  Hey, maybe that's why the Dark World turned him into a scared little rabbit!

 

 

Why did you stick with the pink hair, though?  In the manual he had orange hair; I always figured the pink was just to help enhance contrast due to limited resources.




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