Midbosses say hi.
Have specific patra 2/3s as well [plus a Vaati-looking variant], but I didn't want to die as soon as went into the room:
Edited by Feenicks, 17 August 2017 - 02:08 PM.
Posted 27 August 2017 - 06:46 PM
Custom-made: Feathered Edge (Rito) and Sword of The Seven (Urbosa's sacred blade), both from Breath of The Wild!
Currently not too happy with the stab animation for SoTS, but it does indeed work for now. If anyone has and recommendations, please let me know. I'm also not too happy with the blade color, as the white is too bright. But that white seems alright for the Feathered Edge.
Free to use, and will be put onto the database soon enough. Just gotta keep making a few more. Let me know what you think, and they're free to use for GB! I'm sure they can also be recolored into PR or DoR. Just credit me, of course!
Edit- Would be nice if I actually put up the picture with it. xD
Edited by Jared, 27 August 2017 - 06:47 PM.
Posted 31 August 2017 - 12:14 AM
I found the solution like said in my previous post.
Sounds like a terribly slow and cumbersome "solution". Maybe some people just need to see to believe.
This is what a ZC screenshot looks like in GraphicsGale:
See that lovely palette on the side? See how it directly reflects the in-game palette? You can easily modify that palette then import it as csets back into ZC. No math, no guesswork, no rearranging, no recolouring.
Posted 31 August 2017 - 12:39 PM
Sounds like a terribly slow and cumbersome "solution". Maybe some people just need to see to believe.
This is what a ZC screenshot looks like in GraphicsGale:
See that lovely palette on the side? See how it directly reflects the in-game palette? You can easily modify that palette then import it as csets back into ZC. No math, no guesswork, no rearranging, no recolouring.
Oooh this can be used for palettes, edited in real time! I just downloaded it for this reason. Thanks, NoeL.
Posted 11 September 2017 - 08:51 PM
Custom tunics based off of A Link Between Worlds. Anything that could be done better? I like them a lot, but something seems off.
Edited by Jared, 11 September 2017 - 08:53 PM.
Posted 11 September 2017 - 09:38 PM
They're a bit on the dark side, and there's not enough contrast between the tunic and the belt (particularly for the red tunic). The arms are a little stubby-looking too, and on the right shoulder (i.e. the top of the sprite) you've doubled up your outline. Not sure if that was intentional or not but I can't see a reason for it. Also they're a bit flat. That's about all the criticism I can give. But overall the sprites are clear and readable, so good job.
Posted 11 September 2017 - 09:48 PM
They're a little dark because I stayed with the CSet 6 for them. And that extra tile makes it so the tunic has more body, otherwise the tunic looks a little uneven. I like the stubby arms! Plus it's not like we have the most space to work with.
Do you think you could edit it into a better vision? Only if you like! Thank you for your comments and critiques.
Posted 12 September 2017 - 10:21 AM
I really like them. Thank you! It's just an awkward angle by nature, so it'll always look a bit odd. I seem to be flippy-floppy on both, so I will decide later on. Thank you so much.
Posted 13 September 2017 - 08:08 PM
Hey PZC-ers, it's me again. I'm trying to stretch my drawing skills in a new direction: portraits! And in order to ease myself into this new skillset, I'm practicing on the character I'm most familiar with (who is also comparatively easy to draw): good ol' Nightmare!
EDIT: Here's a bust too!
Full-body shot yet to come.
This is my first time making an effort at a 3/4ths perspective (rather than straight-up side-view), so the perspective may look a bit awkward.
What do you think? How's my shading? I feel I've still got a lot to learn on that front.
For comparison, here are his various sprites from before:
Edited by MoscowModder, 13 September 2017 - 11:21 PM.
Posted 15 September 2017 - 07:19 AM
Aaaaand here's the full body shot. I'm really proud of how it turned out, but of course feel free to critique anything I failed to notice:
Posted 28 September 2017 - 05:18 AM
Sounds like a terribly slow and cumbersome "solution". Maybe some people just need to see to believe.
This is what a ZC screenshot looks like in GraphicsGale:
See that lovely palette on the side? See how it directly reflects the in-game palette? You can easily modify that palette then import it as csets back into ZC. No math, no guesswork, no rearranging, no recolouring.
Posted 29 September 2017 - 02:41 AM
Even tiles from the database, if I try to grab colors from it they differ from the actual picture. The difference isn't big, but if I import a set of colors (bright, middle, dark) these slight differences are enough to throw off the balance between them as a set.
Edited by NoeL, 18 October 2017 - 05:15 PM.
Posted 29 September 2017 - 08:57 AM
Posted 29 September 2017 - 10:14 PM
- Some images (including screenshots edited with paint) have empty palette data and I can't import it...
Editing an image in paint will overwrite (and therefore destroy) it's palette data, making it unsuitable for Zelda Classic. Do not use paint for anything related to Zelda Classic. Just go ahead and uninstall that damn thing if you can't resist using it. Graphics Gale should be your one and only image editor for Zelda Classic.
- I can't import csets from any other image, including ZC-screenshots that are edited (eg lose tiles reduced to the filled space).
This is because, I'm assuming, those images do not have their palettes suitably structured for ZC. As I said, in order to import a cset the palette needs to have all the colours in that cset occupy a single row of the palette.
Open up those images in Graphics Gale and look at the "color palette" window (i.e. the big square grid of colours). If this shows as one big rainbow rather than distinct colours the file is almost certainly too high a bit depth (ZC is only 8-bit. Higher bit images are scaled down and have their palettes created automatically when imported - we do NOT want this!). You don't need to understand what bit depth is, but know for importing into ZC we want our images to be either 4-bit (16 colour) or 8-bit (256 colour).
If your image is higher than 8-bit (again, this should be immediately evident by looking at the palette in GG) you're going to have to do some manual palette ordering, but first we need to reduce the bit depth of the image:
So, let's build!
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