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QLC Project Thread


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#1 Cukeman

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Posted 22 January 2018 - 03:30 AM

This thread is a place to share progress on "QLC"
 
QLC stands for "Cleaned Up, Expanded, Layered Classic" (C.U.E. = Q)
 
As you might guess, I'm making slight edits to Classic to allow layering (stuff like making tree shadows black and making the ground on tree tiles transparent [that way you can delete a whole slew of unnecessary tiles that exist only to avoid layering]).
 
I am also creating new tiles and building what I'm going to call a "playable demo" because I don't know if it will become a completed quest.
 
I didn't open an official quest project thread because this isn't about making a completed quest, it's about learning how to sprite in Classic, sharing assets I create, discussing edits, and getting feedback. A tileset release may eventually be possible, but either way I'm going to make things available as I go.
 
I'm going to follow the NES rule of "Clear + 3 Colors" on every tile, but that is the only color restriction. I am also going to try to keep everything true to Z1 perspective and style (I already removed the black outline on chests, for example).
 
Looking forward to sharing some screens and maps soon. I'm starting to develop a lot of respect for how appealing Classic can look with some simple edits and a new palette.
 
EDIT: Okay, it's become clear that I need to make very quest-specific edits in the enemy and item editors. Just a heads up.
 
EDIT 2: Expected to post a map by now, but had to go and redesign how the mountains work.
 
EDIT 3: Maybe you've already seen my Reworked Grass Tiles for Classic (Updated Jan 31, 2018)


Edited by Cukeman, 31 January 2018 - 10:18 PM.

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#2 Cukeman

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Posted 28 January 2018 - 08:34 PM

Okay here's the culprit that delayed posting screen/map shots.

 

I was layering trees (putting the upper portion of 2x2 trees on an overhead layer) and I realized that I wasn't layering any of the mountains, so I thought I'd go ahead and try making them layer-able. It took me a lot of experimentation, but here's what I came up with, and I'm quite pleased with the results!

 

(besides, having Link coming to a dead stop when he's walking south along the ground and stubs his toe on the tip of a mountain peak breaks every law of nature :P  )

 

Here's the tiles (the arrow shows how they will be combined on the map screen) :

 

2vsn5za.jpg

 

And here's the walkability (bear in mind the parts that aren't solid are placed on an overhead layer so Link stands behind them) :

 

1zdrlz5.jpg

 

15zfmte.jpg

 

This extra half-tile of height for mountains allows you quite a bit more flexibility with the shape of your mountains as you can see. And having the top half of the peaks on an overhead layer adds a nice depth effect, in the same way that layering trees does.

 

It takes a bit more time to place them on the screen, but I've been very pleased with the results :)


Edited by Cukeman, 09 February 2018 - 04:32 AM.

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#3 Anthus

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Posted 28 January 2018 - 08:42 PM

I like this. Please, feel free to use any of my Classic tiles and stuff in this, if you want, or find a use a for them.


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#4 kurt91

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Posted 30 January 2018 - 04:32 PM

Um... Am I the only person who can't see anything? I don't even get addresses when I hit "quote", just the file names for the images.



#5 Cukeman

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Posted 30 January 2018 - 04:39 PM

Um... Am I the only person who can't see anything? I don't even get addresses when I hit "quote", just the file names for the images.

 

I had that issue in a SotW thread. I switched browsers and then saw that the SotW images were there. Dunno what else to tell you. I also wasn't able to see a video in another thread. Dunno why only some linked images/videos are showing up and others aren't.


Edited by Cukeman, 30 January 2018 - 04:40 PM.


#6 kurt91

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Posted 30 January 2018 - 10:31 PM

I figured it out. I had an extension on Firefox called "Smart HTTPS" that was screwing things up. I disabled it, and I can see the images now.



#7 Cukeman

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Posted 10 February 2018 - 03:42 AM

Slightly expanded how the mountain tiles work to better show elevation.
Took a super long time redesigning them to be elaborate, and then simplifying them back down until I'd ironed out the quirks

 

zxw2nc.jpg


Edited by Cukeman, 11 February 2018 - 02:42 PM.

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#8 Cukeman

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Posted 10 February 2018 - 04:59 PM

edit (meant to post in another thread, sorry)


Edited by Cukeman, 10 February 2018 - 05:04 PM.



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