help test a gameboy zelda tileset
#16
Posted 15 November 2007 - 03:24 PM
#17
Posted 15 November 2007 - 04:42 PM
You can do dungeon door sets with walls that are one combo wide fine, if you look on my FFA tileset, it's no more difficult than with two combo walls really.
Not North/South ones, unless you're wanting non-symmetrical dungeon doors. Bombable walls would look odd as well.
Which is why I've PM'd Akkabus North/South doors (nothing more than a simple edit, though...) to use.
#18
Posted 15 November 2007 - 05:48 PM
will do. thanks joe. btw, you have 666 posts. i feel like i'm taking advice from the devil. =P
Haha, I just noticed that
And I beg to differ Pheonix
That screen's not the best one to show the door combo sets, but I just checked my photobucket, and then realised I have really open, cave like dungeons in my FFA game.
Although, that one does cheat really because it uses 8-pixel walls rather than 16, so yeah, you couldn't have 16 pixel walls for north/south door combo sets without using freeform dungeons.
#19
Posted 15 November 2007 - 06:22 PM
http://www.spriters-...o/zelda/oracle/
or these?
http://www.spriters-...tendo/zelda/la/
Edited by Zemious, 15 November 2007 - 06:24 PM.
#20
Posted 16 November 2007 - 04:22 PM
hey, is there an easy way to rip sprites from sites like tsr and vgmaps? because i find myself ripping them one at a time, and it's so time-consuming.
Edited by Akkabus, 16 November 2007 - 04:23 PM.
#21
Posted 16 November 2007 - 07:11 PM
#22
Posted 16 November 2007 - 07:46 PM
Or you can make the grab box bigger by holding down control or shift or 's' or something whilst clicking. I can't remmeber off the top of my head, sorry.
#23
Posted 16 November 2007 - 09:00 PM
thanks joe and zemious for your input.
#24
Posted 25 November 2007 - 05:12 AM
i've added a lot of things since my last reply. all the updates are written on the first post. if you want, you can download it and see if the changes are good/bad.
i probably won't be adding more door sets though, since that's just about the most boring thing i did in my entire life. >.<
#25
Posted 26 November 2007 - 11:44 PM
be sure to submit it to PZC.
--
Did you add my water tiles?
Edited by Zemious, 27 November 2007 - 12:12 AM.
#26
Posted 27 November 2007 - 10:29 AM
Why is Cset 4 on
And you know that 00 is the colour that the system uses for empty spaces, such as tiles with no graphic assigned that are usually a black and red square, right?
Is it completely dependant on that colour being a cream colour? Because it looks rather usual.
Edited by Joe123, 27 November 2007 - 10:34 AM.
#27
Posted 28 November 2007 - 01:17 PM
yup, should be on one of the last pages. ^_^
oh, i figured the less active csets, the better. that way, there's a lot of flexibility to add your own cset without recoloring anything. plus, there weren't a lot of colors to begin with.
Is it completely dependant on that colour being a cream colour? Because it looks rather usual.
color 00 has to be cream on csets 0 and 1 to make the game over screen look right since tile 0 has transparencies. i made it pink for all the other csets because i love pink! nah just kidding. it's to tell the difference between transparent and black. lots of other tilesets seem to do the same thing.
Edited by Akkabus, 28 November 2007 - 01:20 PM.
#28
Posted 01 December 2007 - 09:18 PM
#29
Posted 02 December 2007 - 05:06 AM
You haven't got the chimenys from the houses in OoA and OoS by the way.
#30
Posted 02 December 2007 - 12:34 PM
joe, how many spaces should i leave for each combo section? and where should some spaces be? one obvious area is the divide between ow and dungeons, but do you find yourself needing space in some other areas?
the chimneys are in there. somewhere... =P
thanks, both. you've been nothing but helpful so far with your suggestions.
----
as a sidenote, i've been feeling that my contributions to the set have reached a plateau, so if anyone would like to take over development of this tileset (preferably someone who really wants to make a quest with it), please PM me and let me know, i'll be more than happy to let someone take over.
the way it stands now, there's still some problems and unknowns with the set. i know it's missing a ton of animations. and also i haven't tried making a quest with it, so i don't know how solid the tileset is from the questmaking angle.
Edited by Akkabus, 02 December 2007 - 12:37 PM.
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