EZGBZ 2.5 tileset
#91
Posted 12 July 2012 - 12:18 PM
Anyway, it's done! I just finished submitting this to the database. Thanks to everyone who helped! If you helped me with specific things, I did my best to remember you and put you in the credits. Either way, I included in the credits: "Various Members of PureZC - Inspiration and support in helping me with this project" (or something along those lines).
King Harkinian, here's the result of your request (included with the submission screenshots, BTW):
Overworld Subscreen, "Link's Awakening"-style, A+B select
Dungeon Subscreen, "Link's Awakening"-style, B select only
At first, I had trouble fitting all the equipment items on the right side for the dungeon subscreen (compare the spacing between items with the overworld subscreen). But, I finally decided this design fit best.
Link's Awakening didn't have as many things on the Passive Subscreen but included them (e.g. number of keys) on the Active Subscreen. However, since ZC does have those things on the passive subscreen, I didn't bother including them on the active.
Let me know what you think.
Anyway, since the site update was yesterday, if you don't want to wait for the next one, use this link to get the submitted version of EZGBZ 2.5. Wait no longer! Enjoy.
#92
Posted 15 July 2012 - 08:39 AM
#93
Posted 15 July 2012 - 04:36 PM
There are many positive things you have done with updating Akkabus' work, Lightwulf. You managed to fix combo errors that existed in the old set, added support for a lot of 2.50 things, added tons of new graphics, and such. I applaud you for all of the hard work and I'd probably use this set if I have another Gameboy project in the future.
But there is one thing I have to ask: why did you keep the example screens? More specifically, why did you keep the combos and tiles of the example screens. In 2.50, a common thing I do is make use of Right Click->Scroll to Combo. But 100% of the combos on the example screens (which are honestly not that great) are useless. They are solely there for the example screens and cannot (and should not) be used in an actual quest (defeating the purpose of it being an example screen). But since they look exactly like usable combos, this can be very annoying to people that don't realize this at first.
Please. Please get rid of them and make some example screens that use the actual combos and tiles. That's one of the big problems I have with the original set and I was really sad to see that you kept it.
#94
Posted 17 July 2012 - 04:00 PM
I decided to take a look at the latest download in this thread. I honestly hadn't noticed there was a beta release and apologize for that, since I would have mentioned the thing I'm going to mention.
There are many positive things you have done with updating Akkabus' work, Lightwulf. You managed to fix combo errors that existed in the old set, added support for a lot of 2.50 things, added tons of new graphics, and such. I applaud you for all of the hard work and I'd probably use this set if I have another Gameboy project in the future.
But there is one thing I have to ask: why did you keep the example screens? More specifically, why did you keep the combos and tiles of the example screens. In 2.50, a common thing I do is make use of Right Click->Scroll to Combo. But 100% of the combos on the example screens (which are honestly not that great) are useless. They are solely there for the example screens and cannot (and should not) be used in an actual quest (defeating the purpose of it being an example screen). But since they look exactly like usable combos, this can be very annoying to people that don't realize this at first.
Please. Please get rid of them and make some example screens that use the actual combos and tiles. That's one of the big problems I have with the original set and I was really sad to see that you kept it.
I dont see your problem to me the set and ALSO the example screens seem perfectly fine.
#95
Posted 17 July 2012 - 07:00 PM
@Nick: Yeah, too bad you didn't notify me sooner. I'd completely ignored the map screens and focused on everything else. I'd figured I'd keep Akkabus' screens the same since it's his tileset, but then again, that doesn't mean I can't change things that don't make sense. I see your point.
@aaa2: No, he's saying that the combos used on the example screens aren't the ones you'd use in a quest. None of them have animations or even combo types. Heck, when I did mess with those combos a little bit, it was just to make some solid; Akkabus didn't even bother to set unwalkability on the appropriate combos.
I'll have to consider this for a further update. It might take a lot of work to find the matching combos for every combo on every screen. Then again, it seems some screens are just copy-and-paste versions of others but with a different pallette. So, who knows how long it will take?
#96
Posted 18 July 2012 - 03:22 AM
#97
Posted 30 October 2012 - 01:00 AM
#98
Posted 30 October 2012 - 02:04 PM
Oh yes, also when enemies are defeated for a split second they leave behind an arrow as part of their death sprite. I don't think that's as intended.
#99
Posted 01 November 2012 - 03:58 AM
Thanks for letting me know. Yeah, recently I've been noticing the arrow thing too. I think I just placed a tile where there's supposed to be nothing. Shouldn't be too hard to fix (either of them); I'll get on it tomorrow.
Just so everyone knows, I will be uploading an update soon. If there are any other bugs you may have noticed, please let me know soon.
#100
Posted 01 November 2012 - 08:35 AM
Glad the tileset's working for 'ya!
Thanks for letting me know. Yeah, recently I've been noticing the arrow thing too. I think I just placed a tile where there's supposed to be nothing. Shouldn't be too hard to fix (either of them); I'll get on it tomorrow.
Just so everyone knows, I will be uploading an update soon. If there are any other bugs you may have noticed, please let me know soon.
Maybe I'm just not savvy enough (very likely) but there seems to be very few water options and those that are there seems to have jagged edges which create a jarring effect where one would decide water should curve. Of course it's a good possibility I'm just missing some tiles that would make that look better.
Glad to hear an update is forthcoming, I really enjoy this tileset immensely!
#101
Posted 01 November 2012 - 12:55 PM
Maybe I'm just not savvy enough (very likely) but there seems to be very few water options and those that are there seems to have jagged edges which create a jarring effect where one would decide water should curve. Of course it's a good possibility I'm just missing some tiles that would make that look better.
Glad to hear an update is forthcoming, I really enjoy this tileset immensely!
That's a
#102
Posted 01 November 2012 - 02:19 PM
Edited by Three Pendants, 01 November 2012 - 02:19 PM.
#103
Posted 01 November 2012 - 03:24 PM
Oh yes, also when enemies are defeated for a split second they leave behind an arrow as part of their death sprite. I don't think that's as intended.
It doesn't make sense, though, because the enemy death sprite animation is set at 2 frames, not 3; I don't understand why it would flash the following tile at the very end... unless it's hard-coded to do that??? Wish I knew...
Anyway, I didn't see a problem with the hammer when I tested it out, other than that the diagonal sprite wasn't high enough. I went ahead and raised the diagonal hammer tile as high as it could go (only 3 more pixels).
Is that all you were referring to? (It sounded like your problem was worse than that.) If not, please tell me what version of ZC you are using. You could also post a screenshot or two here, maybe one of how you currently have the hammer sprites on the tile page.
#104
Posted 01 November 2012 - 06:39 PM
Strange that you had no issue with the hammer. I'll grab a screenshot of how I have things set up.
I am using ZC 2.5 RC4.
The blue and more extended hammer is what is altered to work correctly.
The 2 hammers above it are both misaligned and the order of sprites, from this view anyhow appears incorrect.
#105
Posted 02 November 2012 - 11:53 AM
This leads me to conclude that you may have accidentally moved the tiles around, probably when copying them to make other versions of the hammer. Either that, or something you did caused a bug to occur which moved the tiles, though I don't think that's likely since 2.5 is much more stable in that regards than previous versions.
Thanks for reporting this anyway. I didn't realize before that something was wrong with the middle sprite of the left- & right-facing hammer sprites: the hammer barely appears above Link's head (well, above & to the side). I'll have to play with it some more to make sure I have the correct alignment before I submit the update. Edit: I just fixed it; I moved the entire sprite to the top right edge of the tile, and now it looks right. It will be included in the update.[/Edit]
BTW, I just noticed that your last 3 rows of hammer sprites are set up just like your top one; you might want to fix those to match the two preceding rows.
@Everyone: If you have any alternate (GB) graphics for item sprites, there is plenty of room on the item sprite pages to add them. The Classic 2.5 tileset has lots of alternate item graphics, but EZGBZ doesn't; I would like to add them so that the questmaker has options to choose from. Just let me know and send me sprites so I can add them.
(For example, Three Pendants has made alternate hammer sprites; I would just need his permission to add them and a tile page export so I could properly import the graphics into the quest file.)
Edited by Lightwulf, 02 November 2012 - 12:12 PM.
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