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#31 Jared

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Posted 16 October 2011 - 12:14 PM

Looks amazing! It gives me a sense of Wind Waker. *Drools*
Wait, on the spritesheet, how come there are only 6 animation tiles? Shouldn't there be 9? :3

#32 Xenix

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Posted 16 October 2011 - 12:22 PM

the first one is used three times like this -> 1,2,3,4,1,5,6,7,1.

Edited by Sepulcher, 16 October 2011 - 12:50 PM.


#33 Jared

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Posted 16 October 2011 - 12:24 PM

Oh, okay! Thanks. icon_smile.gif
Can you PM me how you ripped them in so early? :3

#34 Koh

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Posted 16 October 2011 - 03:31 PM

Here, I made a ZC friendly image: IPB Image
It turns out, I was using 2 too many colors; so I dropped a yellow, and the darkest blue to fit it in there. I could have sworn it was no more than 16 colors icon_razz.gif. Oh well.

#35 Jared

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Posted 16 October 2011 - 03:41 PM

That's not very ZC-friendly, considering I had to fix the Link tiles to make him animate correctly D:

#36 Xenix

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Posted 16 October 2011 - 05:49 PM

he means palette wise dude. icon_smile.gif

#37 Radien

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Posted 17 October 2011 - 11:02 AM

QUOTE(Koh @ Oct 16 2011, 07:26 AM) View Post
I suppose there is a way to do it, even without scripting. It'd just involve a few combo cycling, and a "cutscene" screen icon_smile.gif.

True, but cut scene screens are a very difficult way to use an animation that appears so often. For comparison, my "falling" animation (see sig) was much simpler, and even that still took a lot of time and a couple dozen extra screens. Scripting might even be easier for the item hold tiles, to tell the truth.

Oh well... even if the animated item hold sprites were dropped, this would still be great.

#38 Koh

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Posted 21 October 2011 - 07:54 AM

Would just like to say that I'm still working on these, but have come across more work to do, like this programming project for class, and our group assignment. I'll slowly update it across the weekend, and probably post something Sunday when I post SR icon_smile.gif.

#39 Radien

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Posted 21 October 2011 - 07:58 AM

QUOTE(Koh @ Oct 21 2011, 05:54 AM) View Post
Would just like to say that I'm still working on these, but have come across more work to do, like this programming project for class, and our group assignment. I'll slowly update it across the weekend, and probably post something Sunday when I post SR icon_smile.gif.

icon_smile.gif icon_thumbsup.gif

Are you working on attack animations now?... Will there be any other animations that use more frames than ZC normally supports?

#40 Koh

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Posted 21 October 2011 - 08:40 AM

QUOTE(Radien @ Oct 21 2011, 08:58 AM) View Post

icon_smile.gif icon_thumbsup.gif

Are you working on attack animations now?... Will there be any other animations that use more frames than ZC normally supports?

Well I was doing casting, but I'll do those afterwards. And most likely; I plan to have these poses use moar frames:
-Casting (3, for hair/tunic blowing in the wind)
-Jumping (like 8, for smooth flipping)
-KO (Unknown number, so Link has a dramatic faceplant to the ground, like on LTTP)
-Roc's Cape (3, for wind blowing)
-Swimming Hold Tiles (for a similar effect as the normal ones)

And that's all I can think of for now. But as with the other poses that have more frames than usual, even the normal, static frame should look fine =).

#41 The Satellite

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Posted 21 October 2011 - 06:54 PM

Wow I totally overlooked this for ten days...
QUOTE(Koh @ Oct 10 2011, 03:03 AM) View Post
Lol, just like you made me think "Super Mario 3D Land" was a remake of the original GB game XD. Now we're even, icon_deformed.gif!
I didn't really think they were Wynaut tiles; I was just making a horrid joke. icon_heh.gif
QUOTE(Koh @ Oct 10 2011, 03:03 AM) View Post
Hopefully, my attention span lasts long enough for me to make a plethora of sprites icon_smile.gif.
Would be awesome. I mean, I seriously would attempt to start up a quest with them if you completed them. No guarantees I'd finish it but starting it, definitely. icon_deformed.gif

#42 Xenix

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Posted 11 November 2011 - 07:32 PM

I just wanted to check and see if there was any more progress on these tiles. This topic hasn't been posted in for a while now.

#43 Jared

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Posted 18 January 2012 - 10:58 PM

This kind of...died. icon_razz.gif
Still being worked on, planned maybe? icon_cat.gif

#44 Koh

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Posted 19 January 2012 - 07:29 AM

Nah it's not dead, I'm just working on other things simultaneously. I'm going to finish this 'cause several people have said they want to use him for their quest. Can't keep 'em Linkless, doncha know icon_smile.gif.

#45 Anthus

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Posted 19 January 2012 - 01:16 PM

These are some of the neatest Link tiles I've seen. The hair is very well done.

I only have one minor nitpick. Link's tunic looks a bit odd in the hold item animations. It looks less like ruffling of cloth, and more like random green pixels shuffling about, but other than that one stance, the rest or spot on, and nicely animated. icon_smile.gif

Edited by Anthus, 19 January 2012 - 01:17 PM.



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