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The Legend of Zelda: Sacred Talion

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Gears and Selectors


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#1 RetraRoyale

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Posted 22 August 2014 - 12:02 AM

Ok, I did a lot today. Mostly animating misc sprites and making sure all my equipment works as intended. (Barring the scripted stuff.) Apparently I built the subscreen with Roc's Feather right in the middle, but Sacred Talion doesn't use Roc's Feather, so I need to find a replacement item of some sort. I also had to fix some item drop errors, because my bushes were droppin' mad fairies, and that ain't how I want it to happen. In fact, bushes and grass will essentially drop nothing. You want to get money, you bomb some grottos and caves. Go exploring! I'll will put secret monies everywhere. No boring grinding in this game: just pure fun. And lots of neat stuff to buy.

Here's some more info about the tileset:

0QPoqFn.png

There are 10 basic ground types. Each one will have mountains, transitions, water borders, grasses, bushes, etc. It takes up a lot of tile space. In order, we have:

Grass
Wild grass
Alt grass
Alt Wild grass
Coverage
Coverage Wild Grass
Dirt
Cracked dirt
Desert
Beach

"Coverage" is just a fancy word for a snow flex type ground. It's meant to be snow, but it can also function as slime, ash, or just another shade of grass, depending on the palette. Since every screen will have these 10 ground types available, there will be plenty of room for colorful and interesting screens. The main trouble is layer management. That's why there are so many redundant tiles. In order to make it easy to work on as few layers as possible, more effort has to be dedicated to mastering the combos and tile setup. Since that is all front-loaded work, I think it is the best way to conserve workload. But it means I have to a lot of work before I can start making productive screens.


Anyway, I started out the day by making some neat animated gears in the Castlevania style. They are for classic (CSet 6, I think.) They look pretty amazing. I had to animate them and watch them for about 10 minutes just to get over it. Too bad I have no use for them in Sacred Talion, or else I would make 8-bit versions.

mh04cy7.png


Log dump:
::August 21, 2014::{
Made some animated gears for Alucard648's Link Stuck in Castlevania quest.
Made a Chasupa enemy sprite.
Worked on Misc Sprites some more. Imported and recolored explosions and death animations until I can think of something better for them.
Imported a Nayru's Love effect and recolored it.
Apparently there are a few hard-coded item drop sets I need to re-add to the file.
Added hard-coded entries and fixed the enemies that needed them. Fortunately they overlapped on common bombs and arrow drop sets, which are pretty rare.
Made various clippings, ripples, hovers, and ruffling effects.
I explored the large item selector option and made a sweet new item selector. It's three rotating colored lights. It works well.
Time to make a full backup! It's been an awesome week so far.
}


Edited by RetraRoyale, 22 August 2014 - 12:39 PM.

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#2 Demonlink

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Posted 22 August 2014 - 03:15 PM

Wow, all of this sounds neat and fantastic! :D So, I assume you're going for a tileset even bigger than DoR? I like the style you're going for and great luck on your quest as well! :D



#3 RetraRoyale

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Posted 22 August 2014 - 04:08 PM

Thanks! I don't know how big DoR is, but the main reason I don't like it is because there is too much style-clash and I don't know where or why anything is. Too many hands in the kitchen and too many different ingredients in the pot. Since this is a personal project, I wanted total control over all aspects, which meant I had to build my own palette structure and do all the detail work myself.

 

That also means that this is an advanced tileset. Even moreso than DoR, since I am building it with scripting in mind. So dark rooms, doors, and several enemies will all require scripts to work. For instance, there aren't going to be any quick door placers like you have in classic; you will actually have to place a script and set variables for every door.

 

The good news is that Sacred Talion has a lot of different environments: snowy forests and mountains, jungles, volcanoes, castles, fields... You'll see a lot of barns, wheat fields and ships near the towns. The Gerudo city has mud-brick buildings and the Jungle has thatch huts. They are all built using a consistent style.

 

ep78w2D.png

 

Anyway, the palettes are not final. What I'm using is just something to work with. The bottom two roofs might change in the future too, particularly since the GB one needs some texture.


Edited by RetraRoyale, 22 August 2014 - 04:10 PM.

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