No offense, but this screen is too symmetrical and basic looking. Good job on the tiles though I guess.
My first practice dungeon (and maybe more later!)
#31
Posted 28 April 2012 - 10:26 PM
No offense, but this screen is too symmetrical and basic looking. Good job on the tiles though I guess.
#32
Posted 29 April 2012 - 07:24 AM
#33
Posted 22 May 2012 - 06:14 PM
Cliche NES Dungeon (the first dungeon I made)
Nymph Shrine (the one in the screens in the previous posts)
Goddess's Corpse (a dungeon along the lines of Jabu Jabu's Belly)
Resonating Inferno (a large dungeon filled with lava and the ungrateful dead)
Link's Hut (Link is a prisoner in his own small home)
Here is an image showing the first few rooms of the Nymph Shrine.
Link to image.
As you can see, this will be a sideview dungeon. Everything seen here is found in the actual quest file this is part of.
One of the key points of my dungeons is that the player is NEVER, NEVER, NEVER an all-powerful god. Death comes on swift wings in my dungeons.
Edited by Nolornbon, 25 May 2012 - 09:30 AM.
#34
Posted 25 May 2012 - 08:41 PM
There is so much wrong with the perspective in that shot I don't even know what to say. Why are you mixing classic tiles with real life? Why does the background loop vertically like that?
#35
Posted 25 May 2012 - 09:25 PM
Mushroom Kingdom Fusion Gutsman's Quarry
I wish true backgrounds were possible in Zelda Classic.
#36
Posted 25 May 2012 - 09:33 PM
Mushroom Kingdom Fusion shows that realistic backgrounds can work with game graphics.
Mushroom Kingdom Fusion Gutsman's Quarry
I wish true backgrounds were possible in Zelda Classic.
Well the thing is: those are classic tiles leaning against a realistic background while the video you provided as a realistic background against GBA(?) graphics.
Edited by Shane, 25 May 2012 - 09:36 PM.
#37
Posted 26 May 2012 - 12:16 AM
Tweaks shown here.
I may end up making the doors gray...
#38
Posted 30 May 2012 - 08:12 PM
Arctic Caverns from Battletoads uses such a perspective.
This level in Yoshi's Island uses such a perspective.
I wonder if the pillars in the Pure tileset would work better in this dungeon?
#39
Posted 31 May 2012 - 06:36 AM
It is not wholly wrong to use the perspective I am using in the dungeon Nymph Garden (what I just showed you.)
Arctic Caverns from Battletoads uses such a perspective.
This level in Yoshi's Island uses such a perspective.
I wonder if the pillars in the Pure tileset would work better in this dungeon?
But those levels use it correctly (well, battletoads is debatable) while yours, particularly the pillars, is really confusing.
#40
Posted 31 May 2012 - 02:11 PM
But those levels use it correctly (well, battletoads is debatable) while yours, particularly the pillars, is really confusing.
I will find different tiles for the pillars, then. Nymph Garden is a work in progress (and I am still working on it.)
Update!
The dungeon's structural elements are now grey. I also made new graphics for the columns and the ladders.
Edited by Nolornbon, 31 May 2012 - 07:38 PM.
#41
Posted 31 May 2012 - 08:50 PM
New improvements are great, but maybe also try something that looks like OoT's Forest Temple, with overgrown vines on the wall.
#42
Posted 01 June 2012 - 11:56 AM
I was just gonna' say that you can't always just use existing tiles for a different perspective screen. It will take modification of the tiles, just like you made modified pillar tiles.
To make the floor tiles look easier to understand, best to modify them so that you're not using top-down perspective. I would shrink them vertically a little bit while leaving the horizontal size the same. Plus, you shouldn't see the bottom dark edge of each individual tiles except for the bottom-most tiles (where they meet the wall below them). (I'd make and show you an example, but my computer's been moving inexplicably slow lately.)
#43
Posted 01 June 2012 - 12:22 PM
I will find different tiles for the pillars, then. Nymph Garden is a work in progress (and I am still working on it.)
Update!
The dungeon's structural elements are now grey. I also made new graphics for the columns and the ladders.
Looking better, but modified DoR Link still doesn't fit too well with the surroundings...
#44
Posted 01 June 2012 - 05:34 PM
Looking better, but modified DoR Link still doesn't fit too well with the surroundings...
That is the female character found here actually. There are no good female characters for the classic set in the loose tiles database, so this is what I ended up using.
I am thinking of using poison ivy instead of spikes in the dungeon. Seems more appropriate...
I will see what I can do with the floor tiles of the dungeon. Originality is only good when it is... good.
#45
Posted 01 June 2012 - 06:06 PM
That is the female character found here actually. There are no good female characters for the classic set in the loose tiles database, so this is what I ended up using.
Those sprites are rated 2 stars for a reason. I'd suggest you keep looking. Koh made some rather feminine classic Link sprites. Try these: http://www.purezc.co...o...=49645&st=0
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