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help test a gameboy zelda tileset


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#1 Akkabus

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Posted 10 November 2007 - 02:36 AM

look for the tileset on purezc's tileset database!

this project is a revamp of Glenn The Great's cgbz tileset, but built from the ground up to address some of its organizational downfalls.

some points i'd love to hear comments on:

- the color palette, is it accurate enough to pass for a Gameboy game?
- does it feel like you can use this to make a quest?
- is it organized?
- what tiles are missing? what tiles should be removed?
- are there mistakes and problems with the set?

suggestions and criticisms are always welcomed. thanks a bunch!

download (updated dec 23 2007): http://www.box.net/shared/lu9mjpqyrp

screenshots:

IPB Image

IPB Image

IPB Image

IPB Image

changelog/todo:

dec 22 2007:

- dx cave 1 and 2 palette fixed
- white sword now looks like LA sword
- added new palettes: original gb, sword and shield 2, tarm autumn, symmetry city red
- added Joe123's dx overworld and forest palettes
- added biggoron to scrap
- added stormy sky
- added simple minimap tiles to scrap
- oos palettes fixed again
- map 1 created to preview palettes
- added some missing floor tiles
- organized palette list
- tweaked some colors in random palettes
- some combos have been deleted or moved

dec 21 2007:

- fixed the oos palettes
- edited the readme
- more tile and combo shuffling

dec 18 2007:

- moved some scrap tiles into the main tile pages
- shuffled combos around to make them easier to use
- added transparent-edged mountains
- tweaked blank spaces between categories
- ptux overworld palettes added
- added some tiles from dor and ptux
- flipped palette greens to better match bushes and tall grass (idea by Joe123)
- replaced ptux bush leaves with more accurate leaves

dec 17 2007:

- changes based on Phoenix's The Dark Wizard quest
- changes based on Joe123's The Fort Knights quest
- edited sand tiles
- added Joe123's custom palettes
- added Joe123's custom tiles and rips
- added Joe123's Link falling and ocarina tiles into scrap
- added two new combo categories, 'from dgn' and 'from ow', to indicate combos that are natively dgn or ow but, for convenience, are located in the opposite category (idea by Joe123)
- more minor tile edits
- barred doors should now look right for ow walls
- imported a few original cgbz tiles
- combo'ed some previously-scrap tiles
- added various DoR tiles to scrap
- moved tiles, combos, and blank spacings around
- added Phoenix's full rails and borders

dec 14 2007:

- some dgn floor tiles had wrong colors, now recolored
- added push blocks into the scrap pages
- various minor tile edits

dec 12 2007:

- edited some tiles
- added underwater treehouses to scrap page
- added a missing passageway tile
- multi-directional combos are now consistent

older changes removed to save space.

todo:

- forest transparencies don't work in 192b183, how to fix?
- make tileset ready for zc 2.5? how?
- add all the dungeon door sets?
- add door and fire animations?

Edited by Akkabus, 23 December 2007 - 03:31 AM.


#2 Zemious

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Posted 10 November 2007 - 02:56 PM

Wow, this is amazing!
I took a look at it and the organization is amazing.
I may be old school but whats the point of having these out in the tile section?
IPB Image

Once you're finally done, I'm going to add some tiles I sprited to these, and I'll edit a few.

#3 Mitchfork

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Posted 10 November 2007 - 03:19 PM

Here's a few small things I noticed:
1. The first tile in every tileset should ALWAYS be transparent. Why? Because when I place the first combo on a screen, every other blank space becomes whichever combo is first on the list. On layer screens, this means that I have to manually place transparency.
2. You should make the very tips of the roof corners transparent. They look WAY better when layered with the transparency. EDIT: Specifically, the wooden "arched" roof.

Other than that, good job making this set! icon_thumbsup.gif

Edited by Ebola Zaire, 10 November 2007 - 03:21 PM.


#4 Akkabus

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Posted 10 November 2007 - 03:21 PM

oh thanks, i was going for emphasis on color organization. i find that with a lot of great tilesets on purezc, i simply couldn't work with them because of the way the colors are set up.

i haven't taken a look at any zquest versions past 2.10 yet, so hopefully my color woes might be solved with the upcoming 8-bit colors? but i don't know anything about it past the point of reading it on the forums.

btw, i uploaded another version just now. added:

- some new ground tiles
- reset the init data
- added missing beach combo

zemious, those are just backend combos. you can delete them if you want. in fact, most of the combos on the set are rudimentary. i just wanted to give a hint as to what's on the table, so you can recolor/edit everything to fit your quest needs.

edit: thanks ebola. i thought it was transparent, i'll go change it real quick and re-upload. OK, i addressed both problems you pointed out. thanks again.

another edit: the gasha tree has been included in the current version, thanks ebola (yet again).

Edited by Akkabus, 10 November 2007 - 04:53 PM.


#5 Mitchfork

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Posted 10 November 2007 - 03:41 PM

Also, here's a Gasha tree (without nut). I don't believe it's ZC compatible as it is, but you should be able to draw it from this.
IPB Image

#6 Zemious

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Posted 10 November 2007 - 03:55 PM

What you're doing is really good. When you're making this tileset, think of everything.
ZC can do A LOT now with scripts and stuff.

Here's an example of the tiles I've edited, if you're familiar with the Gameboy Zelda games, you'll see which tiles were edited.
IPB Image

Edited by Zemious, 10 November 2007 - 05:27 PM.


#7 Taco Chopper

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Posted 11 November 2007 - 06:04 AM

Woah, woah. Wait a minute.

You do know that I haven't finished updating the CGBZ tileset yet, right? You should probably look at it here. A small information topic is also being submitted for the Expo, so have a look at that as well. icon_wink.gif

#8 Akkabus

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Posted 11 November 2007 - 04:23 PM

oh hmm...in that case, i'm not sure what direction i should take with this tileset, submit it or just use it for my next quest. the whole motivation behind this set was to make cgbz useable for me on a personal level. eh, i'll just let my tileset live on this thread in the meantime. i can't wait to see what you've done with cgbz though! feel free to take any loose tiles from my set if you need them.

zemious, that's a really nice screen, and those are nice tall grass edits. i'm wondering if i should have something like that inside ezgbz since i already have some tiles that aren't originally from the Gameboy games. by the way, i think those water tiles are actually horizon water tiles, the kind of tiles you put with mountains overlooking a horizon/sunset.

edit: oh wait, i see what you did with those water tiles, that's kind of nifty. ^_^

Edited by Akkabus, 11 November 2007 - 04:25 PM.


#9 Taco Chopper

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Posted 13 November 2007 - 01:08 AM

I will. I had a look at your tileset, and it's nice. icon_biggrin.gif

#10 Zemious

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Posted 13 November 2007 - 11:15 AM

If you want to use any of my tiles, just say so and I'll give you the rip. icon_wink.gif


Also, can you upload an updated version of your tileset? I'd like to add a few things to it, like my water.

Edited by Zemious, 13 November 2007 - 11:18 AM.


#11 Akkabus

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Posted 13 November 2007 - 03:53 PM

zemious:

the link at the top is the latest version. keep in mind that the set is undergoing a lot of changes, so you might not want to combo in anything big. regards to the grass tiles: i'm going to (try to) stay as true to the original as possible, unless it's necessary to make major changes, like i did with the ground tiles in favor of ease of use. in that case, i can't include your grass tiles into the set because in the original Gameboy games, the tall grass had no rounded corners. however, i can still include stuff like sprites, the Maku tree (hint hint), and any overworld/dungeon tiles i snuffed out (i can already think of one--the gate guarding the Maku tree in Horon Village). you can obviously still use your tiles for your own version of the set, though. would be a waste if you didn't. ^_^

Edited by Akkabus, 13 November 2007 - 03:58 PM.


#12 Zemious

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Posted 14 November 2007 - 12:59 PM

I can understand completly. icon_smile.gif
Keep up the good work and don't stop working on the tileset.
When you feel sick of working on it, let somone else work on it instead of letting it die.
A lot of people take breaks from their projects and never return to them.

#13 Feenicks

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Posted 14 November 2007 - 10:30 PM

Nice tileset!
If you want, I'll PM you the recolors of Radien's GB dungeon tiles and dungeon DMap-compatible doors (although only north and south ones are needed, because of the way dungeon doors work).

#14 Akkabus

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Posted 14 November 2007 - 11:30 PM

sure phoenix, i'll be happy to check out the door tiles. i've run into a snag with the dungeon door sets because the walls in the GBZ games are only one combo wide.

off-topic: i uploaded an updated version of the tileset.

Edited by Akkabus, 14 November 2007 - 11:30 PM.


#15 Joe123

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Posted 15 November 2007 - 03:06 AM

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.


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