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[WIP]Super Gameboy Tileset


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#31 Koh

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Posted 10 March 2013 - 07:18 AM

Must I assume the palm tree variants on the right from the silence? To be safe...

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I decided it'd be fruitful to make small versions of all the 32x32 trees that will appear in the set. How this is done, to retain GB style, is to scale the original GB tree down by 50%, and use it as a reference for freehanding an outline for a true small tree. Then I do the normal advancification process. So each tree variant in the set wil have it's own "shrub" so to speak, but I will be putting the "for realsies" shrub from the Oracle games in here as well. The reason there's a 16x32 palm tree and not one for the basic tree is because that variant was directly available from Link's Awakening's tiles.

Edited by Koh, 10 March 2013 - 07:22 AM.


#32 Sheik

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Posted 10 March 2013 - 08:42 AM

Hard to say which palm tree to choose. The left one looks cleaner while the right one seems to have more structure. While something is odd about it I think the right one looks better atm as it has more depths.

#33 Koh

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Posted 10 March 2013 - 10:18 AM

How about this...
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I tampered with the big right one a bit more. If that's the best, I can easily edit the other sizes accordingly =). Also, true shrub and first sign variant.

Edited by Koh, 10 March 2013 - 10:18 AM.


#34 Jared

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Posted 10 March 2013 - 01:11 PM

Oooh, I love the variations of the tiny trees! Awesome job.

Edited by Jared, 11 March 2013 - 10:30 PM.


#35 Koh

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Posted 11 March 2013 - 07:37 AM

You know what's making this extremely time consuming? No one's ripped the Oracle games' tiles properly, so I have to play Seasons through (which I don't mind <3), and as I go, grab all of the tiles I can. Especially the Seed Trees. Spriter's Resource has failed me for once =x. Link's Awakening, I already have a 100% file handy, so if I see any tiles I need, or remember any, I can just pull it up, load my save state and begin tile ripping. The major problem, of course, will be later, when I get to the sprites and need to rip bosses and stuff...I'll have to go through LA AGAIN! I can just rip the stuff from Seasons as I go. Then I'll need to do the same for Ages. Perhaps when I finish, I can submit sheets to Spriter's Resource, so no one has to go through this pain again.

Edited by Koh, 11 March 2013 - 07:41 AM.


#36 Koh

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Posted 19 March 2013 - 09:51 AM

What do you guys think of these...something I just did before I have to go to class now...conjured up the "reds," and started some enemy sprites.

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#37 Ventus

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Posted 19 March 2013 - 09:54 AM

Awesome looking, those enemies look amazing. icon_thumbsup.gif.

Gotta love that nice new sprite smell in the morning.



#38 DragonDePlatino

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Posted 19 March 2013 - 09:07 PM

Wow...I think you've got some amazing progress so far! Those octorocks looks fantastic! Hmm...and if you want to find tons of GBC Zelda graphics, I would highly suggest ripping them from sheets from EZGBZ, seeing as it has 99% of all of the GBC's graphics, including the weird stuff like the Link ring transformations and trade quest items. Oh, and if you're gonna do a GBC tileset, would that also include custom tiles? icon_biggrin.gif

#39 Koh

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Posted 20 March 2013 - 10:00 AM

QUOTE(DragonDePlatino @ Mar 19 2013, 10:07 PM) View Post

Wow...I think you've got some amazing progress so far! Those octorocks looks fantastic! Hmm...and if you want to find tons of GBC Zelda graphics, I would highly suggest ripping them from sheets from EZGBZ, seeing as it has 99% of all of the GBC's graphics, including the weird stuff like the Link ring transformations and trade quest items. Oh, and if you're gonna do a GBC tileset, would that also include custom tiles? icon_biggrin.gif

I just feel like some of them are still missing is all, which is why I'm going through the Oracles on an emulator and ripping as I go =). All of the graphics are remaining GB (no clashing or mixing from other styles, like LTTP or MC), but they are all given a custom advancification from their 8-bit originals. Such as the following!

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I decided to just do one big sprite sheet, since I now have the palettes ready to just pull in with the use of R. This is easier to keep track of, since it's all in one place. What do you guys think of the "blues," "blacks," "yellows," and "purples" I presented here? This should be all the colored variants we need in the palettes. I haven't thught about how the colors will need to cycle with the CSets yet though. What do you guys think?

#40 Sheik

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Posted 20 March 2013 - 10:30 AM

I you have free space you could look into teal. Teal is a wonderful color, but it is terribly underused. Other colors are looking good. Hard to judge without seeing them in some in-game setting, though.

#41 aaa2

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Posted 20 March 2013 - 04:20 PM

This could turn into a very good tileset.

#42 DragonDePlatino

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Posted 20 March 2013 - 05:15 PM

QUOTE(Koh @ Mar 20 2013, 10:00 AM) View Post
What do you guys think of the "blues," "blacks," "yellows," and "purples" I presented here?
As with the rest of what I've seen so far, I think you're doing a fantastic job so far! Hmmm...I think those colors are fine, but the pink doesn't seem incredibly useful...couldn't you swap that color out for a brown or something? Also, I'm not entirely loving the black...I think it should be either darker or lighter, so it could be a white/gray or a really dark black. Oh, and it would be cool if you could do something with the whites. It seems a little bland to keep them the same color all throughout the CSets, so why not do something like change the green's to yellow, or the blue's to cyan? Even thought it would change the color of things like highlights and teeth, as long as you keep your hue shifting in mind, I think it could still be pulled off quite nicely. icon_biggrin.gif

#43 Jared

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Posted 20 March 2013 - 06:08 PM

I love the enemies, Koh. Very well done. How rainbow-y! My favorites are the black and purple.

#44 Koh

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Posted 22 March 2013 - 12:45 PM

QUOTE(DragonDePlatino @ Mar 20 2013, 06:15 PM) View Post

As with the rest of what I've seen so far, I think you're doing a fantastic job so far! Hmmm...I think those colors are fine, but the pink doesn't seem incredibly useful...couldn't you swap that color out for a brown or something? Also, I'm not entirely loving the black...I think it should be either darker or lighter, so it could be a white/gray or a really dark black. Oh, and it would be cool if you could do something with the whites. It seems a little bland to keep them the same color all throughout the CSets, so why not do something like change the green's to yellow, or the blue's to cyan? Even thought it would change the color of things like highlights and teeth, as long as you keep your hue shifting in mind, I think it could still be pulled off quite nicely. icon_biggrin.gif

The way I plan on doing it is..

[Trans] [Outline Black] [White] [Gray]
[Inner Line Color] [C1] [C2] [C3]
[Brown] [C4] [C5] [C6]
[Darker Brown] [C7] [C8] [C9]

That way I can have C1-9 be the primarys, and secondarys through C-Set cycling (Red, Blue, Green, Dark Gray ("Black"), Gold, Purple)) so every one of them has access to the basic spelled out things =).

So...Link's walking sprites and tunic colors, of which are probably going to be the only LTTP reference in this tileset.

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Yes he still uses two actual frames. I just set it up BS animation style so we don't have any of those weird Classic animation problems going on with Up facing sprites.

#45 DragonDePlatino

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Posted 22 March 2013 - 03:54 PM

QUOTE(Koh @ Mar 22 2013, 12:45 PM) View Post

The way I plan on doing it is..

[Trans] [Outline Black] [White] [Gray]
[Inner Line Color] [C1] [C2] [C3]
[Brown] [C4] [C5] [C6]
[Darker Brown] [C7] [C8] [C9]

That way I can have C1-9 be the BLAH BLAH BLAH BLAH...

So...Link's walking sprites and tunic colors, of which are probably going to be the only LTTP reference in this tileset.

Yes he still uses two actual frames. I just set it up BS animation style so we don't have any of those weird Classic animation problems going on with Up facing sprites.
O-o CSet allocation mumbo-jumbo makie no sense to dragon. Um...I guess I can just assume you know what you're doing, there. :B

Hmm...I'm really liking the Link sprites, but I think the yellow for the gold ring could be just a liiittle bit more saturated! Heh, and I'll be excited to see if anything good comes of this! After I'm done with my next round of Fairy Dream spriting, I'll see if you need any help with anything. icon_wink.gif


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