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Help Needed! Assets Lists.


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#1 Timelord

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Posted 31 December 2020 - 08:05 AM

We have already PAID for an artist to create gfx artists for the open tileset. 

 

He has requested a list of every enemy with notes on every frame of animation required. I am severely overloaded and have been for months, and if you feel up to helping us make a list of normal/classic gfx for enemies that lists the enemy and ts frames and other anim denials, this would be exceptionally helpful to further finishing out open assets package. 

 

If you are willing to help, please either reply to this thread, or send a PM to me. 



#2 Mani Kanina

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Posted 31 December 2020 - 02:05 PM

Worth considering is scope of this?

The two tiers of darknutz in Z1 uses the exact same graphics and just different palette, this need not be the case. So a scope framework would be needed to be defined.


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#3 Timelord

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Posted 01 January 2021 - 11:32 AM

Worth considering is scope of this?

The two tiers of darknutz in Z1 uses the exact same graphics and just different palette, this need not be the case. So a scope framework would be needed to be defined.

 

Those anims use the same tiles. He meeds to know how many tiles (max) each one uses, and how many frames (again max) for each.If two or more share tiles, the overlap is unimportant as the one with fewer frames or dirs will simply not use the additional gfx.

 

Palettes will be on our end. At present, he is doing two to three colours (red, blue, other) for each.

 

This project has been on hiatus for months due to my inability to spare time to make a full assets list...



#4 NoeL

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Posted 01 January 2021 - 07:45 PM

I think what Mani was getting at is that darknuts don't HAVE to share tiles - in fact, the default tileset uses different tiles (though visually identical) for the different enemy tiers. So it's a question of if you WANT to reuse tiles. If you're saying "yes, we want to reuse tiles" then ok, I misunderstood so feel free to disregard this.
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#5 Emily

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Posted 01 January 2021 - 10:17 PM

I believe the point is that if they use identical tiles, they can still use identical tiles



#6 ShadowTiger

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Posted 02 January 2021 - 07:10 AM

Well, here's the question at this point.  Is the objective to either:  (And please respond in terms of these two list items and not a third item; go to the closer more accurate choice then proceed beyond it from there.)

 

1)  Feed a foreign character visual and frame data regarding descriptions of NPCs, player characters, items, effects, and enemies and see what they come up with, or...

2)  Ask someone to recreate ZC's 1st quest tile sheet so it won't overlap with Nintendo's work but still be a ZC tileset.

 

Yes, there's overlap between the two, but only so far that we're going to be receiving recreations of things like Darknuts, Wizzrobes, and Ganon in some capacity.  In option #1, it's us that will be rearranging the results of this artist's work onto either a default tileset or some new tileset.  It would obviously be easier to just plop the art into the classic location of that enemy on the 1st.qst tileset and go from there, but for all I know this is for a completely new tileset where enemies don't have to be located in the same place.  But why depart from what works right now in terms of layout of sprites?  People also go by memory and familiarity.

 

Basically, what are we really trying to do here?

 

I asked Zoria for a template for what it should look like and he uploaded this.   Then I took that and ran with it and made this starter set with a few items expanded on (For clarification for the artist.) and started two enemies and Link, which weren't touched.) then stopped to ask for direction and didn't get very far.  Is that something that should be continued, or did it take an undesirable turn?


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#7 Anthus

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Posted 02 January 2021 - 11:59 PM

I would honestly like to help with this, but tbh, I'm not sure what is being asked exactly. I generally share ShadowTiger's sentiment, and questions. I looked at the templates he posted, and according to the OP, Zoria is wanting this stuff for enemies. The first template stops at Link and Enemies, and ST's version seems good so far, but I am also wondering if we need to consider original ZC default tile layouts with this.


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#8 NoeL

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Posted 03 January 2021 - 02:44 AM

I think ST is missing some details. For example, Aquamentus doesn't have a stated orientation or "quirks" (it needs to be mentioned that it's facing left, and should be mentioned that the hit box is in the top-left quadrant). Also, "4x3 arrangement of 2x2 tiles" is confusing - better to have something like:

Aquamentus (32*32) - green dragon/unicorn that shuffles left/right and fires projectiles. Always facing left.
Anims:
Walking (left, 4 frames)
Preparing to fire while walking (left, 4 frames)
Firing while walking (3-shot spread, fireball, left, originating from centre of top-left quadrant, 4 frames)
Notes: hitbox is only in top-left 16*16 quadrant (roughly where the head would be)

As someone who has worked as an artist, the more detail the better. Saves having to constantly ask for clarification.

Edited by NoeL, 03 January 2021 - 02:44 AM.

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#9 Mitchfork

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Posted 04 January 2021 - 04:42 PM

I think NoeL's template for this makes the most sense - the artist does not need to be responsible for making the tile page, just the tiles.

 

The only other scope question is how much guidance on aesthetic style/details is required.  E.g., how important is it that the Aquamentus replacement have a horn?  Providing these details can influence the design, so they should only be included if those features are required. 

 

As an example:

Lynel (16*16) - Red monster with a Lion's head on a centaur-like body.  Holds two swords and fires sword beams as projectiles.

vs.

Lynel (16*16) - Red monster with a mixture of human/animal characteristics.  Fires beam-like projectiles.

 

These are likely to yield very different results.


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