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Tileset I'm working on


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#31 FnrrfYgmSchnish

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Posted 06 January 2014 - 03:13 PM

Yeah, most of the palettes so far have just had darker shades of the exact same color for their darker bits (aside from the overworld's cset 4 which has the snowy white + teal-ish color setup, and some of the dungeon palettes which do have a bit of a shift for the lightest and darkest colors on the walls and doors.)  I may fiddle with them a bit more before releasing the tileset, though.

 

I'd like to ask, is your example quest using any scripts?  Since you obviously know how to use the Enemy Editor fairly well, I know a really easy script to use that lets you make 32x32 enemies through the Enemy Editor, if you'd like to have something other than the default bosses to use.

 

I haven't tried scripting in ZC at all yet, so at the moment there's no scripting involved.  Also, as mentioned before, my sister is the one actually working on the example quest (and she's basically learning how to use ZC as she goes along; she seems to have a pretty good grasp of map setup, enemies, etc. but still needs a bit of help with setting up secrets and items occasionally)--I'm just making all the graphics and setting up the custom enemies.  She has mentioned that there aren't many good boss choices among the default enemies, though.

 

I've actually tried making a bigger mini-boss sort of enemy once (and found that unfortunately the default "walking enemy" type only uses one tile of a 32x32 enemy sprite if you try to set it up to use something like the boulder/Aquamentus/etc. sprites), so a script that makes that possible through the enemy editor (without any need to program every little thing of the enemy in with scripting) sounds like it could be really useful.



#32 kurt91

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Posted 06 January 2014 - 05:54 PM

I've got to go take care of some animals, but I'll send you a PM with the script and directions. Trust me, it's one of the easiest things you can set up.

 

EDIT: I'm back, and I'm working on that PM right now. I've been needing a guinea pig for a tutorial I was planning on writing on this, actually. Let me know if this helps. If so, I'll ask about getting it added in a new section of the 2.50 tutorial.

 

EDIT II: Finished it. It's a lot of text, but only because it takes a bit more space to type in "Click this box to do this" than how easy and simple of an action it is. I even took a couple pictures to help get the point across. My sister doesn't use ZQuest at all, but I had her follow along and she did it correctly, so it should be fairly idiot-proof. (trust me, knowing my sister, it has to be if she got it right.) If you understand how the script works, I can tweak it a bit more to give you more control over how the enemy works, you'll just have to put in a couple extra numbers per enemy.


Edited by kurt91, 06 January 2014 - 07:33 PM.


#33 David

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Posted 10 January 2014 - 09:49 PM

YES! It is finally out! :D

 

http://www.purezc.ne...=tilesets&id=86


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#34 Ventus

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Posted 10 January 2014 - 10:43 PM

With this tileset finally being released I have to say this is one of the most beautiful classic style sets I've seen :3

I might even come out of retirement and make something basic with this tileset :)  



#35 FnrrfYgmSchnish

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Posted 10 January 2014 - 11:22 PM

Heh, whoops! I was going to mention that it was released on here, but I didn't know exactly when it would show up on the site... so I ended up not knowing until a couple hours after the fact. XD

 

Anyway... yep, it's done.  I may go back and fiddle with things here and there later if anyone finds any mistakes (I know I caught some walkability errors in the house tiles earlier today while doing my last few edits before uploading) or there's anything major missing.  Or if any new built-in enemies/items/etc. get added into ZC at some point in the future, of course... though I already have graphics in there for things like the ice Wizzrobes and stronger Peahats/Ghinis/Tektites/etc.

 

Thanks for all the responses so far.  Was not expecting reactions to be so overwhelmingly positive! It's probably going to take some adjusting for me to get used to seeing other people make their own games with stuff I made, but hey.

 

My sister's example quest is still going; just finished testing out her 6th dungeon (and fixing some issues with it) today.  My death count went from 18 to 29 while I was in there, mostly from attempts at beating the boss (though the handful of purple bomb-spitting Octorok rooms helped, too.)  I managed to convince her to put the Blue Ring into the game somewhere, though, so hopefully Level 6 won't be quite so bad by the time the game's actually done.


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#36 kurt91

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Posted 11 January 2014 - 12:43 AM

This looks really nice! I'm already too far into making the tileset I'm using for my quest to switch entirely, but I'll be sure to download this one and see if there's anything I could use in mine. (If you don't mind me doing so, of course.)



#37 Ventus

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Posted 11 January 2014 - 08:11 AM

I've opened the tileset this morning and damn the tile management is great! makes working with it so much easier. :3

Anyways I feel that it is relevant that post some screens I've already made.

 

4yf1.png

pvdu.png

 


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#38 FnrrfYgmSchnish

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Posted 12 January 2014 - 04:03 PM

Just found some mistakes in the originally submitted version of the tileset today, and fixed them.  The wooden fence combos had messed-up walkability settings (because I had edited them before uploading and forgot to check if the walkability still made sense...), and some combos for the "no faces" style dungeon doors/walls were missing (causing weird glitchy dungeon doors/walls to show up.)

 

I've uploaded a new version that fixes these problems (and also adds multi-tile-wide bridge tiles and a new enemy--purple splitting Like-Liks, which spawn two mini Like-Likes that latch on and drain your HP when hit.)  I'm not sure when it will actually be up on the site, since I just uploaded it minutes ago.  Unfortunately some combos were moved around to make room for the new bridges and dungeon wall bits, so if anyone's already made any maps that use the later chunk of the tileset, upgrading to the new version may cause some glitchiness with those parts.  The early stuff like trees, mountains, grass, water, etc. should all be safe from that though.


Edited by FnrrfYgmSchnish, 12 January 2014 - 04:03 PM.


#39 SpacemanDan

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Posted 12 January 2014 - 09:18 PM

Awesome to see this get released! It looks like a really neat tile set to work with. Thanks for your time and effort put into this! :) Looking forward to giving it a spin.




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