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2 Tile Height hero... possible?

Hero Script

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#1 Bagu

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Posted 09 February 2020 - 09:25 PM

While I'm making the last "fine tunings" in my first demo, I have had a request of a popular german metal band (Grailknights, Superhero Metal).
Theese guys would love to see themself in a classicle (S)NES style game. 
I know, I can perfectly use different characters by adding "silent items" with tile modifying properties.
But would it be possible, to use write a scripts that enables a double tile hero sprite?
...like used in LoZ2 ...only difference - not only left/rightview, also front/back.

I guess it will not work, but I don't have the knowledge ot be sure, so I ask.
The upper part should be the attack-controller...
Both would have to check solidity of combos...
Guess there's much more to take care of
(one thing might be "cave walk down/up" and other animations and cutscenes).

I also thing, the attack, when facing down (frontview) could be a problem,

when the upper sprite is the "attacker".

Also a difficult animation, cause it shall not look like the blade is comming out of Link's legs.
(it will cerntainly not be Link but one of the band members)

Thank you!

Gonna load up my current quest, during next week.
(if there are any other german quest makers here, check it out)

 



#2 Russ

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Posted 09 February 2020 - 09:34 PM

This doesn't need scripting. It's in ZC by default. Quest->Graphics->Sprites->Link and then, while select a sprite, press X once to switch to 16x32.


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#3 Bagu

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Posted 09 February 2020 - 09:46 PM

Wow, didn't know that

THNAKS A LOT!!!


I've seen it now
This is fantastic

I love this programm more and more, EVERY DAY!


Can you send me a screenshot of an example 2tile-hero tile pack?
Just to check that I arrange it right way


Edited by Bagu, 09 February 2020 - 09:48 PM.


#4 Bagu

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Posted 09 February 2020 - 10:34 PM

Just one more question
I don't want to use it for a sideview quest.
It will be a classicle LoZ 1 Overhead game.
So, what about dungeon doors?
Won't a 2 tile hero cause problems, when trying to walk through a 1 tile door (left/right)?



#5 Bagu

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Posted 10 February 2020 - 01:57 AM

I made a screenshot, put an exmple (with sword, only because checking sizes) in the first line(right)
I'm sure I can make all, nessesary versions (motion/shields) and I guess I know how to arrange it,
But I'm still confused how I this size can work, with NES Style dungeon doors

 

d2cfbc8d701352931ca15f9a606751df.png



#6 Jared

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Posted 10 February 2020 - 02:05 PM

I made a screenshot, put an exmple (with sword, only because checking sizes) in the first line(right)
I'm sure I can make all, nessesary versions (motion/shields) and I guess I know how to arrange it,
But I'm still confused how I this size can work, with NES Style dungeon doors

 

d2cfbc8d701352931ca15f9a606751df.png

 

You will want to put the part that goes over Link's head on or above layer 3, so he passes UNDERNEATH. Which tileset are you using, Classic? It's easier to help tileset by tileset :)

 

Also, that's actually a really nice Link sprite!


Edited by Jared, 10 February 2020 - 02:05 PM.

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#7 Bagu

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Posted 10 February 2020 - 06:44 PM

Yes, I'm using the classic tileset.
And I would be really happy if you'd help me to arrange it:

I already tried a bit around
In the short Demo, I will use the one tile version
But for the complete version (and also for the Grailknights Band-Game),
I would prefer 2 tile hero sprites

Thanks for nice reply
I looove your hero tileset, I'm sure I'll use it in a quest
For the current quest, I wanted to make a Link sprite , which is somewhere between LoZ1 and LoZ2 
51d76721c554b4a80b607b6de93422c0.png


Edited by Bagu, 10 February 2020 - 06:57 PM.

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