Love 'em!
Eclipsing Reason Sidescroller Sprites
Overview
Creator:
Cjc
Updated: 05 Jun 2008
Downloads: 108
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Download Tile (24.38 KB) |
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| Tags: 16-color, Character, Edited, Original, Player, Sprite | |||
Information
UPDATED: Animations improved, animations added, and explanations improved.
These are the mostly-custom sprites that I intended to use for my first big quest, Eclipsing Reason. They were designed for an entirely side-scroller adventure, and require their own pallette (Which is appropriately arranged in the file, for easy grabbing.)
The tiles use the 32x32 pixel (AKA 2x2 tile) sprite extension feature intended for release in version 2.5 (And currently available in beta builds). As far as I a [View Full Description]
These are the mostly-custom sprites that I intended to use for my first big quest, Eclipsing Reason. They were designed for an entirely side-scroller adventure, and require their own pallette (Which is appropriately arranged in the file, for easy grabbing.)
The tiles use the 32x32 pixel (AKA 2x2 tile) sprite extension feature intended for release in version 2.5 (And currently available in beta builds). As far as I a [View Full Description]
About Reviews
Description
UPDATED: Animations improved, animations added, and explanations improved.
These are the mostly-custom sprites that I intended to use for my first big quest, Eclipsing Reason. They were designed for an entirely side-scroller adventure, and require their own pallette (Which is appropriately arranged in the file, for easy grabbing.)
The tiles use the 32x32 pixel (AKA 2x2 tile) sprite extension feature intended for release in version 2.5 (And currently available in beta builds). As far as I am aware, they are functional for all builds comperable to 798. They are animated for the BS style.
To extend the link sprites, go into his sprite editor and when selecting a tile press 'X' twice. Then, be sure to select the tile that contains his feet, so that it animates properly. You should be able to see him run instantly.
To make this more clear, and to emphasize that the tile shift IS NECESSARY, there is an image included that shows how to set up a 2x2 tile, including where to set the selection (Demonstrated by the white-outlined tile) and the area that will be used for sprite animation (Demonstrated by the alternating colors of pink and blue). This piece is not intended for ripping, and is for informative purposes only.
The zip file contains two rippable items, labeled "LinkGroundedSprites" and "LinkClimbingSprites". The "LinkGroundedSprites" file contains standard animation within the first five sprite rows (10 tile rows). The rows are as follows (from left to right, starting at the top):
***Link Right Animation***
(Walking [First 3 sprites])
(Swing Right [Fourth sprite, also serves as pound Left])
(Stab Right [Fifth sprite])
(Swimming [Last 3 sprites])
***Link Misc. Animation***
(Jumping [First 3 sprites])
(Hold 1 Hand [Fourth sprite])
(Hold 2 Hands [Last sprite])
***Link Left Animation***
(Same order as Right. Don't forget to set sprite four for "Pound Right")
***Link Up Animation***
(Same order as Right. Because Link cannot move up in a sidescroll screen, he will tap his foot and blink while moving up. I have tested this extensively, and the animation is pleasant. The slash sprite on this row is the pound sprite for down movement as well)
***Link Down Animation***
(Same order as Right. Link will sit still and blink while moving down. The slash sprite for down also serves as the pound sprite for up.)
Beyond the first five rows are animations designed for specific scripting functions, specifically a dashing script. These animations are only provided for left and right movement, so be sure your script is adapted to function accordingly. They are excessively difficult to use, and should be reserved for expert questmakers.
(They are arranged to match the animations set for the original five rows after tile-modding. The tile mods are 240 for right-running sprites and 360 for left-running sprites. They are designed to show Link falling over when he hits a wall, which is why they require two separate dummy animation items)
In the "LinkClimbingSprites" file, you will find several animations of Link on a ladder. These are also for scripting purposes, but are much easier to use than the dashing tiles. Remember, when using an item to tile-mod, you must count from the original tile (Which is tile 21 on the page you place the grounded sprites on). Each row has 20 tiles, so you can easily count down rows until you reach the climbing sprites to calculate the tile mod (Or just subtract).
--------------------------
Other Materials Included
--------------------------
Animating weapons with these tiles can proove... difficult. Included are some of Freedom's weapon sprites recolored and shifted to animate properly with these sprites. Use them as a reference to draw or shift your own weapon tiles. The two formats demonstrated are the sword and hammer, and the shifts required become more apparent when ripped into ZQuest. As of build 798 it is impossible to animate the Hookshot properly with these tiles (I'm sure I could work something out eventually, but have not prepared such a script/such tiles yet).
Also included is the original bitmap from which I derived these tiles. As you will see, the color is poor and the creator did not specify credit requirement or even his name. By my word I have not modified this picture outside the filename. If you for some reason feel my reinterpretation of this original image is wrong or inferior, you are free to construct a better version (As I have provided you with the means).
These are the mostly-custom sprites that I intended to use for my first big quest, Eclipsing Reason. They were designed for an entirely side-scroller adventure, and require their own pallette (Which is appropriately arranged in the file, for easy grabbing.)
The tiles use the 32x32 pixel (AKA 2x2 tile) sprite extension feature intended for release in version 2.5 (And currently available in beta builds). As far as I am aware, they are functional for all builds comperable to 798. They are animated for the BS style.
To extend the link sprites, go into his sprite editor and when selecting a tile press 'X' twice. Then, be sure to select the tile that contains his feet, so that it animates properly. You should be able to see him run instantly.
To make this more clear, and to emphasize that the tile shift IS NECESSARY, there is an image included that shows how to set up a 2x2 tile, including where to set the selection (Demonstrated by the white-outlined tile) and the area that will be used for sprite animation (Demonstrated by the alternating colors of pink and blue). This piece is not intended for ripping, and is for informative purposes only.
The zip file contains two rippable items, labeled "LinkGroundedSprites" and "LinkClimbingSprites". The "LinkGroundedSprites" file contains standard animation within the first five sprite rows (10 tile rows). The rows are as follows (from left to right, starting at the top):
***Link Right Animation***
(Walking [First 3 sprites])
(Swing Right [Fourth sprite, also serves as pound Left])
(Stab Right [Fifth sprite])
(Swimming [Last 3 sprites])
***Link Misc. Animation***
(Jumping [First 3 sprites])
(Hold 1 Hand [Fourth sprite])
(Hold 2 Hands [Last sprite])
***Link Left Animation***
(Same order as Right. Don't forget to set sprite four for "Pound Right")
***Link Up Animation***
(Same order as Right. Because Link cannot move up in a sidescroll screen, he will tap his foot and blink while moving up. I have tested this extensively, and the animation is pleasant. The slash sprite on this row is the pound sprite for down movement as well)
***Link Down Animation***
(Same order as Right. Link will sit still and blink while moving down. The slash sprite for down also serves as the pound sprite for up.)
Beyond the first five rows are animations designed for specific scripting functions, specifically a dashing script. These animations are only provided for left and right movement, so be sure your script is adapted to function accordingly. They are excessively difficult to use, and should be reserved for expert questmakers.
(They are arranged to match the animations set for the original five rows after tile-modding. The tile mods are 240 for right-running sprites and 360 for left-running sprites. They are designed to show Link falling over when he hits a wall, which is why they require two separate dummy animation items)
In the "LinkClimbingSprites" file, you will find several animations of Link on a ladder. These are also for scripting purposes, but are much easier to use than the dashing tiles. Remember, when using an item to tile-mod, you must count from the original tile (Which is tile 21 on the page you place the grounded sprites on). Each row has 20 tiles, so you can easily count down rows until you reach the climbing sprites to calculate the tile mod (Or just subtract).
--------------------------
Other Materials Included
--------------------------
Animating weapons with these tiles can proove... difficult. Included are some of Freedom's weapon sprites recolored and shifted to animate properly with these sprites. Use them as a reference to draw or shift your own weapon tiles. The two formats demonstrated are the sword and hammer, and the shifts required become more apparent when ripped into ZQuest. As of build 798 it is impossible to animate the Hookshot properly with these tiles (I'm sure I could work something out eventually, but have not prepared such a script/such tiles yet).
Also included is the original bitmap from which I derived these tiles. As you will see, the color is poor and the creator did not specify credit requirement or even his name. By my word I have not modified this picture outside the filename. If you for some reason feel my reinterpretation of this original image is wrong or inferior, you are free to construct a better version (As I have provided you with the means).
Credits
To be fair, I cannot take full credit for these tiles. There was an online source (as specified in the description) from whence I obtained the template, that being one front-facing and one side-facing Link sprite. From there, I crafted the animation and pallette so that they could be Zelda Classic compatible.
This process was excessively difficult and should not be minimalized because of the source. After all, there have been far less inventive tweakings that recieved far better ratings.
This process was excessively difficult and should not be minimalized because of the source. After all, there have been far less inventive tweakings that recieved far better ratings.





