Author Topic: Zelda 8X8  (Read 47771 times)

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Offline necro

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Re: Zelda 8X8
« Reply #45 on: May 22, 2010, 04:01:11 am »

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Offline tr1p1ea

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Re: Zelda 8X8
« Reply #46 on: May 22, 2010, 05:15:46 am »
Do you have a mapper to prototype these on calc?
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Offline Galandros

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Re: Zelda 8X8
« Reply #47 on: May 22, 2010, 05:35:43 am »
wow that looks exactly like Link's Awakening.

I hope Spencer does not mind. j/k
« Last Edit: May 22, 2010, 05:36:17 am by Galandros »
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Offline necro

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Re: Zelda 8X8
« Reply #48 on: May 22, 2010, 05:50:28 am »
No, these are just by hand conversions of the maps in paint. If somebody wanted to program a game with them, I would be willing to map out the entire over world. Of course, somebody could create a new game (zelda based or otherwise) with these tiles.
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Offline DJ Omnimaga

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Re: Zelda 8X8
« Reply #49 on: May 22, 2010, 07:29:36 am »
Wow that's awesome!
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Offline TIfanx1999

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Re: Zelda 8X8
« Reply #50 on: May 22, 2010, 07:34:34 am »
Working in 8 X 8 it can be difficult to get decent detail, but you've done a fantastic job scaling these down! I did some 8 X 8 grayscale Zelda sprites a while back, but I'm not sure if I kept them or not... O_o

Offline ztrumpet

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Re: Zelda 8X8
« Reply #51 on: May 22, 2010, 12:38:30 pm »
Those look incredible!  Excellent job! ;D

Offline Builderboy

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Re: Zelda 8X8
« Reply #52 on: May 22, 2010, 02:23:03 pm »
Wow that looks terrific!  You've done a great job in 8x8 :) Its so small and yet so awesome!

Offline willrandship

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Re: Zelda 8X8
« Reply #53 on: May 22, 2010, 10:50:57 pm »
Nice! So, is that 4-level or 8-level grayscale? I can't really tell, but i can tell it's not 3-level like xlib's.

Offline DJ Omnimaga

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Re: Zelda 8X8
« Reply #54 on: May 22, 2010, 10:53:34 pm »
I doubt with xLIB a grayscale Zelda would run fast enough (even at 3 lv). Just with monochrome it's hard to get more than 4 fps on a SE for an action game.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline meishe91

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Re: Zelda 8X8
« Reply #55 on: May 22, 2010, 11:54:27 pm »
Nice! So, is that 4-level or 8-level grayscale? I can't really tell, but i can tell it's not 3-level like xlib's.

It looks like four level grayscale to me.

I agree with everyone, that look so awesome!
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Offline necro

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Re: Zelda 8X8
« Reply #56 on: May 23, 2010, 01:47:29 am »
its in 4 level gray, and ill post some more once I've got the map extended to tail cave, since Id like to map that level out.
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Offline DJ Omnimaga

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Re: Zelda 8X8
« Reply #57 on: May 23, 2010, 07:30:28 am »
Everytime I look at the map above I am amazed. It would be cool if someone tried to do a 8x8 port of Links Awakening

That said it wouldn't be by me, though. if I did a Zelda calc game, it would be something else than LA, more like a new game (or a remake)
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Re: Zelda 8X8
« Reply #58 on: May 23, 2010, 05:12:04 pm »
Yeah, me either. I have a tendency to finish the engine then go "meh" since the hard part is done. I figure I'll just do it later, then I lose it in a RAM reset. Arrgh! from me you can expect a lot of engines and few real games.

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Re: Zelda 8X8
« Reply #59 on: May 23, 2010, 06:05:41 pm »
D: sorry to hear :(

That said I had two ideas for using those sprites, altough I am unsure yet. The big issue for me with an action/real time game was coding bosses AI
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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