Omnimaga

General Discussion => Art => Topic started by: necro on July 15, 2009, 06:10:51 pm

Title: Zelda 8X8
Post by: necro on July 15, 2009, 06:10:51 pm
(http://img.photobucket.com/albums/v491/bbensonpck/tlozLA_Test00.png)
(http://img.photobucket.com/albums/v491/bbensonpck/MarinAndTarinA.png)
(http://img.photobucket.com/albums/v491/bbensonpck/tlozLA001.png)
Title: Re: Zelda 8X8
Post by: JoeyBelgier on July 15, 2009, 07:44:02 pm
In what way?
Title: Re: Zelda 8X8
Post by: noahbaby94 on July 15, 2009, 07:45:51 pm
I presume you converted it to b&w then added a HUD? If so it seems to translate rather well except for poor link he got kinda slaughtered.
Title: Re: Zelda 8X8
Post by: JoeyBelgier on July 15, 2009, 07:56:01 pm
I presume you converted it to b&w then added a HUD? If so it seems to translate rather well except for poor link he got kinda slaughtered.
do you mean that you think he made the b&w one by 'modding' the origional one?
cz I dont think so 0.0
Title: Re: Zelda 8X8
Post by: necro on July 15, 2009, 11:18:57 pm
No, I didnt convert it but made the 8X8 zelda sprites by hand.  What is interesting is that the demmensions work out so if somebody wanted to make a 8X8 version of loz_la the screens wouldn't need to be resized or scrolled.
Title: Re: Zelda 8X8
Post by: Builderboy on July 16, 2009, 12:13:15 am
I nominate you, necro, to make that game! :P
Title: Re: Zelda 8X8
Post by: cooliojazz on July 16, 2009, 12:43:19 am
I second that nomination!
Title: Re: Zelda 8X8
Post by: necro on July 16, 2009, 04:44:32 am
I might try to make a demo of a few things, but I have no intention of making such an insanely large project.
Title: Re: Zelda 8X8
Post by: necro on July 22, 2009, 04:04:08 am
link got an upgrade, and I made marin and tarin's house
Title: Re: Zelda 8X8
Post by: JoeyBelgier on July 22, 2009, 09:57:27 am
nice ^^
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on July 22, 2009, 06:37:10 pm
this looks nice Necro. The second pic really reminds me the french Zelda ARPGCS, though. Could the author of that game used the same way to convert the tiles? Still nice looking, though
Title: Re: Zelda 8X8
Post by: necro on July 24, 2009, 09:45:23 pm
?.? I made the tiles by hand in paint
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on July 25, 2009, 09:43:52 am
oh i didn't see that part, sorry. But his looked pretty similar, which is why I didn't really notice. At least, from what I remember
Title: Re: Zelda 8X8
Post by: necro on September 18, 2009, 06:26:32 am
(http://img.photobucket.com/albums/v491/bbensonpck/tlozLA000.png)
Title: Re: Zelda 8X8
Post by: Madskillz on September 18, 2009, 06:56:27 pm
necro, that is just beautiful...I love it, I wish somebody could pick this up.
Title: Re: Zelda 8X8
Post by: Builderboy on September 18, 2009, 07:05:20 pm
looks like its from Ti-Boy :P
Title: Re: Zelda 8X8
Post by: necro on September 19, 2009, 01:21:06 am
Well, a turn based zelda is always possible...I think a action version might be possible in basic (think kevin's metroid), but obviously not with full features.  If somebody wanted to do an asm version, I'd be willing to make a full map but only if I saw a tech demo to prove I wasn't wasting my time.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on September 19, 2009, 01:56:09 am
wow looks really nice :)

An action Zelda in BASIC would need to have only one enemy at a time to be fast enough
Title: Re: Zelda 8X8
Post by: necro on September 19, 2009, 03:43:39 am
Well, if you used simulated threads you could run the player code, then an enemy, player code, different enemy, etc until you loop back to the first enemy. The enemies would get slower with each additional item in the thread, so whether they would be fast enough is hard to know.  The player would stay the same speed no matter what happens in the other threads, so in a game like an rpg such objects could still do things without needing to be all that fast.

That's what I did way back when with my cat trap game on my calc.
Title: Re: Zelda 8X8
Post by: noahbaby94 on September 19, 2009, 08:52:56 pm
Agreed.
Title: Re: Zelda 8X8
Post by: calc84maniac on September 19, 2009, 09:34:46 pm
looks like its from Ti-Boy :P
It looks better, actually... :P Being designed as 8x8 instead of crappy scaling from 16x16 makes a huge difference.
Title: Re: Zelda 8X8
Post by: necro on May 14, 2010, 05:26:31 pm
(http://img.photobucket.com/albums/v491/bbensonpck/lozGrayTest0000.png)
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 14, 2010, 05:34:02 pm
necro post... er... necropost

j/k

Wow looks nice. I can't wait until Axe supports 4 lv grayscale, maybe someone could give such project a try once he gains enough experience
Title: Re: Zelda 8X8
Post by: Galandros on May 14, 2010, 06:29:38 pm
Impossible, how can you do such detail in such resolution? I love seeing those pixel art skills used.
Looks excellent.
Title: Re: Zelda 8X8
Post by: calc84maniac on May 14, 2010, 06:54:00 pm
 :o

Actually, a project like this wouldn't require smooth scrolling or anything (except when moving between screens). That would make graphics management considerably simpler.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 14, 2010, 07:29:52 pm
Yeah true, the fact graphics are small allows for more stuff on screen. No scrolling would make it even more old skool because it would be like the old NES Zelda 1.
Title: Re: Zelda 8X8
Post by: necro on May 14, 2010, 09:59:53 pm
The major hangups would be trying to store the data since there are a lot of sprites and tiles in link's awakening. the original zelda on the other hand wouldn't necessarily be that hard. how much memory does a 8x8 4 level gray take in axe parser?
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 14, 2010, 10:13:34 pm
For now it takes as much as in xLIB/celticIII, but in the future I think Quigibo wants to add 4 lv gs support so it would drop from 24 bytes to 16 for a 8x8 sprite

In the future, I wonder if an Axe remake of Dark Link Quest would be possible...
Title: Re: Zelda 8X8
Post by: TIfanx1999 on May 16, 2010, 06:54:02 am
Nice spriting as always Necro! I'd love to see these used in something! =D
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 16, 2010, 07:43:02 pm
could u post all Link directional frames btw? (as well as when he uses his sword)?
Title: Re: Zelda 8X8
Post by: necro on May 17, 2010, 01:23:01 am
(http://img.photobucket.com/albums/v491/bbensonpck/linkPoses8X8.png)
took a while to test em, but hopefully these work
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 17, 2010, 01:23:31 am
w00t nice! Thanks
Title: Re: Zelda 8X8
Post by: TIfanx1999 on May 17, 2010, 02:35:09 am
Very nice! ^^.
Title: Re: Zelda 8X8
Post by: Galandros on May 17, 2010, 04:36:41 am
Well done. The tree is symmetrical? To get get the missing half, mirroring it is enough?
Title: Re: Zelda 8X8
Post by: necro on May 19, 2010, 01:21:13 am
I'm using the link's awakening DX sprites and tiles as refrence since they both were more interesting and look better, and the trees are not mirrored in DX.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 19, 2010, 01:33:11 am
/me wonders if he could also do some enemies as well
Title: Re: Zelda 8X8
Post by: necro on May 19, 2010, 01:43:56 am
I was working on the over world, but I could get *some* of the enemies made (they are generally harder to do). Any ones in particular?
Title: Re: Zelda 8X8
Post by: TIfanx1999 on May 19, 2010, 08:22:21 am
/me wonders what's on DJ Omnimaga's mind.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 19, 2010, 12:02:19 pm
For now, I would only make some soldiers/guards, zombies, beamos (only one frame, though, not rotating. Probably with an eye on each side) and octoroks. For the rest we should wait
Title: Re: Zelda 8X8
Post by: necro on May 22, 2010, 12:27:50 am
(http://img.photobucket.com/albums/v491/bbensonpck/ZeldaMonster8X8.png)

I'm not that fond of the zombie, but I'm not sure how to fix him. His sprite is complicated so he doesn't scale down well.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 22, 2010, 12:30:22 am
wow awesome! However it seems like the zombie one doesn't look too much like zombies. Would it be possible to make it thiner, even if it means less details? So it's closer to the OOT zombie style
Title: Re: Zelda 8X8
Post by: necro on May 22, 2010, 12:39:33 am
do you mean staflos or stalchildren, beacause zombies aren't in oot as I remember?
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 22, 2010, 12:44:32 am
Maybe, I meant those things in the graveyard inside tombs that screams to death when they see you and can jump on you sucking your life.

I think there were mummies too
Title: Re: Zelda 8X8
Post by: necro on May 22, 2010, 01:06:52 am
(http://img.photobucket.com/albums/v491/bbensonpck/redead8X8.png)
not sure if this works, trying to make an 8X8 redead sprite is...interesting
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 22, 2010, 01:08:18 am
mhm it seems like the two bottom ones would work pretty well. Not sure about the two first, tho, as the legs are a bit big
Title: Re: Zelda 8X8
Post by: necro on May 22, 2010, 04:01:11 am
(http://img.photobucket.com/albums/v491/bbensonpck/overworld8X8_000.png)
Title: Re: Zelda 8X8
Post by: tr1p1ea on May 22, 2010, 05:15:46 am
Do you have a mapper to prototype these on calc?
Title: Re: Zelda 8X8
Post by: Galandros on May 22, 2010, 05:35:43 am
wow that looks exactly like Link's Awakening.

I hope Spencer does not mind. j/k
Title: Re: Zelda 8X8
Post by: necro 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.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 22, 2010, 07:29:36 am
Wow that's awesome!
Title: Re: Zelda 8X8
Post by: TIfanx1999 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
Title: Re: Zelda 8X8
Post by: ztrumpet on May 22, 2010, 12:38:30 pm
Those look incredible!  Excellent job! ;D
Title: Re: Zelda 8X8
Post by: Builderboy 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!
Title: Re: Zelda 8X8
Post by: willrandship 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.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga 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.
Title: Re: Zelda 8X8
Post by: meishe91 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!
Title: Re: Zelda 8X8
Post by: necro 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.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga 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)
Title: Re: Zelda 8X8
Post by: willrandship 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.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga 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
Title: Re: Zelda 8X8
Post by: TIfanx1999 on May 24, 2010, 12:46:39 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)
I feel the same way. I like Link's Awakening, but if I were to make a Zelda game I'd like to do something different because I enjoy the aspect of creating new dungeons and puzzles.
Title: Re: Zelda 8X8
Post by: Raylin on May 24, 2010, 10:09:54 am
*Raylin wants the .8xi files for that. :)
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 24, 2010, 12:45:27 pm
Btw for a Zelda game you are not forced to use Zelda enemies necessarly. You can use whatever you want if you desire. It adds some originality too :P
Title: Re: Zelda 8X8
Post by: necro on May 25, 2010, 12:18:55 am
If links awakening would be to hard, a loz RPG seems like itd be feasible. It would be nice to see theses used in something though.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 25, 2010, 12:21:21 am
Necro, check your Inbox in about 5 minutes.
Title: Re: Zelda 8X8
Post by: TIfanx1999 on May 25, 2010, 08:41:34 am
I found some of my old sprites!, but to be fair, most of them are 8x9.
(http://i238.photobucket.com/albums/ff315/ticalcmania/Link8x92X.jpg)
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 25, 2010, 01:08:02 pm
they look nice ^^
Title: Re: Zelda 8X8
Post by: Zera on May 25, 2010, 01:59:28 pm
These are some really good sprite and tile conversions. It's so hard to get the right kind of detail in 8x8, but this captures it accurately. (in regards to both the tileset, and Age_of_camelot's sprtes)

Personally, I like the idea of an accurate port of Link's Awakening moreso than an original game. On the other hand, I think it would be interesting to add optional, custom content to the game. (such as an original dungeon; maybe to replace the "Color Dungeon" that appeared in Link's Awakening DX)
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 25, 2010, 02:17:08 pm
Well, one issue I had when creating stuff is that when I feel creative, I can't stand being restricted about what I want to do. This is why most of my calc games aren't clone of popular games. The few I made usually have some twists or completly different story.

It depends of people. I tend to remain more interested in a project when I can do almost everything I want including deciding the storyline and such (which is also why I never do team projects anymore)
Title: Re: Zelda 8X8
Post by: Magic Banana on June 07, 2010, 08:56:04 pm
Wow, just wow.

Title: Re: Zelda 8X8
Post by: Ikkerens on June 21, 2010, 02:54:33 pm
necro post... er... necropost

j/k

Wow looks nice. I can't wait until Axe supports 4 lv grayscale, maybe someone could give such project a try once he gains enough experience

I know I can do something using these ;D
Necro, are you ok with the fact that im going to make a game using these graphics?

Il try get a techdemo up asap
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on June 21, 2010, 10:57:20 pm
Sadly I doubt he will see this in months, but I think usually when you use his stuff he is fine with it, as long as you give him credit. You could start using it right away then warn him during developpement and he'll accept for sure I am certain. There is a reason why he is posting those sprites anyway ;)

Also I would LOVE to see a Zelda with those sprites. It reminds me the french game Zelda Hero of Hyrule in the downloads section, but with grayscale instead of monochrome. The result is pretty good.
Title: Re: Zelda 8X8
Post by: Ikkerens on June 22, 2010, 04:57:56 pm
Well, il see how far il get.
At the time of writing im pixeling on my calc getting the sprites done.
Il download CalcGS soon, might ease things up a bit.

Progress is in my sig.
Title: Re: Zelda 8X8
Post by: agent84 on June 22, 2010, 06:35:30 pm
these sprites look amazing!  o.0
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on June 22, 2010, 11:52:42 pm
Well, il see how far il get.
At the time of writing im pixeling on my calc getting the sprites done.
Il download CalcGS soon, might ease things up a bit.

Progress is in my sig.
Cool ^^

Good luck on this :)

Also feel free to start a new thread in projects section if you get a lot of the game engine done and officially start a new project ^^
Title: Re: Zelda 8X8
Post by: Ikkerens on October 04, 2010, 11:52:01 am
Allright, I officially started working on this project, but now I was wondering something.
In TLOZ-LA, weren't there animated tiles? (Flowers, water, etc?)
Because using interrupts, these shouldn't be that hard to create.
Can any1 confirm this?
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on October 04, 2010, 03:42:26 pm
Yes there were animated tiles. I forgot which ones besides the flowers/water, though.
Title: Re: Zelda 8X8
Post by: Ikkerens on October 05, 2010, 01:15:55 am
It's a shame that necro is being inactive. Else I could've asked him if he could have done the animated versions of some tiles as well.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on October 05, 2010, 02:06:46 am
Yeah I wish he was still around :/

Same for Magic Banana and most other sprite artists like Raylin
Title: Re: Zelda 8X8
Post by: Magic Banana on October 05, 2010, 04:22:27 pm
Well, I think I covered all of the animated water tiles, well not including palette swaps, but those are really easy if you need 'em. I haven't really tested them out so tell me how they look tiled. :)
Title: Re: Zelda 8X8
Post by: Ikkerens on October 05, 2010, 04:25:36 pm
Awesome! Il try them out when I get the engine running
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on October 05, 2010, 11:51:53 pm
Looks pretty nice :D

Good luck Ikkerens :)
Title: Re: Zelda 8X8
Post by: Ikkerens on October 06, 2010, 10:45:37 am
Just found something out.
The graphics necro uploaded are compressed. (That's why you should upload as *.bmp, its larger, but higher quality)
(http://img832.imageshack.us/img832/5589/ohnoest.png)
Basically, the compression added another level of gray.
This is also the reason why my PHP script isn't working, there are more levels of gray than 4 (which my script checks for)
Conclusion: I have to do all the graphic porting by hand =(
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on October 06, 2010, 02:44:11 pm
Ouch, sorry to hear. :/

Alternatively, can't you download this (http://photofiltre.free.fr/frames_en.htm) and use color replacement tools to change the levels of gray so the nearest color pixels are set to the same color? In the picture above, you choose the same color as most of the light gray  for the initial color and same for the replacement color, and you set tolerance to something high enough to change the nearest color levels. Alternatively there's conversion to 4 levels of gray and posterizing. Not sure if this might help, but hopefully it might work. Alternatively you could e-mail Necro and ask him if he got uncompressed versions of his sprites, but I don't know how long it might take to reply. It might take months.
Title: Re: Zelda 8X8
Post by: Ikkerens on October 06, 2010, 02:59:26 pm
I guess with runer's sprite thingy it'll work out.
I just have to figure out how to export sprites.
Title: Re: Zelda 8X8
Post by: Magic Banana on October 06, 2010, 03:05:51 pm
Just found something out.
The graphics necro uploaded are compressed. (That's why you should upload as *.bmp, its larger, but higher quality)
(http://img832.imageshack.us/img832/5589/ohnoest.png)
Basically, the compression added another level of gray.
This is also the reason why my PHP script isn't working, there are more levels of gray than 4 (which my script checks for)
Conclusion: I have to do all the graphic porting by hand =(
Actually, a png is a bmp with lossless compression, so absolutely no data is lost in the compression. What is looks like to me is that when necro scaled his sprites to 200% so that they can be easier to see in the post, he was using a scaling algorithm that tries to implement blending (my guess is Blilateral or Bicubic) instead of something more suited to dealing with small sprites (such as Nearest Neighbor).

Also, it could be something to do with the server it was uploaded to (photobucket), in that it would compress it so that it can load faster, which makes sense seeing as how photobucket has so many images being read from their servers all the time.
Title: Re: Zelda 8X8
Post by: Ikkerens on October 06, 2010, 03:08:59 pm
In either way, I already got most sprites covered now
Btw, MB, if you got some free time, can you make flames/torches?
At best animated.
Ty in advance.
Title: Re: Zelda 8X8
Post by: yunhua98 on October 06, 2010, 03:11:02 pm
8x8 and monochrome?  I'm lacking something to do without my calc.
I left it at my school cause I had to go to a banquet straight after and I'm not getting it back til fall break is over.
Title: Re: Zelda 8X8
Post by: Ikkerens on October 06, 2010, 03:18:27 pm
8x8 tiles, but you can use 8x16 (2 tiles) to create a larger torch.
And 4lv grayscale
Title: Re: Zelda 8X8
Post by: yunhua98 on October 06, 2010, 03:24:24 pm
like this?  ;)
Title: Re: Zelda 8X8
Post by: Ikkerens on October 06, 2010, 03:28:25 pm
Awesome!!
An animation would even be better!
Title: Re: Zelda 8X8
Post by: yunhua98 on October 06, 2010, 03:37:13 pm
tell me if you like this and I'll give you frames:

(http://www.iaza.com/work/101007C/torch8845257363-iaza.gif)
Title: Re: Zelda 8X8
Post by: Magic Banana on October 06, 2010, 03:46:34 pm
Here's the 'fire pot' on the top and the torches on the bottom. The rightmost isn't part of the animation, but when the pot has no fire in it.
Title: Re: Zelda 8X8
Post by: Ikkerens on October 06, 2010, 03:51:37 pm
Yay, stationairies
I could use yushua's as wall torches, and place MB's in the corners
Title: Re: Zelda 8X8
Post by: yunhua98 on October 06, 2010, 03:52:24 pm
sounds good to me.  :P
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on October 06, 2010, 03:52:36 pm
Nice :O
Title: Re: Zelda 8X8
Post by: Ikkerens on October 06, 2010, 03:55:23 pm
All I need atm is runer to tell me how the appvar created by his sprite editor is structured.
Title: Re: Zelda 8X8
Post by: ztrumpet on October 06, 2010, 05:19:15 pm
Wow, nice job!  It looks great Magic Banana and Yunhua! ;D
Title: Re: Zelda 8X8
Post by: meishe91 on October 06, 2010, 05:44:42 pm
Those look sweet :) Good luck :D
Title: Re: Zelda 8X8
Post by: Magic Banana on October 06, 2010, 06:46:44 pm
Seems like today I've got more free time than usual. I did the frames for the flowers, as well as picking a few tiles that looked interesting to try out. The result of the tiles are in the right and it turned out looking great. I'm thinking of possibly picking up where necro left of and making all of the tiles for Link's Awakening so that people can use them for future 8x8 Zelda games. Maybe.
Title: Re: Zelda 8X8
Post by: yunhua98 on October 06, 2010, 08:52:21 pm
rock and a tree, see if you can use it.  ;)
Title: Re: Zelda 8X8
Post by: Ikkerens on October 07, 2010, 12:48:38 am
Ok, I figured out the first temple lore.
The first (and atm the only) temple is going to be in a grass/jungle theme.
Both of your recent sprites sure help alot on that.
The mapwalker code is slowly falling to pieces, so I might have a techdemo up soon.
Title: Re: Zelda 8X8
Post by: Runer112 on October 07, 2010, 01:00:10 am
Haha everybody is making a Zelda clone ;)



EDIT: Hehehe
Spoiler For Spoiler:
(http://www.omnimaga.org/index.php?action=dlattach;topic=1564.0;attach=2511;image)
Title: Re: Zelda 8X8
Post by: Ikkerens on October 07, 2010, 01:19:48 am
Partially, only the general game idea.
Im going to write my own lore and game progression.
Title: Re: Zelda 8X8
Post by: Magic Banana on October 07, 2010, 01:38:37 am
Haha everybody is making a Zelda clone ;)



EDIT: Hehehe
Spoiler For Spoiler:
(http://www.omnimaga.org/index.php?action=dlattach;topic=1564.0;attach=2511;image)

Oh, the tileset has already been done? Well that saves me a lot of time from spriting. Nice transitions btw. :)
Title: Re: Zelda 8X8
Post by: Runer112 on October 07, 2010, 01:57:57 am
Yeah, I did an overworld tileset, although I'm not terribly good at spriting. It's recognizable, but I think any tiles you made would probably look better anyways.
Title: Re: Zelda 8X8
Post by: Ikkerens on October 07, 2010, 02:20:09 am
Btw, MB, those are the tiles that runer uses, it wouldn't be original if I used the same.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on October 07, 2010, 02:30:58 am
I love that screenshot ;D

I think you didn't set the Wabbitemu grayscale to the right level, though. Personally I think it looks very true to the Link Awakening style.
/me hopes to see those Zelda clones finished. ;D
Title: Re: Zelda 8X8
Post by: Magic Banana on October 07, 2010, 02:48:03 am
Eh, I guess I can do the tiles so that everyone can use them for Zelda games, but it might take a while, depending on just how much free time I have to spend on spriting this.

I love that screenshot ;D

I think you didn't set the Wabbitemu grayscale to the right level, though. Personally I think it looks very true to the Link Awakening style.
/me hopes to see those Zelda clones finished. ;D
Yeah, I was wondering that as well, because it was hard to get a good look at the sprites with all the lines. Then again, I haven't programmed using grayscale all that much so I wouldn't really know all too well what it is supposed to look like. :P
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on October 07, 2010, 02:51:25 am
It depends. In Squidgetx Cuberunner game, the framerate is around 5-10 FPS, so grayscale is kinda flickery. However, at 20-25 FPS 3 lv grayscale starts looking pretty good on-calc and near perfect on emulators if the latter is setup right. For 4 level grayscale, I think if the grayscale refreshes 40+ times a seconds, it looks pretty great. At some speeds, you barely notice the flicker, but it varies from a calc to another.
Title: Re: Zelda 8X8
Post by: meishe91 on October 07, 2010, 04:23:30 am
You can get the gray on the title screen of Cuberunner to look good if you mess with Wabbit's settings, and occasionally the gray in the game but it doesn't happen much.
Title: Re: Zelda 8X8
Post by: Ikkerens on October 11, 2010, 01:18:27 pm
Well, here is a slight first preview.
I transferred some of the graphics to axe format and made a little test map.

This screenshot is out of my map editor (hence the inverted tile).
But it displays that my map renderer is coming along, as well as the spriting/tiling.

I have not yet implemented masked sprites/tiles, but that is a feature still upcoming.
Title: Re: Zelda 8X8
Post by: shmibs on October 11, 2010, 02:35:09 pm
i like! the tree is a bit wonky in context, though. maybe you could make two versions, one with dark ground and one with light, so it can blend well into any surroundings?

also, animated tiles would require refreshing the map repeatedly. are you sure you can manage that and still keep it fast enough for multiple enemies? if so, wonderful, but im not too sure that would work...
Title: Re: Zelda 8X8
Post by: Magic Banana on October 11, 2010, 02:42:46 pm
I wouldn't worry about it too much. There's already someone working on the tileset and from what I'd heard, he's already more than halfway done with the overworld tiles. :) </3rd-person-mode>
Title: Re: Zelda 8X8
Post by: Ikkerens on October 11, 2010, 02:44:14 pm
With animations im not redrawing the entire map.
I have this special routine ready that only updates the animated tiles each frame.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on October 11, 2010, 02:45:59 pm
</3rd-person-mode>[/size]
/me likes Opera browser's lack of extremly small hidden text support ;D


This looks nice Ikkerens btw :)
Title: Re: Zelda 8X8
Post by: Runer112 on October 11, 2010, 03:04:55 pm
With animations im not redrawing the entire map.
I have this special routine ready that only updates the animated tiles each frame.

Just a note about that: it could result in fairly irregular gameplay due to screens having different amounts of animated tiles. Areas with lots of animated tiles (aka. water) will probably run a good deal more slowly than others.
Title: Re: Zelda 8X8
Post by: Ikkerens on October 11, 2010, 03:08:31 pm
Im trying to avoid area's with lots of animated tiles while mapping. But still, its faster than redrawing every frame.
Title: Re: Zelda 8X8
Post by: shmibs on October 11, 2010, 03:24:42 pm
that could work

i am very excited to see this in action, now. good luck =D

EDIT: i just noticed something
Quote
Date Registerd:Fri 11 Jun, 10, 13:36:15
although i kind of like that misspelling  ;D
oh, and i have 300 posts and just missed registering at 13:37

sorry about offtopic-ness. as you were, everyone.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on October 11, 2010, 05:10:05 pm
that could work

i am very excited to see this in action, now. good luck =D

EDIT: i just noticed something
Quote
Date Registerd:Fri 11 Jun, 10, 13:36:15
although i kind of like that misspelling  ;D
oh, and i have 300 posts and just missed registering at 13:37

sorry about offtopic-ness. as you were, everyone.
Wow: I didn't notice that. This is a SMF mod I added a while ago so I can show the registration/last login/location on post list, but I didn't see the typo. I'll see if I can fix it later.
Title: Re: Zelda 8X8
Post by: Ikkerens on October 12, 2010, 09:51:03 am
Ok, im working on the game client now, but I need some UI thingies.
I'm going to have a bottom UI, (so 96x8), and I need some icons.
-Heart (health mostly)
-Rupee (currency)
-Sword

I might be updating this post as I recieve sprites/need more sprites.
Title: Re: Zelda 8X8
Post by: meishe91 on October 12, 2010, 10:25:48 am
What dimensions and such do you need? And I'm assuming four-level gray?

Also, this is looking good, can't wait to see how this turns out :)
Title: Re: Zelda 8X8
Post by: Ikkerens on October 12, 2010, 10:35:57 am
4lv gray, 8x8 sprites
Title: Re: Zelda 8X8
Post by: yunhua98 on October 12, 2010, 11:41:16 am
for health, do you want health bar or lives?

heres my health bar anyway.  ;)
Title: Re: Zelda 8X8
Post by: Ikkerens on October 12, 2010, 11:51:29 am
Well,I prefer lives, because I need the entire 96x8 for other UI actions as well, such as current item, rupees and blah blah blah.
So a screenwide health bar is out of question
Title: Re: Zelda 8X8
Post by: yunhua98 on October 12, 2010, 01:19:14 pm
kk, its 7x7 but its the only way, to look good.  :P
Title: Re: Zelda 8X8
Post by: ASHBAD_ALVIN on October 12, 2010, 01:22:02 pm
 I thought the healthbar looked pretty sweet...

but yeah in zelda games you do have to have two boxes to display your weapons, and a status of your rupees and bows and bombs etc.

I think what you're making is pretty great!  Nice job with only 8x8 sprites, I always found that size hard to work with :P
Title: Re: Zelda 8X8
Post by: Ikkerens on October 12, 2010, 01:46:59 pm
Ok, this is a 2nd attempt on my first map.
The background transitions are a bit smoother on this one.
So that the tree's white background is no longer disturbing with the gray of the other environment.
Tell me what you think ;)

(The inverted tile is still because of my map editor)
Title: Re: Zelda 8X8
Post by: ASHBAD_ALVIN on October 12, 2010, 01:49:41 pm
HOLY CRAP IS THAT NICE LOOKING!!!!!!1

NICE JOBB!!!!!!!!11111
Title: Re: Zelda 8X8
Post by: Michael_Lee on October 12, 2010, 01:52:17 pm
Ooh - that's awesome!

Just a quick question - is the house one large sprite, or a group of smaller sprites?
Title: Re: Zelda 8X8
Post by: Ikkerens on October 12, 2010, 01:56:34 pm
That'a a group of 9 sprites.
Title: Re: Zelda 8X8
Post by: kindermoumoute on October 12, 2010, 01:57:19 pm
Nice! Pretty good!
Title: Re: Zelda 8X8
Post by: ASHBAD_ALVIN on October 12, 2010, 01:57:26 pm
look really nice, dude ;)
Title: Re: Zelda 8X8
Post by: shmibs on October 12, 2010, 02:25:42 pm
ok, now im really excited for this. the use of gray on the ground is particularly amaze. however, does your character stand out well against it?
Title: Re: Zelda 8X8
Post by: Ikkerens on October 12, 2010, 02:28:07 pm
I was thinking of surrounding the char with a white border.
But then again, it already has a black border.
Title: Re: Zelda 8X8
Post by: yunhua98 on October 12, 2010, 05:27:13 pm
currency?

EDIT:  and sword
Title: Re: Zelda 8X8
Post by: tloz128 on October 12, 2010, 07:17:01 pm
I decided to make an attempt at rupees. There are three different colors, each in ascending monetary value from left to right (1,5,and 20). At least, that is how I made them, but feel free to use them however.
Title: Re: Zelda 8X8
Post by: shmibs on October 12, 2010, 07:37:06 pm
ooh, i like those. i tried it myself, but it always turned out wonky because my base was only 1 pixel wide.
Title: Re: Zelda 8X8
Post by: ztrumpet on October 12, 2010, 08:49:37 pm
That looks nice!  Great job Ikkerens! ;D
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on October 12, 2010, 10:39:41 pm
Looks nice Ikkerens :D
Title: Re: Zelda 8X8
Post by: Magic Banana on October 14, 2010, 07:35:10 am
Guys, I finally finished it. After 9 days of working on this thing (off and on from being busy), I finally finish what I am hoping to be every tile on the overworld of Link's Awakening.

Every tile was done by hand and I tested many of them to make sure that they looked good when tiled repeatedly. There are a few palette swaps in there, as well as anything I can think of that could be somewhat useful to have in there at the time. I don't intend for all of the tiles to be used as some can be left out for saving space because of the similarity to other tiles that exist. Anyways, it's 4:30 and I'm going to get some well earned sleep.

Oh, everyone is free to use these tiles for any game, be it Zelda or not. Just be sure to give me credit and, if you can manage, a high five.

Oh yeah, here's a smiley face to make this text more interesting to read.  ;D
Title: Re: Zelda 8X8
Post by: Ikkerens on October 14, 2010, 08:12:01 am
I love you!
(Not really ofc :P)
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on October 14, 2010, 09:34:24 am
Wow really great job on this. I'm amazed at how this came out. ;D
Title: Re: Zelda 8X8
Post by: Ikkerens on October 14, 2010, 12:34:12 pm
Guys, I finally finished it. After 9 days of working on this thing (off and on from being busy), I finally finish what I am hoping to be every tile on the overworld of Link's Awakening.

Every tile was done by hand and I tested many of them to make sure that they looked good when tiled repeatedly. There are a few palette swaps in there, as well as anything I can think of that could be somewhat useful to have in there at the time. I don't intend for all of the tiles to be used as some can be left out for saving space because of the similarity to other tiles that exist. Anyways, it's 4:30 and I'm going to get some well earned sleep.

Oh, everyone is free to use these tiles for any game, be it Zelda or not. Just be sure to give me credit and, if you can manage, a high five.

Oh yeah, here's a smiley face to make this text more interesting to read.  ;D

Btw, is it me, or did you put in the 16x16 tree twice?
Edit: 200th post :)
Title: Re: Zelda 8X8
Post by: ASHBAD_ALVIN on October 14, 2010, 02:49:29 pm
those are truly some of the most beautiful 8x8 grayscale sprites I have ever seen -- I'm being totally serious :)

I'll be really sad if this project dies.  So finish it please!  I love the work you've done so far! :D
Title: Re: Zelda 8X8
Post by: Magic Banana on October 14, 2010, 05:04:15 pm
Btw, is it me, or did you put in the 16x16 tree twice?
Edit: 200th post :)
They are similar, but the tops and bottoms are different (zoom in and look at the corners). The one on the left is the normal tree while the one on the right has a darker bottom and the top is used for putting multiple trees together.

I actually did this with a few sprites to make sure that I got everything, like the rock or the bush in both light and dark backgrounds, so that they don't stick out too much and blend into the rest of the tiles better.
Title: Re: Zelda 8X8
Post by: Ashbad on December 09, 2010, 02:30:41 pm
If you don't mind I'm gonna nicka  few tiles from the house's roof and the trees.  I really need them.
Title: Re: Zelda 8X8
Post by: Munchor on December 09, 2010, 02:31:41 pm
If you don't mind I'm gonna nicka  few tiles from the house's roof and the trees.  I really need them.

For trio and nicko I suppose?

Yeah they are very good
Title: Re: Zelda 8X8
Post by: Ashbad on December 09, 2010, 02:34:24 pm
yeah for trio and niko ;)

mostly the tree sprite(s), I always did suck at making those very well.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on December 09, 2010, 06:46:29 pm
I had troubles sometimes with them as well. In ROL3 and Reuben I did well, I think, but in ROL3 it really looks like a grid on some maps and in Reuben trees are quite small...
Title: Re: Zelda 8X8
Post by: feerik on December 20, 2010, 01:07:59 pm
looks nice
Title: Re: Zelda 8X8
Post by: cerzus69 on April 19, 2011, 03:47:38 pm
Is anything happening with this? I'd love for someone to make a game with these tiles, they're awesome!
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on April 19, 2011, 03:56:45 pm
Sadly I think the people that planned to use these tiles stopped working on their respective Zelda game. :( You could maybe PM Necro and Magic if you can use them, but I think they added them here for free use as long as credits is given.

By the way if you ever plan to work on a Zelda game, feel free to use parts of my Dark Link Quest title screen too.
Title: Re: Zelda 8X8
Post by: z1bu on April 26, 2011, 12:09:16 am
That's cool :D
Title: Re: Zelda 8X8
Post by: Ikkerens on April 26, 2011, 01:25:14 am
Well, sadly my version of this project was dropped :(
This is due to a data loss while making a backup, causing my other backups to become corrupted as well.
And I never picked the project up again :(
Title: Re: Zelda 8X8
Post by: aeTIos on April 28, 2011, 03:24:06 am
Oh, thats too bad. It looked so cool!
Title: Re: Zelda 8X8
Post by: ZippyDee on April 28, 2011, 03:30:43 am
This is really incredible. That grayscale sprite sheet is absolutely fantastic! I really hope those sprites are put to some use at some point! It would be such a shame to see all that effort wasted. :(
Title: Re: Zelda 8X8
Post by: aeTIos on April 28, 2011, 03:33:37 am
I'm pretty sure I'll lose The Game that there will be a game with this. If no one does, I'll probably do it :P
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on May 26, 2011, 04:18:16 am
Well, sadly my version of this project was dropped :(
This is due to a data loss while making a backup, causing my other backups to become corrupted as well.
And I never picked the project up again :(
This sucks, I assume this was back when Axe backup function didn't work well or due to TI-Connect glitches? :(
Title: Re: Zelda 8X8
Post by: Eiyeron on August 13, 2011, 05:54:49 pm
Very great work! This is a very good tileset! GG
Title: Re: Zelda 8X8
Post by: Billeekid on September 22, 2011, 01:21:16 pm
Wow, I didn't really know you could make tilesets in paint, these look to be a great job.  I was gonna start making this kind of stuff in autocad lol, atleast for mockups.  I'm just wondering, where would I find a screensize template to use in paint? I'm assuming these tilesets are meant for the TI-84+ resolution. 
Title: Re: Zelda 8X8
Post by: Yeong on September 22, 2011, 03:22:04 pm
go to Images -> Attributes, and change resolution to 96x64 px. That's the TI-84+ screensize.
Title: Re: Zelda 8X8
Post by: Billeekid on September 22, 2011, 06:17:30 pm
go to Images -> Attributes, and change resolution to 96x64 px. That's the TI-84+ screensize.
Thank you
Title: Re: Zelda 8X8
Post by: TIfanx1999 on July 28, 2013, 12:32:59 pm
Bump!

I wanted to see how my link sprites would look in a proper world. I did a bit of tweaking to them. Here's a mockup borrowing from one of Ikkrens images a few pages back. I think they work pretty nicely. :)
Title: Re: Zelda 8X8
Post by: Sorunome on July 28, 2013, 12:37:11 pm
Oh, i like those sprites! :D
Title: Re: Zelda 8X8
Post by: TIfanx1999 on July 28, 2013, 12:47:55 pm
Thanks. He's actually the basis for the Reuben sprites I made believe it or not. :P
Title: Re: Zelda 8X8
Post by: Sorunome on July 28, 2013, 12:49:15 pm
Again, it is haunting me -.-

But lol, yeah, you are just awesome at making sprites :P
Title: Re: Zelda 8X8
Post by: TIfanx1999 on July 28, 2013, 12:51:21 pm
I'm not that great. There are many who are better. I usually have something to work off of or adapt. Thanks though. :)
Title: Re: Re: Zelda 8X8
Post by: DJ Omnimaga on July 28, 2013, 01:52:22 pm
Looks very good with the Links Awakening tiles. :)
Title: Re: Zelda 8X8
Post by: TIfanx1999 on March 25, 2014, 03:40:13 pm
Bump!

I wanted to see how my link sprites would look in a proper world. I did a bit of tweaking to them. Here's a mockup borrowing from one of Ikkrens images a few pages back. I think they work pretty nicely. :)


So, while pondering ideas for another mockup my old Zelda sprites popped into my head. I wondered how they'd look fully monochrome. Heres a quick mockup showing the results. It's actually not that bad IMHO. :) Anyhow, attached the original grayscale one as well for comparison sake. As usual, 2X sized for better viewing.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on March 25, 2014, 03:43:55 pm
Ooh I like how they came out :D The only issue is the top of windows which seems to blend into the roof. Maybe add a white bar between the roof and windows?
Title: Re: Zelda 8X8
Post by: TIfanx1999 on March 25, 2014, 03:45:41 pm
Yea, like I said I did it really quick. Noticed that afterwards myself. CBA to fix it at the moment. It still illustrates the look, and that's really all I cared about. Maybe if I get some more motivation I'll try to fix the house up a bit better. ;)
Title: Re: Zelda 8X8
Post by: Streetwalrus on March 25, 2014, 05:21:19 pm
Wow both sets look great, nice job AoC. :D
Title: Re: Zelda 8X8
Post by: TIfanx1999 on March 26, 2014, 12:50:56 am
Only this sprites for Link are mine, but thanks. :) The tiles as I quoted from the previous page, were from Ikkrens dead project.
Title: Re: Zelda 8X8
Post by: Sorunome on March 26, 2014, 03:54:52 pm
Those are nice sprites, nice work! :D
Title: Re: Zelda 8X8
Post by: TIfanx1999 on October 30, 2014, 01:00:37 am
BUMP! Messing around with ideas for a HUD. 2x Size as always.
Title: Re: Zelda 8X8
Post by: DJ Omnimaga on October 30, 2014, 01:21:30 am
Ooh I love them. My favorite is the first since it's easier to distinguish the HUD from the map. (especially if the map has a lot of white)
Title: Re: Zelda 8X8
Post by: Sorunome on October 30, 2014, 04:41:22 am
Yup, like the first one most, too, due to the border line ^.^
Title: Re: Zelda 8X8
Post by: Eiyeron on November 13, 2014, 05:28:51 pm
I would go for the first one, but with only the left border, taking the whole column.
Title: Re: Zelda 8X8
Post by: TIfanx1999 on November 13, 2014, 06:33:08 pm
I've worked on this a bit more and I'll post a new screenie in a bit. I decreased the number of hearts and things fit better. Apparently, the GB games had less hearts than I remember, and it just happens to make things fit near perfect. :D
Title: Re: Zelda 8X8
Post by: Sorunome on July 12, 2016, 12:27:11 pm
Uuuuuuh, this is quite some necro, but, like, would I be allowed to use some of these sprites in non-calculator game stuff?
Title: Re: Zelda 8X8
Post by: shmibs on July 12, 2016, 01:22:08 pm
well, i made some too, forever ago; if nobody else responds, you can totesally use these: