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?
looks like its from Ti-Boy :PIt looks better, actually... :P Being designed as 8x8 instead of crappy scaling from 16x16 makes a huge difference.
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.
Everytime I look at the map above I am amazed. It would be cool if someone tried to do a 8x8 port of Links AwakeningI 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.
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)
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
Well, il see how far il get.Cool ^^
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.
Just found something out.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).
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 =(
Haha everybody is making a Zelda clone ;)Oh, the tileset has already been done? Well that saves me a lot of time from spriting. Nice transitions btw. :)
EDIT: HeheheSpoiler For Spoiler:
I love that screenshot ;DYeah, 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
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
</3rd-person-mode>[/size]/me likes Opera browser's lack of extremly small hidden text support ;D
With animations im not redrawing the entire map.
I have this special routine ready that only updates the animated tiles each frame.
Date Registerd:Fri 11 Jun, 10, 13:36:15although i kind of like that misspelling ;D
that could workWow: 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.
i am very excited to see this in action, now. good luck =D
EDIT: i just noticed somethingQuoteDate Registerd:Fri 11 Jun, 10, 13:36:15although 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.
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?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.
Edit: 200th post :)
If you don't mind I'm gonna nicka few tiles from the house's roof and the trees. I really need them.
Well, sadly my version of this project was dropped :(This sucks, I assume this was back when Axe backup function didn't work well or due to TI-Connect glitches? :(
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 :(
go to Images -> Attributes, and change resolution to 96x64 px. That's the TI-84+ screensize.Thank you
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. :)