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Messages - necro

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1
Art / Re: Zelda 8X8
« 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.

2
Art / Re: Zelda 8X8
« 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.

3
Art / Re: Zelda 8X8
« 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.

4
Art / Re: Zelda 8X8
« on: May 22, 2010, 04:01:11 am »


5
Art / Re: Zelda 8X8
« on: May 22, 2010, 01:06:52 am »

not sure if this works, trying to make an 8X8 redead sprite is...interesting

6
Art / Re: Zelda 8X8
« on: May 22, 2010, 12:39:33 am »
do you mean staflos or stalchildren, beacause zombies aren't in oot as I remember?

7
Art / Re: Zelda 8X8
« on: May 22, 2010, 12:27:50 am »


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.

8
Art / Re: Zelda 8X8
« 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?

9
Art / Re: Zelda 8X8
« 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.

10
Computer Programming / Re: My schoolwork got rejected...
« on: May 19, 2010, 01:11:04 am »
I'm going to agree with Halifax, In a programming job, readability, maintainability, and portability are likely to be more important than speed most of the time because other people will have to read and edit your code and very few apps (mainly those with sound or graphics) will max out a processor, so the trade off probably isn't worth it. Imagine a project of 6k lines of this and the migraine it would cause, even if its faster. Also, comments are always a good idea whenever clever code is employed.

What kind of class is it?

11
Art / Re: Zelda 8X8
« on: May 17, 2010, 01:23:01 am »

took a while to test em, but hopefully these work

12
Humour and Jokes / Re: Invent an Animal?
« on: May 16, 2010, 06:54:27 pm »
lol

13
Humour and Jokes / Invent an Animal?
« on: May 16, 2010, 06:41:01 pm »

get creative?

14
Art / Re: Zelda 8X8
« 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?

15
Art / Re: Zelda 8X8
« on: May 14, 2010, 05:26:31 pm »

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