AuthorTopic: GR#211 - Zelda Style - Sprites&Tiles  (Read 48944 times)

Offline Decroded

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Re: Reworking Zelda style tiles and sprites [c+c]

Reply #10 on: September 12, 2013, 01:20:15 pm
Thanks Pypes, some great references and suggestions.

Due to a slight shift in the scope of the project I'll probably be focusing less and less on the limitations of the Zelda perspective.
This is probably good since having never been a die hard Zelda fan (don't get me wrong I do love it), I don't have enough emotional attachment to get right into it.
But it has been fun to play around with it and I feel I COULD now attack it pretty well if I needed, and would probably go for a less painterly style and more like your references above.

I started this a while ago but just wasn't in the mood to keep developing it.


As the project head is too busy with coding and music to develop much art skill, there's alot of modified Zelda art and free Zelda style tiles being used (with permission).
We're now wanting to move faster and wrap up this project so we can move onto another more exciting game.
So I'm now focusing on making stuff we can also recycle for the next project which will be in the standard 3/4 view.
Here's some stuff I made last night/today  ;D

This is the run-down interior of a thieve's house so I'm keeping it pretty grim for now.
Will probably recycle this to use in various locations and add some splashes of colour around the place.

EDIT: Actually now there's something doing my head in about the stairs   ???
At first I had the top stairs that go left wider and thought it was too wide, so I made them like this, now when I measure it out in grid blocks its like its too thin.
Or maybe that's "right" enough as it is due to foreshortening.
Ugh too confused from stairing (lol) too long  :huh:
« Last Edit: September 12, 2013, 01:35:35 pm by Decroded »

Offline Decroded

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Re: Reworking Zelda style tiles and sprites [c+c]

Reply #11 on: September 20, 2013, 08:42:42 am
Biting plant enemy:


He's supposed to be ugly in a cute way.
Hoping the yellow pixels look like teeth jutting out randomly  :huh:

Offline wolfenoctis

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Re: Reworking Zelda style tiles and sprites [c+c]

Reply #12 on: September 20, 2013, 01:25:43 pm


I tried making him more readable, but I'm not too sure I was successful, pretty tough at this size.

Offline Decroded

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Re: Reworking Zelda style tiles and sprites [c+c]

Reply #13 on: September 21, 2013, 10:16:48 am
Haha that looks I'd like to see something playable with ur style in it  :y:
I don't think that style fits in with existing graphics though as below.

Slight update (mine bottom left)...

Yeah it is a bit tough working this small and I don't have total control so I'm keeping everything outliney to be safe.

I've nicknamed this guy Bitey, and here's his idle cycle:

Never got the hang of idle animation so I'm pretty happy with this attempt, though its taken me a few hours since Photoshop is a bitch for frame animation :-S
SOME of the progress:
-> ->
Also still kinda like the idea of bobbing left and right like this but ah well:


« Last Edit: September 21, 2013, 04:28:37 pm by Decroded »

Offline Decroded

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Re: Reworking Zelda style tiles and sprites [c+c]

Reply #14 on: September 22, 2013, 01:09:48 pm
Motion draft for side biting animation.

First time trying to work in a blur and a bounce.

Offline Nirel

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Re: Reworking Zelda style tiles and sprites [c+c]

Reply #15 on: September 22, 2013, 08:06:01 pm

Hi, I really like your work here.


I'm definitely no expert but I think it would look best if you had a couple of cycles of this and then one of this if you can.

I'm working on an idle animation my self and I've come to a conclusion that it's kinda like a grass tile, you don't want a distinguished tile repeating itself many times so you either tone it down or add variants.
This is a quick edit I did, added a frame to make it flow more naturally and toned down the movement a bit

I personally feel your cycle is a bit too much for an idle animation btw I have no idea what I'm saying, that's what I'm going to try and fix with my animation.

Offline Decroded

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Re: Reworking Zelda style tiles and sprites [c+c]

Reply #16 on: September 23, 2013, 02:00:04 am
Thanks mate all good points.
Will revisit no doubt.
I've had another comment that its too much movement for idle.
I wanted to make them very characteristic and lively since they spawn up out of the ground so its like they're excited to be there, but I probably went too far.

Offline winged doom

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Re: Reworking Zelda style tiles and sprites [c+c]

Reply #17 on: September 23, 2013, 09:24:00 am


Wow, really cool!

The game screen is 320x240 scrolling.

It will be a brand-new game or a just fan-craft or maybe Zelda's modification? (Sorry, I didn't read the topic, to much text for my bad english, just looking awesome pictures))))

Offline PypeBros

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Re: Reworking Zelda style tiles and sprites [c+c]

Reply #18 on: September 23, 2013, 09:28:46 am
I wanted to make them very characteristic and lively since they spawn up out of the ground so its like they're excited to be there, but I probably went too far.
Imho, the "idle" you have right now is good for "vigilant, ready-to-bite". You might need an extra animation for "dormant" flowers, esp. if your rooms are large and if the player might have to focus on only one part of it.

PS: have you checked the "zelda solarus" engine yet ? ( http://www.zelda-solarus.com/zs/ )

Offline Facet

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Re: Reworking Zelda style tiles and sprites [c+c]

Reply #19 on: September 23, 2013, 11:46:08 pm
I like the Zelda all directions wall thing, but to me it only feels right in perspective:

I wanted to say a bunch more, sorry but I gotta sleep now :blind: