Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - GregoryMcGregerson

Pages: [1] 2
1
Bugs & Feature requests / Re: Hero scaling
« on: October 10, 2017, 05:52:34 am »
Alright I'll try to put together something this weekend. Gotta go through it and get rid of all the duplicate tiles, etc.

2
Bugs & Feature requests / Re: Hero scaling
« on: September 25, 2017, 05:50:09 am »
I'm talking about using tiles and sprites that are 2x or even 4x bigger then what the default currently is. Brand new HD quality, not resized by the engine using scaling filters. This is an old example but having everything redrawn from scratch or similar to it, like a knock off to get out of legal problems.

And yes changing the hero hit box is the main thing that's holding it back.

Graal:


FF5:

3
Bugs & Feature requests / Hero scaling
« on: September 24, 2017, 09:24:18 pm »
I haven't heard anything about this lately but is Hero scaling being worked on at all? It'd be nice to be able to use HD sprites and tiles eventually. I know you can technically use HD assets but the hit box is all wrong for everything. Should I put together a 32x resource pack to help gather interest?

4
Game art & music / Re: LoZ music & sfx for Solarus v1.5
« on: May 10, 2016, 03:37:15 pm »
TFH has been fixed/re-uploaded!
Alternate tracks are multiplayer and totem music which I probably won't convert because the mixing is overly complicated.

5
Development / Re: More light world questions
« on: May 10, 2016, 03:18:39 am »
Yes #4 is another rug that is seen inside houses.

6
Development / Re: Is that a rug or dirt?
« on: May 09, 2016, 06:14:48 am »
That's a rug. It's seen in Kakariko Village. A guy is there with some pots.

7
Game art & music / Re: LoZ music & sfx for Solarus v1.5
« on: May 08, 2016, 04:52:25 pm »
ALBW is now complete.

8
Game art & music / LoZ tiles & sprites
« on: May 07, 2016, 01:46:18 pm »
I decided to merge my old tile and sprite rip topics into one post. Everything will be redone from scratch in the future but for now I want everything in one place.
Any questions or suggestions feel free to ask!


Currently working on: hiatus
Next on list: N/A

ALttP
old DOWNLOAD

Oracles
old DOWNLOAD

MC
old DOWNLOAD
GitHub

FSA
old tileset DOWNLOAD
Large sprites such as bosses, entrances and HUD stuff: DOWNLOAD (May 9th, 2016)

9
Game art & music / Re: [Opinions] Link Between Worlds OST
« on: May 06, 2016, 04:52:18 pm »
I made a new topic just for LoZ music that I've ripped.
For anyone looking for ALBW music head over here.

10
Game art & music / LoZ music & sfx for Solarus v1.5
« on: May 04, 2016, 07:04:47 pm »
File names and looping points are taken directly from the roms/images. Volume for music has been reduced to match the alttp-pack levels. (-3dB) also bitrate is 320 kb/s
Any suggestions, errors or other problems let me know and I'll address it ASAP.
Inside each music zip is a text file for easy adding to your project_db.dat if desired.

No credit from me if used. All music and sound is copyrighted Nintendo.


Currently working on: hiatus
Next on list: N/A


ALBW
Music: DOWNLOAD v2.0 (May 8th, 2016) [complete re-rip]
Sounds: DOWNLOAD v1.0 (May 8th, 2016)
notes: 32 tracks are cseq thus not converted and not in the zip

ALttP
Music: DOWNLOAD [SPC file format is supported by Solarus!]
Sounds: researching

BSLoZ
Music: future release
Sounds: researching

BSLoZAST
Music: N/A
Sounds: researching

FSA
Music: conversion not possible yet (bms sequence)
Sounds: DOWNLOAD v1.0 (May 8th, 2016) [loop points unknown]

FS AE
Music: researching (sseq?) [NDS games can be converted into minincsf]
Sounds: researching

HW
Music: researching
Sounds: researching

LA DX
Music: researching (gbs)
Sounds: researching

LoZ
Music: researching (nsf)
Sounds: researching

MC
Music: researching (minigsf)
Sounds: researching

MM 3D
Music: DOWNLOAD v1.0 (May 5th, 2016)
Sounds: future release
notes: 32 tracks are cseq thus not converted and not in the zip

OoT 3D
Music: researching (cseq)
Sounds: future release

OoA & OoS
Music: researching (gbs)
Sounds: researching

PH
Music: researching (sseq) [NDS games can be converted into minincsf]
Sounds: researching

SS
Music: DOWNLOAD v1.0 (May 7th, 2016)
Sounds: researching

ST
Music: researching (sseq) [NDS games can be converted into minincsf]
Sounds: researching

TFH
Music (stereo tracks): DOWNLOAD v1.0 (May 10th, 2016)
Music (normal tracks): DOWNLOAD v1.0 (May 10th, 2016)
Music (alternate tracks): Not going to convert
Sounds: DOWNLOAD v1.0 (May 10th, 2016)
notes: 98 tracks are cseq thus not converted and not in the zip

TP HD
Music: DOWNLOAD v1.0 (May 5th, 2016)
Sounds: researching

WW HD
Music: DOWNLOAD v1.0 (May 6th, 2016)
Sounds: researching

Z2
Music: researching (nsf)
Sounds: researching

11
Game art & music / Re: [Opinions] Link Between Worlds OST
« on: May 03, 2016, 04:59:25 pm »
OGG looping was just added in today! :D
I will finish up the music pack and post it here if that's ok with you ffomega.

12
Game art & music / Re: [Opinions] Link Between Worlds OST
« on: April 15, 2016, 11:50:56 pm »
I was working on this myself but at the time there was no OGG looping. Not sure if that made it into 1.5 yet or not.

13
I like to think anything is possible with lua. :) I'm sure that a status HUD like in the pictures would work. If you play Mystery of Solarus DX you will see the standard Zelda stuff - health, keys, rupees, etc.

And a game can look like anything you want as long as you have the assets. The only problem right now is that the hero is a set size and you can't make it any larger. Which means no real high resolutions graphics just yet. Unless that changed in 1.4 and I'm unaware of it...

14
ok will do!

edit:
#683

15
Not sure if this has been asked for in the past but the engine needs to have more options for animated bg tiles. From looking at the files of Zelda games the animations vary quite a bit. Some games have 3 frames others have 4 and one even has 8 frames! The delay on these are also different depending on the game. I've used sprites in the past to get around this but the engine doesn't load the sprite animation unless it's in view which is not always in sync with the rest of the sprites. It's pretty weird. Anyways I think this would be a nice feature to expand on.

Pages: [1] 2