Re: The NeoFirst quest file so far
Would you like my adapted Minish Cap Link for this, he is almost fully functional so far, all I have left for him is getting his swimming tiles imported and getting his 1 arm poses. And shields, yeah, the shields need done still, but that is because I am not sure which shields I wanted to use. Anyways, I think it might be a good idea to take advantage of the big link features with a newer link.
Here is the Link I have been working on, I have a little ways to go still, but I think it'd be better than the DoR link.
http://i57.photobucket.com/albums/g2...ishCapLink.gif
Re: The NeoFirst quest file so far
Technically speaking, DoR Link is Minish Cap Link, but smaller.
That is a decent rip of Minish Cap Link, but if you're going to make him that big the least you could do is account for Z3 Animation. It may take some editing to get all his frames in sequence and looking good... In my attempts to rip the full-size MC Link, I've found that there needs to be a certain bounce in his step or it won't look right at all, especially at the high speed of Z3 Animation.
Of course, then you have another problem... Link's going to be twice as big as all the monsters!
Re: The NeoFirst quest file so far
Indeed; as I mentioned earlier, I am loathe to use the (VISIBLY) large Link. At best, he can use his 2x2 tile allotment, but will still be visibly 1x1. The extra space will be for those erroneous pixels, such as his ears or sword sheath or shield as it roves all over his body as he waves and wraggles his arms as he walks.
Re: The NeoFirst quest file so far
Z3 Animation is all screwy and I couldn't figure it out, it uses 1 frame for a while, then goes 2323 then 1 for a while, it was really wierd. The BS Animation actually works, besides Minish Cap Link is only a little bigger than standard, just his head sticks a bit, and a little of his ears and shield will. So far he doesn't look odd at all. He is only a little bigger than the monsters.
Re: The NeoFirst quest file so far
Eh. He's about 4-6 pixels above 16, depending on the frame, which is kind of a lot at that scale. It may not look too weird around Octoroks and such, but when there are Wizzrobes and Darknuts about, he'd seem pretty huge.
Re: The NeoFirst quest file so far
Whoops....The caves have been sitting on my drive for the past two weeks. Forgot toally about them. _L_, I'll get them ot you later today. Sweet overworld, I mean, your good.
Re: The NeoFirst quest file so far
By the way, _L_, I noticed a "bug" here... I'm not sure if it's specific to NeoFirst alone or not, but the "Misc: Hover Boots Glow" in the Weapons/Misc area is missing when viewing it in NeoFirst, but when I open up Raw ZQuest Beta 15, it's there. When I immediately open up NeoFirst_L_.qst for viewing and go straight to the same area, it isn't.
Re: The NeoFirst quest file so far
That's unexpected... it is indeed displayed as "z84."
Re: The NeoFirst quest file so far
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Originally Posted by
Dart Zaidyer
Of course, then you have another problem... Link's going to be twice as big as all the monsters!
Then we need the enemy editor for 2x2 monsters XD
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Originally Posted by Imprisoned
Warp returns messed up...
Which ones?
When you go to an item room, you can't get back, and if you can get back from anywhere, theres no proper warp return set, so Link appears at the upperleft corner.
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That's unexpected... it is indeed displayed as "z84."
So the Hover Boots glow is z84? If it is, thanks!
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Z3 Animation is all screwy and I couldn't figure it out, it uses 1 frame for a while, then goes 2323 then 1 for a while, it was really wierd.
Zelda 3 Animation is broken in B15.
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Indeed; as I mentioned earlier, I am loathe to use the (VISIBLY) large Link. At best, he can use his 2x2 tile allotment, but will still be visibly 1x1. The extra space will be for those erroneous pixels, such as his ears or sword sheath or shield as it roves all over his body as he waves and wraggles his arms as he walks.
By that, do you perhaps mean that only one tile of Link will take damage?
So like when an Octorok hits Link's hand with a projectile, he won't take damage?
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but will still be visibly 1x1.
Don't you mean... technically or something? VISIBLY he is 2x2 right? Correct I'm wrong.
Re: The NeoFirst quest file so far
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When you go to an item room, you can't get back, and if you can get back from anywhere, theres no proper warp return set, so Link appears at the upperleft corner.
Well, generally, on oveworld type Dmaps, the exit is on the lower side, and on Dungeon type Dmaps, it's on the upper side. I don't recall how Cave Dmaps handle it.
So all you'd have to do is switch that screen from the exit being on the top, to being on the bottom, and you'd be good to go.