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04-24-22 10:10:26 AM
Jul - Game Development/Mod Projects - Vintage Dreams Tileset New poll - New thread - New reply
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Lunaria

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Posted on 03-16-18 10:32:55 PM (last edited by Lunaria at 03-16-18 10:36:28 PM) Link | Quote
I like GB Zelda games, this is a package of those type of assets I'm making with a friend for a Zelda engine!




GB titlescreen replications (and such) with letterboxing:




So this is a tileset that combines basically all art assets from the GB Zelda games into one location and pre-builds tile and meta data for use in the Zelda Classic engine. But it also has additional things: It packs in a great amount of script material compiled and bug tested by me, though the custom scripted assets themselves are made by various authors (including myself). The goal is to make something that people can plop into the engine then start making GB style/themed quests very easily. All scripted content added by the tileset is to support that idea, either by replicating features from some of the GB Zelda games, or by making designing smoother.

Like, say, having a shovel that acts like it does in the GB games!




For those of you who are unfamiliar with the Zelda Classic engine, it's a PC port of The Legend of Zelda on the NES. However, the engine itself has been expanded with a lot more features on top of that. Including items from later Zelda games like the hookshot and roc's feather, but also different systems such as eight directional non-grid based walking. And in more recent years: Scripting support! A lot of different features have since been scripted for the engine, to varying degrees of quality. Scripts packed into this tileset includes: GB Power bracelet, Shovel, Ice Rod, Free-form shutters, GB minecarts, Oracle seeds & seed shooter, and more.

If you want to see some of those items showcased in a slow video you can find that here: Link to video!

There have of course been many GB tilesets for ZC before, this would at least be a generation 3 one, none of them have really been all that well organized. The VD tileset is based on an old tileset called EzGBZ 2.5, which strived to include as much as possible. But a fair share of GB assets were missing from it, and any original art assets in it were often sub-par. There is also quite a bit of a conundrum when it comes to supporting the palettes of GBC games for something like this. EzGBZ featured faithful replication of basically all palettes from the oracle games (and from Link's Awakening if I recall right). However, an issue with those is that they were designed for a system with a very different screen than modern PC displays. And a lot of those palettes can end up really bright and eye burning in bad ways. Therefore, this tileset has thrown out all of those and any ideas of supporting those kind of palettes, and instead features original palettes that aim to give people who use the tileset a good selection of choices for most things. And yes, those titlescreens up there are inaccurate to the GB palettes if you couldn't tell.


Slightly outdated by now, basically everything is WIP.


We also pack in a lot of custom assets that are drawn in a way to mostly if not completely be compatible with actual GB hardware. For example, this is the wands and canes page, followed by the sword page:


The bottom left one is a new one, I made it yesterday.


Palette based structure means that these colours are just the currently loaded ones.

The reason for the various recolours is due to Zelda Classic using 16 colour palette in contrast to a GB's 4. So to make the most of it there are several ramps per palette. But I won't bore with more technical details, I don't think most care for that?

Anyway, the project is coming around smoothly and is slated for going into public beta testing once I finally have the time and energy to sit down and revise the scripted pause screen (it currently has a lot of bugs and stuff. :X). I generally drop off screens and stuff showing off assets from the tileset in the discord chat from time to time. (Most recently the eevee sprite sheet which is original but takes a lot of inspiration from the Pokemon Mystery Dungeon poses). My project partner is working on palettes currently, since we need a good chunk more of those for the final release.


idk how to end this post, feel free to ask questions and stuff. There is plenty of material from the project that I couldn't fit in here.

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Sanqui
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Posted on 03-17-18 02:22:53 PM Link | Quote


*Sanqui flops, wings involved.

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I watched the videos a bit and it looks like everything moves a bit faster than I'm used to, but otherwise it looks quite nice. Good job with the scripting!

I like the tilesets and the Eevee one is really impressive. Can we see the map tileset perhaps?

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Lunaria

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Posted on 03-17-18 04:19:49 PM Link | Quote
Yeah ZC is way faster in movement than the GB games were. I could in theory slow down most things with scripts but I don't think that's something that people who make quests would want, plus it would be a bit of work! :V

ZC don't really operate with tilesets per say, it keeps all graphical assets loaded at all times (which is why the entire project is called a tileset, despite being more than just tiles). The engine does separate between graphical assets and placeable tiles though, the reason for which is that the latter comes with meta data like solidity and how it interacts with the world. I can show you a few pages of how those are organized if you want? (Pages out of, basically, a linear list).

Editor markers and grass/dirt, trees and overworld objects, water and mountains, and dungeons stuff. These are just a few pages out of the entire list. In contrast, this is how just the graphical assets are stored for trees: Woop, which is like the swords up there.

Since you can't hotswap graphics (by loading in another tree type in another area for example) by replacing tile pages you're a bit more limited in organization. Which is why not all graphical assets will be avalible to be used per default. Otherwise things would get very cluttered, especially since you want duplicates of certain tiles but with different behaviour (like staircases for example, which you want versions that point to one out four possible warp pointers).


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Sanqui
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Posted on 03-18-18 08:24:25 AM Link | Quote


*Sanqui flops, wings involved.

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Ah, yeah, I was looking for some sort of collection of overworld tiles to look at and your screenshots serve that purpose. It's neat to see how many different trees the Gameboy games had. Such variety is underappreciated.


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SamEarl13

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Posted on 03-18-18 07:51:41 PM Link | Quote
This is actually a great idea and seems quite well done so far.

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Lunaria

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Posted on 03-19-18 10:30:40 AM Link | Quote
Thanks! ^o^

Recently I added a new fire themed wand design to match the previous one I made that looked more ice themed:


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Lunaria

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Posted on 03-26-18 02:46:42 AM Link | Quote
Tileset just released it's first open beta build! There's a page for that here: On PureZC!

Have some in-game example screens:


Just kind of examples of the sort of things you can do with the tileset I guess. Even if it does not really showcase all that much to be honest. It's more to be excited for if you're into making ZC quests, heh.



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Jul - Game Development/Mod Projects - Vintage Dreams Tileset New poll - New thread - New reply


Rusted Logic

Acmlmboard - commit 47be4dc [2021-08-23]
©2000-2022 Acmlm, Xkeeper, Kaito Sinclaire, et al.

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