WIP (Work In Progress)
 Pixel Joint Forum : Pixel Art : WIP (Work In Progress)
Message Icon Topic: Iso Zelda Dungeon Post Reply Post New Topic
Author Message
radolfo
Seaman
Seaman
Avatar

Joined: 07 February 2009
Online Status: Offline
Posts: 13
Quote radolfo Replybullet Topic: Iso Zelda Dungeon
    Posted: 20 February 2009 at 7:07pm

This started out as an isometric exercise (I use my free time weirdly) and blew up into the whole damn level with working tile sets and everything. Since its way too big for the gallery and its not really original (other than the new angle), I'm thinking of focusing at the boss area and re-rendering it to Nintendo DS level with Link fighting that dragon. Either way I'm working on the iso versions of the NES sprites after I took a crack at the statues at the entrance and figured I may as well do the whole thing now.

Makes me want to play the original game again... or dump the tile set in one of my hack game engines and play it iso style.
 
IP IP Logged
surt
Commander
Commander
Avatar

Joined: 30 December 2015
Online Status: Offline
Posts: 413
Quote surt Replybullet Posted: 20 February 2009 at 8:25pm
Surely the fore-shortening on the wall bricks is no longer necessary?

Floor in room with blue fish-things lack a differing tile type near southern door.

Rooms with blue stuff, I presume water, could do with some height difference between between floor and water.

Lighting on truncated pyramid things looks out of place with walls totally lacking such lighting.
IP IP Logged
radolfo
Seaman
Seaman
Avatar

Joined: 07 February 2009
Online Status: Offline
Posts: 13
Quote radolfo Replybullet Posted: 20 February 2009 at 8:57pm

Yeah, was going for the literal copy of what you see from the original. Gawd, I forgot the sandy tiles at the entrance again. Originally did this map much larger.

Think I'm going to ditch the NES style and up the graphics and make things a bit more sense. Like where is the light coming from in these dungeons?
 
And see! I don't just make bouncy boobs. (hmmm, maybe Princess Zelda needs an upgrade.)
IP IP Logged
Metaru
Commander
Commander
Avatar

Joined: 28 December 2025
Online Status: Offline
Posts: 3305
Quote Metaru Replybullet Posted: 21 February 2009 at 12:26am
And see! I don't just make bouncy boobs. (hmmm, maybe Princess Zelda needs an upgrade.)


go for it. zelda's biforce need some bouncy effect.
I ate leel's babies
IP IP Logged
radolfo
Seaman
Seaman
Avatar

Joined: 07 February 2009
Online Status: Offline
Posts: 13
Quote radolfo Replybullet Posted: 22 February 2009 at 8:03pm

Hmmm, good thing I decided not to do the whole dungeon. This took awhile.

IP IP Logged
cure
Commander
Commander
Avatar

Joined: 23 March 2022
Online Status: Offline
Posts: 2859
Quote cure Replybullet Posted: 22 February 2009 at 8:34pm
My god that's fantastic.

I would recommend darkening the hallways seen through the door, AA could be better in a few spots, and the shadows cast by the statues seem a bit confusing at times (too light, perhaps, and too non existent on the left.  I'm not taking into account potential lightsources on the two walls we can't see, however).

Really great stuff though.
IP IP Logged
radolfo
Seaman
Seaman
Avatar

Joined: 07 February 2009
Online Status: Offline
Posts: 13
Quote radolfo Replybullet Posted: 23 February 2009 at 11:32am
Edited it some more before I start on the connecting rooms towards the boss. Don't plan to explore the entire dungeon, maybe head to the bow room since I have an idea for the water rooms on the way there.
 
The entrance has 4 doors, 3 of them have the weird face light sources and the main entrance is supposed to be natural light coming from outside. Still not getting it the way I want though. As for the doors we don't see walls, from my best idea and from a few games I've seen, I just placed a tile to indicate theres a way to walk out from. Heh, function for a mock up. (As if I'm really going to make this playable.)
Heres an early plan for the room north of entrance. Since the blocks in the center served no purpose in the original other than as walls, I decided to use the space for something interesting. Figure when Link enters, the stone coffin lights up on fire and the skeletons rise up to attack. And yes I plan to animate everything, even the transition from room to room.


Edited by radolfo - 23 February 2009 at 1:15pm
IP IP Logged
radolfo
Seaman
Seaman
Avatar

Joined: 07 February 2009
Online Status: Offline
Posts: 13
Quote radolfo Replybullet Posted: 23 February 2009 at 3:47pm
Latest mockup with UI and Link.
Got the lighting to a manageable point. I gave up on the natural light coming from the outside. (Lets just say its a long tunnel going down to the dungeon.) UI is pretty much the original with a few upgrades.
Already spent alot of time on this that I didn't expect to. Going to to take a break and come back to see if I want to do what I originally wanted to do or just post this pic into the gallery and move on.
IP IP Logged
Club Beuker
Commander
Commander
Avatar

Joined: 29 January 2007
Online Status: Offline
Posts: 513
Quote Club Beuker Replybullet Posted: 24 February 2009 at 4:12am
Already spent alot of time on this that I didn't expect to. Going to to take a break and come back to see if I want to do what I originally wanted to do or just post this pic into the gallery and move on.


I just can't let you do that as a huuuuge Zelda fan. Please make this your masterpiece (remember you have 8 more dungeons to do)

In short: This is just jawdropping tasty!
Without me, it's just aweso
IP IP Logged
Post Reply Post New Topic
Printable version Printable version

Forum Jump
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot delete your posts in this forum
You cannot edit your posts in this forum
You cannot create polls in this forum
You cannot vote in polls in this forum