Sorry for the double post, but I figured this was worth it. I've worked a bit more with the Zelda 1 skin I was working on, taking some inspiration from StickMan and sbq92, and I came up with this: I'm still deciding on whether or not to keep the little tree, because it may make some players think they can jump on it like the new pipes. I also put what I plan on being the big castle in the place of the little castle, just so I could see how it looked. I'll still use the steps for the little castle. I think it all actually looks pretty good. As for other themes, I've put together several more (simple recolors of the other skins I showed before), but I have to work on putting them all on one sheet.
Hey, that's not bad! Although it does demonstrate how top-down tiles really don't look as good in a sidescrolling perspective.
Here are the map and theme skins: And here are the backgrounds - For the first three themes in row 1 [overworld]: - For the fourth theme in row 1 [overworld]: - For the first theme in row 2 (it animates) [underground]: The rest of the themes use a plain black background. I'll let Jay and Ryuza choose which themes go with which levels.
Well, I guess maybe touch up the bushes so they're flatter on the bottom, and adjust the edges of the ground blocks so they fit together better? Also, I don't think the ground color from Zelda works very well for the sky. (Though I do want to say that you did a spot-on job of making an SMB skin out of Zelda tiles.)
I thought I'd post this here to show the 8-bit'ed portrait. After all, I'm not in right to post without the consent of the one who had the idea of the skin: What I mean is that I don't know if silentshadowxp will like it. By the way I erased a purple pixel which was between two burts.
Here's an update for the Bunny Link. I messaged Ryuza to see if he could send me the LttP Link skin so I can just copy and paste stuff over, so all that's really left is a portrait and that darn jump sprite lol. If anyone is up for working on those then feel free.
You could probably get away with leaving the jump sprite out. Just because there are extra frames for animation doesn't mean you have to use them (I think)
→ Well he was supposed to ask Jay about a release of all currently in-game skin templates. → Well Link currently uses this sprite. For his jump. ^^"
Well, I decided to cheat with the Jump sprite again, and just rotated one of the other sprites. Someone else can change it if they like, or if it doesn't work well for the game I'm sure Ryuza could edit it a little. So that pretty much means I'm just waiting for the LttP skin to be released and I need to get the portrait taken care of. I found some funny art of it, but had a hard time shrinking it down. I'll keep looking though.
lol, Paint.NET can be annoying, but it's a pretty sweet program. I love that I can just hit a key on my laptop's keyboard if I want a different tool. I get so frustrated going back to MS Paint for something just to find out I can't do that. Thing about that is, unlike the Ryu to Haggle Man jump difference, the two jumping sprites used for Link are rotated 180 degrees rather than being four separate sprites. So if I were to simply put the same jump sprite for both, he'd have two sprites in his jump animation where he'd randomly be upside down. I'm pretty sure that's how it works, and I'm not sure if that's one of those things that they can tweak (like Proto Man's buster), so it's better to be safe than sorry.
Wait, so we all use Paint.NET? For some reason I thought everyone but me had Adobe After Effects Pro, or something else that inexplicably costs $800.
Me,I use simply the normal paint of windows XP.Thats not the best logicial of the world,but,I don't know,I'm good with it.
Don't get me wrong, I used to love MS Paint, but they ruined it on Windows Vista... Besides, Paint.NET is free and allows you to do the transparency these skins need.