Zelda Sprite Request

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crzyrbl
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Zelda Sprite Request

Post by crzyrbl »

The last item i am adding to Zelda:RotP is Roc's Feather, as in Link's Awakening. It allows Link to jump over spaces. the problem is im having trouble getting the right animation for this (especially jumping in the up or down direction). The feather is fully programed at this point, minus the animation; so if you show me your sprites, i can show you how the jump animation will look in game pretty fast. It needs to be 8x8's and there should be 3 frames of him jumping. i am hoping it will look something like the animation in this classic expample
http://sprites.fireball20xl.com/NSA/Sheets/lalink.png
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kalan_vod
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Post by kalan_vod »

Wow, those look good ^^. which one shows him jumping?
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crzyrbl
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Post by crzyrbl »

the link's under the chickens are the jumping animation links.

btw, this is what the current jump animation looks like:
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kalan_vod
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Post by kalan_vod »

WOW! That looks sweet dude! Nice jumping animation!
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Post by DarkAuron »

Wow, I really like that crzyrbl!
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Post by tr1p1ea »

Hahahaha thats awesome! Flips just like the real deal! I dont think the jumping sprites need any work at all to be honest ... very cool!
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Post by DJ_O »

OMG wow nice work, I like the animation! Will this allow link to do lot of stuff he cant normally do besides jumping across holes? :)
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kalan_vod
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Post by kalan_vod »

What happens if the user jumps towards the edge of the screen? Will it scroll and finish the jump? Or have you not got to that yet? Just trying to be helpful :P.
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crzyrbl
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Post by crzyrbl »

if the screen or an object is in the way, it will calc that BEFORE the jump, and make the animation such that he lands on the spot before it. So no, it you cant scroll the screen by jumping, but why would you want it to? Dont worry, i have already tested it for bugs. btw, keep in mind that PTI runs at 90% of a TI-83+ calc...which goes like 20% of a TI-84!
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