The Shadow temple? Oh, come on, that place is great, and the remake really did it justice (the detail on the skulls and reapers were great). Plus, it has my second favourite dungeon boss of Ocarina, after Twinrova (not counting Dark Link).
I could be trying to get the last 15 Skulltulas I need in the main quest (before I move on to completing, and subsequently 3-hearting Master Quest (using the broken knife, because I'm weird like that, I'm one of those people who spends 5 hours trying to do the wooden sword glitch in Twilight Princess just to eventually beat 2 darknuts without a shield, using a wooden sword (try it, it's awesome (way too many brackets))))), but instead I'll try to do some testing on this pack. I should be done in about an hour, depending on how long it takes to fix the pistons. I'll try using your textures, but I'm not sure the N/S blocks really fit the purpose of the pistons. We'll see.
Actually making the changelist might take a while as well, I've tried changing everything I had barely touched before (there are now no longer any derivative textures, everything is either custom sprites or in-game sprites (or a combination)).
The Shadow temple? Oh, come on, that place is great, and the remake really did it justice (the detail on the skulls and reapers were great). Plus, it has my second favourite dungeon boss of Ocarina, after Twinrova (not counting Dark Link).
I could be trying to get the last 15 Skulltulas I need in the main quest (before I move on to completing, and subsequently 3-hearting Master Quest (using the broken knife, because I'm weird like that, I'm one of those people who spends 5 hours trying to do the wooden sword glitch in Twilight Princess just to eventually beat 2 darknuts without a shield, using a wooden sword (try it, it's awesome (way too many brackets))))), but instead I'll try to do some testing on this pack. I should be done in about an hour, depending on how long it takes to fix the pistons. I'll try using your textures, but I'm not sure the N/S blocks really fit the purpose of the pistons. We'll see.
Actually making the changelist might take a while as well, I've tried changing everything I had barely touched before (there are now no longer any derivative textures, everything is either custom sprites or in-game sprites (or a combination)).
Shadow Temple looks great, my curiosity sending me back through the mildly annoying guillotine hallway 3 times is what I hate.
And yeah the N/S block for pistons is slightly out of place. But if Jeb does add Spike Blocks in 1.8, it won't be hard to change the N section to match the S part, and make spike blocks the N polarity. Really hope they get around to putting Seasons/Ages on 3DS store.
Quite a few changes, some more noticeable than other. Most notable to me are the logo, the new diamond armour, the new wool and the sandstone top. Check the changelog in the original post for more information, as well as the download link.
Enjoy!
@psychoweed
If I'm not mistaken you can duck under the guillotines by guarding, not that they should be that big of a problem anyway.
And I've decided to go with this rather weird-looking statue head and decorations from the Ancient Ruins entrance. It looks sort of weird, but fits in rather well with the cobble textures.
And yeah, we do need the oracle series on the 3DS, especially since this year was their 10th anniversary. Not necessarily for me (although I would gladly pay the price), but so that others who don't have a gameboy can discover the genius which the cooperation of Capcom and Nintendo can produce.
Quite a few changes, some more noticeable than other. Most notable to me are the logo, the new diamond armour, the new wool and the sandstone top. Check the changelog in the original post for more information, as well as the download link.
Enjoy!
@psychoweed
If I'm not mistaken you can duck under the guillotines by guarding, not that they should be that big of a problem anyway.
And I've decided to go with this rather weird-looking statue head and decorations from the Ancient Ruins entrance. It looks sort of weird, but fits in rather well with the cobble textures.
And yeah, we do need the oracle series on the 3DS, especially since this year was their 10th anniversary. Not necessarily for me (although I would gladly pay the price), but so that others who don't have a gameboy can discover the genius which the cooperation of Capcom and Nintendo can produce.
Yeah, I know how to get by the guillotines; you roll under them; it just gets annoying after 2 screw-ups having to go back through again. And I sometimes mess-up the timing on the fast ones. I'm in Spirit Temple now.
We all love the removed Herobrine joke don't we?
Your Pistons look really nice too. But keep in mind my Magnet Block Piston, you never know when you made need a handy and easily changed to fit the block texture like that.
And I have both oracle games, first Zelda games I ever played, but the batteries in them are so old I can no longer save data anymore. Need them on 3DS because it's no longer possible to play them otherwise. Also Ganon's boss theme was awesome in them.
Yeah, I know how to get by the guillotines; you roll under them; it just gets annoying after 2 screw-ups having to go back through again. And I sometimes mess-up the timing on the fast ones. I'm in Spirit Temple now.
We all love the removed Herobrine joke don't we?
Your Pistons look really nice too. But keep in mind my Magnet Block Piston, you never know when you made need a handy and easily changed to fit the block texture like that.
And I have both oracle games, first Zelda games I ever played, but the batteries in them are so old I can no longer save data anymore. Need them on 3DS because it's no longer possible to play them otherwise. Also Ganon's boss theme was awesome in them.
The battery thing does scare me, I've had one or two Pokémon games run out of battery (one of them still during the Gameboy-era, even). So far my Oracle safe files have stood the test of time (I'm guessing because they were some of the last Gameboy games), but yeah, I wouldn't mind having some more reliable safe-files (although I guess they would be bound to my 3DS then). I certainly wouldn't mind replaying both games again, I still have to do an OoA-first playthrough.
I wouldn't use the N/S blocks if they do decide to add the spike block, because there are actually 2 different kinds of spikes in the game, and presumably the blocks would do some sort of damage, which would make more sense with actual spikes. But if ever there are repulsion/attraction-based blocks, I'll definitely be using the N/S blocks (we'll have to see which, though, there are 3 kinds of S-blocks). You definitely did the top part of the standard S-block right, so I wouldn't mind stealing it!
The battery thing does scare me, I've had one or two Pokémon games run out of battery (one of them still during the Gameboy-era, even). So far my Oracle safe files have stood the test of time (I'm guessing because they were some of the last Gameboy games), but yeah, I wouldn't mind having some more reliable safe-files (although I guess they would be bound to my 3DS then). I certainly wouldn't mind replaying both games again, I still have to do an OoA-first playthrough.
I wouldn't use the N/S blocks if they do decide to add the spike block, because there are actually 2 different kinds of spikes in the game, and presumably the blocks would do some sort of damage, which would make more sense with actual spikes. But if ever there are repulsion/attraction-based blocks, I'll definitely be using the N/S blocks (we'll have to see which, though, there are 3 kinds of S-blocks). You definitely did the top part of the standard S-block right, so I wouldn't mind stealing it!
Yeah, spike blocks would have to be either spike traps or the spike ball in the unicorn's cave boss fight.
Also, don't know if you've seen these yet, but these are images Notch and Jeb posted yesterday.
The first has Brown and Red Huge Mushrooms. 3 different blocks.
The second has 3 new stone brick blocks and what seems to be a chain link door.
First look at new content for 1.8!! Oh, and Notch said that the Huge Mushrooms will be in a new biome, soooo, Autumn?
I'd love to have more blocks available, as there are quite a few unused patterns (some of which I have now stored in the terrain.png file), there's still quite a few stone walls and bricks available as well, so that will hardly be a problem.
The mushrooms could always be based on the fall/not-fall mushrooms. as I haven't used those yet.
And I do follow both Notch and Jeb on Twitter, so I have seen those. Jeb posting the texture files also helped me prepare despite being pretty busy when 1.7 was released.
I made texture files for the Aether plugin to correspond with this pack (as this is still my own default pack). I haven't made most of the mobs yet, and those I did are pretty horrible, but everything else should at least be decent (maybe a bit too blue, and the holystone is maybe a bit too blocky, and most items aren't perfect, but whatever). I don't know if I'll ever finish the mobs (making a windfish out of the whales would be pretty neat), so I've decided to just throw this out there for anyone who actually uses this mod, has installed the aether plugin and wants it to correspond with the surface and nether (there might be one such person out there, I don't know).
Oui, je sais que les torches son trop grandes...
Okay, French really isn't my best language. You're perfectly understandable, though, so don't worry. And I'm glad to see you're trying!
The problem with the torches is this: There are 3-ish potential torch designs in the original games, 2 in Link's Awakening, and a few in AlttP, and I've tried most of them and they all suffer from the fact that they are slightly wider than the standard torch, which makes it painfully obvious that they're not from the default texture pack. I've even tried removing the original black outlines or even just recolouring the default ones (I might still have those files somewhere), but all of it just looked wrong. The flames especially are usually the biggest problem, and just leaving them flameless made them look rather pathetic. I've been looking around for good torch designs for quite a while now, but the humongous torches have since grown on me, and I've come to like them in a weird way (except for the fact that they go through the ceiling, but technically that's just the fire burning the roof).
If you have a suggestion, feel free to share it. I'd love to have better torches, but so far I've been unable to find one.
The Jack o' Lantern, yeah, I originally had a yellow mouth for that one, and I tried red and dark red as well. I even tried inverting the mouth/outline colours, and it all looked wrong. The main problem is that I've limited myself to just a few colours (although still slightly more than what the original 8 bits should allow, shame on me), and the pumpkin already uses my oranges and one of my 2 yellows, which makes adding a "light" extremely difficult. There is still a difference between it and the regular pumpkins, though, as its mouth is a lot more opened, which I felt was enough of a differentiator (that and the fact that it actually glows).
I'll try messing around with the torches some more, but I'm afraid the Jacks are here to stay.
Just posting to add a slightly updated 1.9 Beta version, using the new 1.8 texture files (but obviously missing things like the enderman texture), as well as including some changes addressing the most common complaints ("stuff's too big!"), like new torch, flower and mushroom designs. Click here for that, or just click "download" in the original post.
I'll be sure to post an official update once 1.8 hits the shelves, because I'm sure the texture files will not be sufficient and some things might need changing, but I feel like the new changes here don't warrant a new full update.
Also, suggestions for a melon texture are always welcome.
And while I'm at it, here's an updated version of the Pokémon texture pack I've been working on, which should be done by 1.8. I'll give it its own thread once that's finished. Click here for that.
I think all that still needs to be done is signs, minecarts, some effects, the menus and the likes, the title, some minor details and some changes for 1.8.
I also challenge anyone to show me a weirder texture pack than this one, because I think I've outdone myself here.
After that's done I'll probably start working on a Fire Emblem: the Sacred Stones based texture pack, for a couple of reasons. First of all, it's a great game. Second of all, it's perfectly made for a texture pack (well, half a texture pack). And third of all, I've done my favourite Gameboy and Gameboy Colour game now, might as well do my favourite Advance game next. (Not sure how I'm going to do a Spirit Tracks texture pack if I want to keep this up).
After that? Maybe an original one, although I feel the Oracle of Seasons one has kind of grown into that, we'll see.
<- Enderman? It's the only thing which seems anywhere near suitable, but it's a pretty obscure LA enemy. I guess I'll have to wait for 1.8 to actually try it out.
Anyhow, for those who've missed it, I've finally released my Pokémon Red and Blue texture pack into the wild: http://www.minecraftforum.net/topic/601403-16x17-pokemon-red-and-blue/
Which means I'm now working on a Fire Emblem: The Sacred Stones Texture pack. For updates on that don't hesitate to click the banner at the bottom of the first post, which will regularly be updated as I progress. The easy stuff's done now (weapons and specific tiles), so what's next will probably take quite a while.
The only problem is that it looks so normal. I guess it'll become my default serious-looking texture pack once it's done, but I'll probably be sticking with the Oracles one most of the time.
The download link for this pack has also been updated, but I think I've only changed the Redstone Repeater Icon and removed the white from the rain.
The new food meter and experience bar still have to be made (and I don't think Notch or Jeb have provided the files, right?), but other than that 1.8 shouldn't take too long to update to, as long as pig snouts don't ruin everything (which probably won't be the case, since the Moblins actually have snouts). The Pokémon pack will probably be a bit harder to update.
<- Enderman? It's the only thing which seems anywhere near suitable, but it's a pretty obscure LA enemy. I guess I'll have to wait for 1.8 to actually try it out.
Anyhow, for those who've missed it, I've finally released my Pokémon Red and Blue texture pack into the wild: http://www.minecraftforum.net/topic/601403-16x17-pokemon-red-and-blue/
Which means I'm now working on a Fire Emblem: The Sacred Stones Texture pack. For updates on that don't hesitate to click the banner at the bottom of the first post, which will regularly be updated as I progress. The easy stuff's done now (weapons and specific tiles), so what's next will probably take quite a while.
The only problem is that it looks so normal. I guess it'll become my default serious-looking texture pack once it's done, but I'll probably be sticking with the Oracles one most of the time.
The download link for this pack has also been updated, but I think I've only changed the Redstone Repeater Icon and removed the white from the rain.
The new food meter and experience bar still have to be made (and I don't think Notch or Jeb have provided the files, right?), but other than that 1.8 shouldn't take too long to update to, as long as pig snouts don't ruin everything (which probably won't be the case, since the Moblins actually have snouts). The Pokémon pack will probably be a bit harder to update.
That's it, enjoy!
For the Pokemon pack, I love you.
For the Sacred Stones pack I'm gonna have to clone myself so the clone can love you to.
I've tested the previous version of this pack with the 1.8 preview and I've added the food bar, venomous spiders, updated chests and fixed some other things. There are still quite a few glitches in the preview (endermen and spiders for some reason have a white translucent layer added to their skin, which means I haven't been able to test those in detail) and I'm not too happy with certain elements (mainly the glass panes, the melons and their stems) which I'll hopefully fix soon, but other than that everything looks quite nice, so I've decided to update the download link (but you can just click here).
Expect a new version update and a what will probably end up being quite a big changelog when 1.8 officially hits the webs.
I must say, the larger biomes do make this texture pack more attractive. I've been able to find a few places where it's spring for more than a few meters quite easily, something which was almost impossible to find in 1.7 (even though Spring replaced 2 distinct biomes, which should've been easily identifiable).
The Pokémon pack will probably end up taking a while longer to update, so expect that in a few days.
Enjoy!
EDIT: Oh yeah, and experience orbs are now P-bags, because I could.
I could be trying to get the last 15 Skulltulas I need in the main quest (before I move on to completing, and subsequently 3-hearting Master Quest (using the broken knife, because I'm weird like that, I'm one of those people who spends 5 hours trying to do the wooden sword glitch in Twilight Princess just to eventually beat 2 darknuts without a shield, using a wooden sword (try it, it's awesome (way too many brackets))))), but instead I'll try to do some testing on this pack. I should be done in about an hour, depending on how long it takes to fix the pistons. I'll try using your textures, but I'm not sure the N/S blocks really fit the purpose of the pistons. We'll see.
Actually making the changelist might take a while as well, I've tried changing everything I had barely touched before (there are now no longer any derivative textures, everything is either custom sprites or in-game sprites (or a combination)).
Shadow Temple looks great, my curiosity sending me back through the mildly annoying guillotine hallway 3 times is what I hate.
And yeah the N/S block for pistons is slightly out of place. But if Jeb does add Spike Blocks in 1.8, it won't be hard to change the N section to match the S part, and make spike blocks the N polarity. Really hope they get around to putting Seasons/Ages on 3DS store.
Coming soon: Nintendo World Resource Pack
Quite a few changes, some more noticeable than other. Most notable to me are the logo, the new diamond armour, the new wool and the sandstone top. Check the changelog in the original post for more information, as well as the download link.
Enjoy!
@psychoweed
If I'm not mistaken you can duck under the guillotines by guarding, not that they should be that big of a problem anyway.
And I've decided to go with this rather weird-looking statue head and decorations from the Ancient Ruins entrance. It looks sort of weird, but fits in rather well with the cobble textures.
And yeah, we do need the oracle series on the 3DS, especially since this year was their 10th anniversary. Not necessarily for me (although I would gladly pay the price), but so that others who don't have a gameboy can discover the genius which the cooperation of Capcom and Nintendo can produce.
Yeah, I know how to get by the guillotines; you roll under them; it just gets annoying after 2 screw-ups having to go back through again. And I sometimes mess-up the timing on the fast ones. I'm in Spirit Temple now.
We all love the removed Herobrine joke don't we?
Your Pistons look really nice too. But keep in mind my Magnet Block Piston, you never know when you made need a handy and easily changed to fit the block texture like that.
And I have both oracle games, first Zelda games I ever played, but the batteries in them are so old I can no longer save data anymore. Need them on 3DS because it's no longer possible to play them otherwise. Also Ganon's boss theme was awesome in them.
Coming soon: Nintendo World Resource Pack
I wouldn't use the N/S blocks if they do decide to add the spike block, because there are actually 2 different kinds of spikes in the game, and presumably the blocks would do some sort of damage, which would make more sense with actual spikes. But if ever there are repulsion/attraction-based blocks, I'll definitely be using the N/S blocks (we'll have to see which, though, there are 3 kinds of S-blocks). You definitely did the top part of the standard S-block right, so I wouldn't mind stealing it!
Yeah, spike blocks would have to be either spike traps or the spike ball in the unicorn's cave boss fight.
Coming soon: Nintendo World Resource Pack
The first has Brown and Red Huge Mushrooms. 3 different blocks.
The second has 3 new stone brick blocks and what seems to be a chain link door.
First look at new content for 1.8!! Oh, and Notch said that the Huge Mushrooms will be in a new biome, soooo, Autumn?
http://www.minecraftwiki.net/images/c/ce/PqYck.jpg
http://www.minecraftwiki.net/images/e/ed/Unnamed_Brick_Blocks.png
Coming soon: Nintendo World Resource Pack
The mushrooms could always be based on the fall/not-fall mushrooms. as I haven't used those yet.
And I do follow both Notch and Jeb on Twitter, so I have seen those. Jeb posting the texture files also helped me prepare despite being pretty busy when 1.7 was released.
http://fc00.deviantart.net/fs70/f/2011/183/e/5/oracle_of_seasons_piston_by_ggod-d3kt9vp.png
Ugh, why can't the original game have dozens of textures only seen once or twice?
Coming soon: Nintendo World Resource Pack
I made texture files for the Aether plugin to correspond with this pack (as this is still my own default pack). I haven't made most of the mobs yet, and those I did are pretty horrible, but everything else should at least be decent (maybe a bit too blue, and the holystone is maybe a bit too blocky, and most items aren't perfect, but whatever). I don't know if I'll ever finish the mobs (making a windfish out of the whales would be pretty neat), so I've decided to just throw this out there for anyone who actually uses this mod, has installed the aether plugin and wants it to correspond with the surface and nether (there might be one such person out there, I don't know).
To install, replace the folders in this zip:
http://dl.dropbox.com/u/6757211/Oracle/Oracle of Aethers.zip
with the folders in the "Aether" folder which you should find in your minecraft.jar somewhere.
Enjoy!
Okay, French really isn't my best language. You're perfectly understandable, though, so don't worry. And I'm glad to see you're trying!
The problem with the torches is this: There are 3-ish potential torch designs in the original games, 2 in Link's Awakening, and a few in AlttP, and I've tried most of them and they all suffer from the fact that they are slightly wider than the standard torch, which makes it painfully obvious that they're not from the default texture pack. I've even tried removing the original black outlines or even just recolouring the default ones (I might still have those files somewhere), but all of it just looked wrong. The flames especially are usually the biggest problem, and just leaving them flameless made them look rather pathetic. I've been looking around for good torch designs for quite a while now, but the humongous torches have since grown on me, and I've come to like them in a weird way (except for the fact that they go through the ceiling, but technically that's just the fire burning the roof).
If you have a suggestion, feel free to share it. I'd love to have better torches, but so far I've been unable to find one.
The Jack o' Lantern, yeah, I originally had a yellow mouth for that one, and I tried red and dark red as well. I even tried inverting the mouth/outline colours, and it all looked wrong. The main problem is that I've limited myself to just a few colours (although still slightly more than what the original 8 bits should allow, shame on me), and the pumpkin already uses my oranges and one of my 2 yellows, which makes adding a "light" extremely difficult. There is still a difference between it and the regular pumpkins, though, as its mouth is a lot more opened, which I felt was enough of a differentiator (that and the fact that it actually glows).
I'll try messing around with the torches some more, but I'm afraid the Jacks are here to stay.
Thanks for commenting, though!
Just posting to add a slightly updated 1.9 Beta version, using the new 1.8 texture files (but obviously missing things like the enderman texture), as well as including some changes addressing the most common complaints ("stuff's too big!"), like new torch, flower and mushroom designs.
Click here for that, or just click "download" in the original post.
I'll be sure to post an official update once 1.8 hits the shelves, because I'm sure the texture files will not be sufficient and some things might need changing, but I feel like the new changes here don't warrant a new full update.
Also, suggestions for a melon texture are always welcome.
And while I'm at it, here's an updated version of the Pokémon texture pack I've been working on, which should be done by 1.8. I'll give it its own thread once that's finished.
Click here for that.
I think all that still needs to be done is signs, minecarts, some effects, the menus and the likes, the title, some minor details and some changes for 1.8.
I also challenge anyone to show me a weirder texture pack than this one, because I think I've outdone myself here.
After that's done I'll probably start working on a Fire Emblem: the Sacred Stones based texture pack, for a couple of reasons. First of all, it's a great game. Second of all, it's perfectly made for a texture pack (well, half a texture pack). And third of all, I've done my favourite Gameboy and Gameboy Colour game now, might as well do my favourite Advance game next. (Not sure how I'm going to do a Spirit Tracks texture pack if I want to keep this up).
After that? Maybe an original one, although I feel the Oracle of Seasons one has kind of grown into that, we'll see.
I hope you enjoy, and until 1.8!
/cry
Coming soon: Nintendo World Resource Pack
Anyhow, for those who've missed it, I've finally released my Pokémon Red and Blue texture pack into the wild: http://www.minecraftforum.net/topic/601403-16x17-pokemon-red-and-blue/
Which means I'm now working on a Fire Emblem: The Sacred Stones Texture pack. For updates on that don't hesitate to click the banner at the bottom of the first post, which will regularly be updated as I progress. The easy stuff's done now (weapons and specific tiles), so what's next will probably take quite a while.
The only problem is that it looks so normal. I guess it'll become my default serious-looking texture pack once it's done, but I'll probably be sticking with the Oracles one most of the time.
The download link for this pack has also been updated, but I think I've only changed the Redstone Repeater Icon and removed the white from the rain.
The new food meter and experience bar still have to be made (and I don't think Notch or Jeb have provided the files, right?), but other than that 1.8 shouldn't take too long to update to, as long as pig snouts don't ruin everything (which probably won't be the case, since the Moblins actually have snouts). The Pokémon pack will probably be a bit harder to update.
That's it, enjoy!
For the Pokemon pack, I love you.
For the Sacred Stones pack I'm gonna have to clone myself so the clone can love you to.
Coming soon: Nintendo World Resource Pack
You could make endermen some kind of freaky mutated subrosian?
Coming soon: Nintendo World Resource Pack
Expect a new version update and a what will probably end up being quite a big changelog when 1.8 officially hits the webs.
I must say, the larger biomes do make this texture pack more attractive. I've been able to find a few places where it's spring for more than a few meters quite easily, something which was almost impossible to find in 1.7 (even though Spring replaced 2 distinct biomes, which should've been easily identifiable).
The Pokémon pack will probably end up taking a while longer to update, so expect that in a few days.
Enjoy!
EDIT: Oh yeah, and experience orbs are now P-bags, because I could.