I want to make tiles of a standard enemy, except only larger--like a 2x 2 or 3x3 size of enemies, to use as a custom boss. Is there an easy way to do this?
making larger enemies
The only easy way I could think of is taking a screenshot of the enemy's tiles in ZQuest, then pasting them in Paint, doubling their size there, and then importing them back into ZQuest. Hmm, maybe it's time for some new drawing tools in ZQuest, eh? 😛
Rakki wrote:The only easy way I could think of is taking a screenshot of the enemy's tiles in ZQuest, then pasting them in Paint, doubling their size there, and then importing them back into ZQuest. Hmm, maybe it's time for some new drawing tools in ZQuest, eh? 😛
Paint will mess up the colors of the image if you do this...
When doing this for my Goron boss (I think it was your tutorial to tell me how, actually), I divided it into quadrants with the [x] tile, and then just made each square count as a 2x2 square.
firefly wrote:Paint will mess up the colors of the image if you do this...
No, you don't have to import the palette. Recoloring the sprite in the tile editor might be necessary, but it will have the pixels in the correct places. So all that would be necessary would be to replace the wrong colors with the correct ones.
Sorry for digging out this old thread, but I also want to create a larger enemy (a 2x2 Zol).
I draw this tiles

but what cames after it? 😞
I have some custom enemies, but I did't get the 2x2 Zol running. Whatever I do: It is always an one-eyed 1x1 Zol. 😞
Joeiiii wrote:Sorry for digging out this old thread, but I also want to create a larger enemy (a 2x2 Zol).I draw this tiles
but what cames after it? 😞
I have some custom enemies, but I did't get the 2x2 Zol running. Whatever I do: It is always an one-eyed 1x1 Zol. 😞
To do this, you will either need scripts (2.50, 2.53), or you will need to update to 2.55, where the editor supports larger enemies. You can of course, do both, as 2.55 also supports enemy scripts:


In 2.10, people made 'large' eneemies by putting tiles on a layer > 1, and hiding smaller enemies, triggers, and shooters, under that, such as you'll see in The Hero of Dreams, and Ballad of a Bloodline.
Lost Isle, despite being made in 2.50, similarly used '2.10 style' bosses.