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The Official Quest Screenshot Critique Thread


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#7261 Bourkification

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Posted 26 November 2016 - 10:31 PM

Looks pretty epic. I don't like the black outline on Lanayru sprite though. Well just how the only black lines it has is on the outline, not in the sprite itself, if that makes sense? And maybe add some detail to the water, perhaps how like MC water uses detail. 


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#7262 Shane

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Posted 27 November 2016 - 06:33 AM

Well, I decided to use the pillars for another location and made a serious redo of the screen:

aGIKScW.png


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#7263 Sheik

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Posted 27 November 2016 - 01:56 PM

I see what you are getting at, especially with the palette. I doubt though, that it will look good with sprites on it. The problem with palettes such as this is the great discrepancy to the sprite colors imo.
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#7264 Shane

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Posted 28 November 2016 - 08:58 AM

There, updated it. It's final. I need to start working on the area before I get sick of it already. :P

 

Just in case you didn't scroll up:

 

aGIKScW.png


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#7265 Eddy

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Posted 29 November 2016 - 01:42 PM

Tried seeing what would happen if I removed shadows from the mountains in DoR Hybrid. And this was the result:

 

ypZF4aJ.png

 

IMO I seem to like it more without shadows and it gives me a lot more space to put stuff, so I might just end up going with this rather than having shadows (dunno how easy it would be to go back now since I accidentally replaced the old tiles :P gg me)

 

Also this may or may not be a screen for a quest I'm working on with an idea I've had for several years now...


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#7266 Eddard McHorn Van-Schnuder

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Posted 29 November 2016 - 10:23 PM

This isn't really from a quest, but it is from the old rpg I wanted to make way back. Some of you may have seen these tiles before actually, but I did make some changes, and I also added the shadows. I always wanted the game to have a dynamic shadow system so I tried to emulate that the best I could. This isn't from something I'm making right now, however I am currently writing something that would likely end up using these graphics if it ever became more than just a document. We'll see.

4Ct6Zjx.png


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#7267 MoscowModder

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Posted 29 November 2016 - 10:53 PM

Wow, that shading. That's amazing. Desperately looking for something to critique. Oh, um, the guy's face looks dorky. Or something.

 

But dang, that shading!


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#7268 Eddard McHorn Van-Schnuder

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Posted 30 November 2016 - 12:06 AM

Thank you! I felt like I was cheating when I made it, because it's just a transparent layer, or two to be specific. Here's what it looks like without the background and the objects visible:

ECfHKFs.png



#7269 Moosh

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Posted 30 November 2016 - 03:15 AM

Thank you! I felt like I was cheating when I made it, because it's just a transparent layer, or two to be specific. Here's what it looks like without the background and the objects visible:

ECfHKFs.png

Even Robin's shading overlays make for pretty screens. Damn, dude.


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#7270 Sheik

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Posted 30 November 2016 - 04:09 PM

Looks great Robin. One minor thing: the shadow that is cast by the chair would not have a sharp (dark) line on the side. Shadows are usually blurred on the edges and hence aren't darker but lighter relative to the rest. Shadows only really get dark where they are closest to the object that casts them, when there is a powerful lightsource (high contrast) or where shadows overlap. Edit: And, well, in a bunch of other cases. But not around the edges where they actually blurr out.


Edited by Sheik, 30 November 2016 - 04:11 PM.


#7271 Jared

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Posted 30 November 2016 - 08:44 PM

Ah, the days when THP turned into Project...Phoenix?



#7272 Eddard McHorn Van-Schnuder

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Posted 01 December 2016 - 03:35 PM

Looks great Robin. One minor thing: the shadow that is cast by the chair would not have a sharp (dark) line on the side. Shadows are usually blurred on the edges and hence aren't darker but lighter relative to the rest. Shadows only really get dark where they are closest to the object that casts them, when there is a powerful lightsource (high contrast) or where shadows overlap. Edit: And, well, in a bunch of other cases. But not around the edges where they actually blurr out.

Good points. I'm gonna play around with it some more. Thanks!

 

Ah, the days when THP turned into Project...Phoenix?

Hehe. It may have been called Project Phoenix for a while, I actually don't remember (but the name sounds familiar). I gave it the name Inferno eventually, though the game probably would have ended up being called something else. It was very clearly a 'spiritual successor' to THP though, in almost every way. If this game ever gets made now, it's going to be a very different kind of experience. More story focused, and it wouldn't be open world either (though it would have some levels that allows exploring). We'd follow 3 or 4 main characters, each with their own story lines which might intercept each other and end up meeting the other characters etc. If you've played any of the Tell Tale games, imagine a mixture between that and an action adventure game.



#7273 cavthena

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Posted 05 December 2016 - 09:23 AM

More progress on the Overworld. Please ignore a few tile errors. thoughts?

M5xA8TX.png


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#7274 Omega

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Posted 13 December 2016 - 07:47 AM

Looking nice cavthena, very ALTTP-like.:) Not much to say.. maybe add more detail to the water, some fish, weeds, etc. Maybe more caves on the land parts. :P

 

 

Anyhow, here's a couple screens from the game I'm (back finally) to making:

 

 

mfYraYf.png

 

aQrnr7B.png


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#7275 Theryan

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Posted 13 December 2016 - 09:13 AM

Maybe it looks better in ZC, but the first screen is way too dark. The lava, pots, torches, and railroads are the only thing I can see. I can't tell where the walls are or where the doors are.

The second screen is nice, but the walls that jut out into the center look strange because they exists on 2 different levels of elevation. Seperating them into 2 distinct levels of elevation might make them look a little more normal.


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