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Screenshot of the Week 558

Jared GrantGreif ywkls Joelmacool

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Poll: Screenshot of the Week 558 (64 member(s) have cast votes)

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#1 The Satellite

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Posted 08 May 2016 - 10:15 PM

GrantGreif

GrantGreif.png

Link returns to his home from Ordon Woods.

 

Jared

Jared.png

This is where all of our guards train! Perhaps you can become one of them someday, Link.

 

ywkls

ywkls.png

I'm sure this island has nothing but peaceful, law-abiding citizens...

 

Joelmacool

Joelmacool.png

For when those times joke quests don't look like total garbage.


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#2 ywkls

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Posted 08 May 2016 - 10:30 PM

I'm in this one again, so no votes for me... er, from me. Feel free to vote for me. (Please?)

 

Anyways, my thoughts on the others.

 

GrantGreif- That's a very interesting, if mostly empty hillside. I know from personal experience how hard mountains in DoR can be.

 

Jared- The interior and subscreen design are very nice. My favorite of the other shots. Where'd you get the window tiles? I'd like to use them.

 

Joelmacool- While this may not be a joke quest, there really isn't anything spectacular going on here. It seems somewhat bland to me.

 

That's it for this week. Now to see how things turn out...



#3 Shane

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Posted 08 May 2016 - 10:43 PM

GrantGreif: Second place for me. I really like the structure of the screen but aside from that, I'm not a big fan of mountains changing perspective. It can work on two separate maps but not on the same screen in my opinion. Also this has been suggested since the dawn of time, but try using those 2x2 grass blade tiles for the grass. It adds variety without feeling chaotic.

 

Jared: I like this shot the most and as a result, I voted for it. It definitely feels like a training room within a castle. Subscreen is pretty stylish too. :)

 

ywkls: I can't say I am a fan of this shot... Everything appears to have odd issues. From the mountains to the sand and dirt transitions to the obviously miscoloured Tokay. Even the simpler things like the two rocks that look exactly the same sitting side by side. Also like I suggested to GrantGreif, try using those 2x2 grass tiles. While the shot gets the job done, it's got a ton of glaring issues. :sorry:

 

Joelmacool: I like the idea behind this shot and there's no real issues going on... but it's just a hallway and while I don't really vote based on shots that have the most going on or vote based on how special and unique it is, it's just that the room could of been a bit bigger - there's so much empty space you could of used to make the room more captivating.



#4 Naru

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Posted 09 May 2016 - 01:17 AM

Grantgreif - no idea what shane means by 2x2 grassbladetiles, like it a lot, voted here. The mointain corner in the right buttom corner looks odd though.

Ywkls - the tokays are colorated horrible, the bottom screen looks OK but not as good as grantgreif. The top screen with the palms lined up and the stones as "transition" between two ground-types looks unfinished, like a WIP.

Joelmacool - nothing special but really nice screen. My 2nd 1st place ;)

Jared - ..., nice idea, lively screen, but... the light looks just like some white stripes (maybe transparency) and especially odd if not on the ground (it should change regarding the form it falls on). Don't like the coloration of the guards, far below your typical quality, also not sure I like the miss of any dark line between wall and ground. The longchest looks not too great and am not a fan of "sitting npcs" standing on unwalkable chairs.

#5 Cukeman

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Posted 09 May 2016 - 04:41 AM

   I like GrantGreif's screen a lot and voted for it. Others may not be fond of the implied change in ground elevation (the ground under the large tree in the bottom center is apparently the lowest elevation in the screen even though there's no transition from high ground to low ground). But it's not really an issue for me since ALttP and MC do this all over the place. I imagine the bottom center ground is sloping gently down from the top and left sides of the screen more often than I see it as level ground which meets the cliffs at different elevations.

   Surprisingly, the trees are working pretty well in this shot, usually huge trees next to ordinary trees looks super awkward to me.

 

 

I feel my thoughts about the other screens would only repeat what other people have already said.

 

EDIT: Jared, your shot reminds me of the horrible training against the spear guards in ST (pretty sure it wasn't PH), man that activity was such a pain due to lack of turning controls and helplessness between sword combos.


Edited by Cukeman, 09 May 2016 - 09:27 PM.


#6 Eddy

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Posted 09 May 2016 - 09:30 AM

Grantgreif - no idea what shane means by 2x2 grassbladetiles

 

He meant these tiles:

3xFKP07.png?1

 

GrantGreif - Nice work on the screen here! It actually looks quite similar to my own version of Ordon Village I was making a few weeks back XD I agree with Shane though, you should definitely use the 2x2 grass tiles shown above to make things look nicer (even if they won't fit, you can place combos over them and they still would look nice). Everything else looks great though!

 

Jared - Very nice screen here. I really like what's going on and I love the small training ground to the bottom right. The light coming in from the windows doesn't look right though, it looks quite weird when they go on top of objects. Other than that, nice job.

 

ywkls - I see where you were going with this, but honestly it doesn't look all that great. The mountains are all too straight and don't look very natural. There is quite a significant lack of ground detail (some bushes or trees near the middle would liven up the place a lot more). The Tokays look horribly recoloured and the transition between ground and sand looks bad. Also, what's up with the sword?

 

Joelmacool - Funny story with this one. I challenged Joel to make a quest where he has to roll with any mistake he makes (meaning he can't remove anything or edit anything again after he placed a combo down on the screen or edit any existing tiles or whatever). This screen was the result, and it looks pretty neat honestly, especially when trying to make absolutely no mistakes at all. It is a bit on the bland side though, but he can't go back now :P

 

I voted for GrantGreif this week, with Jared in close second.



#7 ywkls

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Posted 09 May 2016 - 10:53 AM

ywkls - I see where you were going with this, but honestly it doesn't look all that great. The mountains are all too straight and don't look very natural. There is quite a significant lack of ground detail (some bushes or trees near the middle would liven up the place a lot more). The Tokays look horribly recoloured and the transition between ground and sand. Also, what's up with the sword?

 

I agree on the Tokay. They were kind of a last-minute addition. As for the detail, I'm mostly trying to stick with the general appearance of the original Labrynna. If an area had detail, that's what I put there.

 

As for the sword, it's a custom sprite for the first sword of the game. The... Dark Sword.



#8 Eddy

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Posted 09 May 2016 - 10:59 AM

I agree on the Tokay. They were kind of a last-minute addition. As for the detail, I'm mostly trying to stick with the general appearance of the original Labrynna. If an area had detail, that's what I put there.

 

As for the sword, it's a custom sprite for the first sword of the game. The... Dark Sword.

Well to be fair, the original Labrynna had quite a decent amount of detail everywhere :P


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#9 Jared

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Posted 09 May 2016 - 03:43 PM

I agree on the Tokay. They were kind of a last-minute addition. As for the detail, I'm mostly trying to stick with the general appearance of the original Labrynna. If an area had detail, that's what I put there.

 

If this is your reasoning, you're using the wrong tileset for your quest. DoR is meant to be used full of details. Otherwise it comes out bland and uninspired.



#10 ywkls

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Posted 09 May 2016 - 10:20 PM

If this is your reasoning, you're using the wrong tileset for your quest. DoR is meant to be used full of details. Otherwise it comes out bland and uninspired.

 

Oh, I realize that DoR is meant to have extra details. I have nothing against that. However, I'm also doing a quest that is supposed to be mostly a remake of an existing game. So I try to balance my desire for more stuff on the screen with whatever was there to begin with.

 

I've had some contributions towards improving my screens in the past by other users (as in, they added in extra details for me;because I couldn't think of anything else to do there and they volunteered to) but I prefer to wait to do that until everything in my quest is done.

 

Some other reasons that I use this tileset is its similarity to LTTP, wide variety of overworld and dungeon palettes and large quantity of tiles for things I might want to add at some point anyways. The most common critique I receive is the lack of detail. I honestly don't know how to improve my screens in that regard, which is one of the reason I post shots and enter contests like this.

 

Anyways, those are my thoughts on this. Back to the contest!



#11 Shane

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Posted 09 May 2016 - 11:16 PM

The most common critique I receive is the lack of detail.

I want to say any tileset has the potential to make a detailed screen or quest... it's how you use the tileset that matters most when it comes to detail, not what tileset you use. DoR can still look bland and uninspiring. It's always up to the designer, not the tileset itself. With your screen, it's got potential for sure, but I feel it's not being tapped. The mountains have height errors, there's no detail in the grass and whatever detail is on the dirt is pretty much the same tile being placed multiple times. Without anything else to focus on the dirt details become more noticeable and feel more repetitive. The identical rocks don't have any form of variety and variety can create detail. It's okay for some things to have no variety (like the trees) - palm trees fit the Tokay Island style and no other tree could really. But there are rocks within the same style as the ones you used. Variety depends on context, I guess is what I'm saying.

 

If you think you can improve on it later, great! As a screenshot of the week shot, it's underwhelming... I hope all this feedback that's been said thus far helps!


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#12 Naru

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Posted 10 May 2016 - 01:37 AM

I think ywkls shows some slight improvements in his screen design, maybe not too obvious compared to the many outstanding screen-designers we have around. I also think DoR is not the best choice for him, but over the past month it got more than obvious he prefers using DoR.
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#13 Sephiroth

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Posted 10 May 2016 - 08:02 AM

Oh, I realize that DoR is meant to have extra details. I have nothing against that. However, I'm also doing a quest that is supposed to be mostly a remake of an existing game. So I try to balance my desire for more stuff on the screen with whatever was there to begin with.
 
I've had some contributions towards improving my screens in the past by other users (as in, they added in extra details for me;because I couldn't think of anything else to do there and they volunteered to) but I prefer to wait to do that until everything in my quest is done.
 
Some other reasons that I use this tileset is its similarity to LTTP, wide variety of overworld and dungeon palettes and large quantity of tiles for things I might want to add at some point anyways. The most common critique I receive is the lack of detail. I honestly don't know how to improve my screens in that regard, which is one of the reason I post shots and enter contests like this.
 
Anyways, those are my thoughts on this. Back to the contest!


Well, first thing's first, while I do like your stance on its similarity to LTTP, remember you're working on recreating a GB Game. While I personally have nothing against changing the perspective of the mountains to ALTTP-esque, ... It just doesn't really "fit" this particular screen. I decided to somewhat revise your screen you've got, and if you notice, I have a decent amount of ground detail on the ground. I also changed your mountain perspective back to the GB-styled perspective, as all those tiles exist in the base tileset. As far as the NPCs go, since I don't plan on using Tokay in my project, I don't have them ripped into my quest, so I substituted Subrosians for them. Disregard them.

7HLOujb.png

I gave it the whole deserted island/messy feel to it, as I personally don't think Tokay would keep their island very ... cleanly, imho. You will also notice that I've given the mountains a bit more "shape", as they really wouldn't be super-straight...

 

With that bit of commentry out of the way, I'm going to say that I've placed my vote this week with Jared. None of the other shots had anything particularily interesting or amusing going on. GrantGreif's screen has some possible perspective issues going on... ywkls' screen is just bland, super bland... and Joelmacool's screen is a semi-standard hallway-style dungeon screen that happens to have a dungeon map in it. :v

Edited by Sephiroth, 10 May 2016 - 08:10 AM.

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#14 MermaidCim

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Posted 10 May 2016 - 07:24 PM

The problem with the screens i have of Grant and Ywkls is one. They feel too similar to me.

 

Jared in a landslide for me. This is beautifully done. Your growth as a questmaker is strong.


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#15 The Satellite

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Posted 16 May 2016 - 12:14 AM

With 61.02% of the vote, the winner of Screenshot of the Week 558 is Jared!

 

Jared.png

 

Congratulations!

 

Voting totals:

- GrantGreif (15 votes [25.42%])

- Jared (36 votes [61.02%])
- ywkls (1 votes [1.69%])
- Joelmacool (7 votes [11.86%])





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