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The Official Quest Screenshot Critique Thread


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#1561 Russ

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Posted 28 November 2011 - 12:53 PM

QUOTE(Yoshimi @ Nov 28 2011, 08:59 AM) View Post

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Practice Palette: Eldin Volcano
I tried to pick the colours by eye from the GameInformer Eldin Volcano teaser video and adjusted them where I thought appropriate. Does the palette look good? And do those dirt tiles work at all?

I like it a whole lot. The borders actually look good, in my opinion. Who's to say that lava didn't flow down the mountain there, and then when it rains, the water flows through the channels the lava already carved out? I'd say stick with them.

Blackbishop: It's a solid shot, but nothing jaw dropping or anything. Here's my advice: First, change up the trees. It looks weird how they're all exactly the same. I think using three different trees might look better. Second, just like with the sand, you're using the default grass tile too much. Personally, I try not to ever use it. Use the other four exclusively, and don't keep them in that 2x2 pattern. Just spread them out randomly. Then, break up the monotony of the grass a bit. Add some dirt here and there, maybe a mushroom, just little stuff to change things up. Little changes can do wonders for screens. And lastly, I'll excuse the symmetry, since it is the entrance screen, but in the future, unless there's a specific reason for a screen being symmetric, try to avoid it. It's not a bad screen altogether, it's just falling short of it's potential. Keep at it.

#1562 Mero

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Posted 28 November 2011 - 12:55 PM

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How's it now?

Edited by blackbishop89, 28 November 2011 - 01:31 PM.


#1563 Sheik

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Posted 28 November 2011 - 01:09 PM

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Alternative dirt tiles that Linkus submitted some time ago. I can't quite decide which to stick with, might as well add all of them to the tileset for the sake of diversity. For the volcano theme the first looks kind good, don't you think so?

#1564 Mero

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Posted 28 November 2011 - 01:39 PM

I like the one behind door number 1. Why, because as you said it looks good for a volcano themed area.

#1565 Xenix

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Posted 28 November 2011 - 01:56 PM

QUOTE(Yoshimi @ Nov 28 2011, 01:48 AM) View Post

That would be great. Could you send me a PM when you get around to it?

Yes I can good sir. I have about three palettes made for grassy areas and one that looks like it could work for a forest. I'll send them to you when I get home and then I'll make any adjustments you specify. I'm not sure about the blues since I didn't have a reference on that screenshot I downloaded. I'll get you to rip the palettes in and use them on a screen with water and then I'll fix that too. icon_wink.gif

On the subject of the dirt tiles, I'd say go with the ones used in the first of the three. It looks much more volcanoish and fits best with the main theme you got going on there.

Edited by Sepulcher, 28 November 2011 - 01:58 PM.


#1566 Sheik

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Posted 28 November 2011 - 02:08 PM

QUOTE(Sepulcher @ Nov 28 2011, 07:56 PM) View Post

Yes I can good sir. I have about three palettes made for grassy areas and one that looks like it could work for a forest. I'll send them to you when I get home and then I'll make any adjustments you specify. I'm not sure about the blues since I didn't have a reference on that screenshot I downloaded. I'll get you to rip the palettes in and use them on a screen with water and then I'll fix that too. icon_wink.gif

On the subject of the dirt tiles, I'd say go with the ones used in the first of the three. It looks much more volcanoish and fits best with the main theme you got going on there.

Alright, thanks in advance.

Also, with water:
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#1567 kurt91

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Posted 28 November 2011 - 03:14 PM

@blackbishop89

If this is the entry room, does your tileset have enough room in it to make a more majestic type of entrance door? I mean, like how in Link's Awakening, the entrance door had the two little pillar-looking things, different tiles in front of the door, and you could see the light from outside coming in. Right now, you can't really tell by looking at it that this is the entrance room.

Also, some patches of brick/tile on the floor would help a bit. Right now, the floor looks a bit more like a well-cultivated lawn rather than an overgrown set of ruins nestled deep within a forest. I really doubt that the monsters are going to spend their free time, when they aren't trying to kill Link, taking up gardening/lawnwork.

#1568 Sheik

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Posted 28 November 2011 - 03:53 PM

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Palette: Skyloft (apparently, though it looks nothing like that... :/)

#1569 Xenix

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Posted 28 November 2011 - 05:01 PM

Just fooling around and trying to get the hang of these tiles. What do you guys think?
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#1570 Jared

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Posted 28 November 2011 - 05:04 PM

QUOTE(Yoshimi @ Nov 28 2011, 03:53 PM) View Post

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Palette: Skyloft (apparently, though it looks nothing like that... :/)


I really like this! The green is very nice. Maybe you should try to do a true Skyloft...That'd be amazing!

QUOTE(Sepulcher @ Nov 28 2011, 05:01 PM) View Post

Just fooling around and trying to get the hang of these tiles. What do you guys think?
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A little simple...too simple. The same tree everywhere gets boring, and there's [s]one[/stow bushes. Spice it up! icon_smile.gif
Also, I think there's a tile error on the left middle window.

Edited by Jared, 28 November 2011 - 05:07 PM.


#1571 Xenix

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Posted 28 November 2011 - 05:08 PM

I hear ya Jared. I have a couple of other trees, but i'm also trying not to have too big of a mix of trees. I'm still working on some stuff. I am HIGHLY organized with my tileset this time. I am rearranging things so that they are organized nicely as I add more and more tiles. I still have some more of Linkus's tiles that I need to import.

Edit: Thats how the window looked when I ripped it. I noticed it too while I was making that screen. I may edit it.

Edited by Sepulcher, 28 November 2011 - 05:08 PM.


#1572 Sheik

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Posted 28 November 2011 - 05:40 PM

QUOTE(Sepulcher @ Nov 28 2011, 11:01 PM) View Post

Just fooling around and trying to get the hang of these tiles. What do you guys think?
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I like it a lot. A lot less "klaustrophobia inducing" (as a wise man said on another occasion) than the other screens I've seen with those graphics. I don't think it's too simple, in fact I dig the clean look of this. The palette looks not quite fitting, though. Something with higher contrasts and generall rather sunlit (as in "holy-ish sunlit") would suit that scenery much better.

#1573 Xenix

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Posted 28 November 2011 - 06:14 PM

Thanks Yoshimi! I try to leave some walking space for the player in my new designing techniques. I used to clutter up screens, so now I'm using a bit of a more cleaner design method.

#1574 Geoffrey

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Posted 28 November 2011 - 08:42 PM

QUOTE(blue_knight @ Nov 25 2011, 08:42 PM) View Post

Here's an updated screenshot of the forest area. Notice that the darker trees and leaves are part of the background parallax layer.
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More screenshots can be seen in the game thread.

I love you.

#1575 kurt91

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Posted 28 November 2011 - 10:03 PM

@Sepulcher

Did that building come from the tileset, did you rip it from somewhere, or did you come up with it completely by yourself? It looks amazingly good, and I don't think I've ever seen quite that perspective on a building in ZC. It makes the building look much larger and more awe-inspiring without taking up more screen space. I wonder how it would work to do an entire town or city out of buildings with perspective like that...

If you do decide to come up with more tree graphics, just make sure they don't clash with what you already have right now. It looks really good as is, and I would hate it if you ruined such a beautiful locale by putting in something like LA/OoA/OoS trees.


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