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The Official Quest Screenshot Critique Thread


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#1591 Feenicks

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Posted 02 December 2011 - 02:13 AM

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Almost done with things for Level 1. Going to replace the water with something else [probably a purple void thing], and I might have to make borders for where the floor bumps up against it - but apart from those, I'm pretty much set.
After that comes making the new graphics for Levels 2 and 3, and then the new enemy graphics and whatnot.
And then a demo, perhaps?

#1592 Moosh

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Posted 02 December 2011 - 02:29 AM

QUOTE(Feenicks @ Dec 2 2011, 02:13 AM) View Post

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Almost done with things for Level 1. Going to replace the water with something else [probably a purple void thing], and I might have to make borders for where the floor bumps up against it - but apart from those, I'm pretty much set.
After that comes making the new graphics for Levels 2 and 3, and then the new enemy graphics and whatnot.
And then a demo, perhaps?

That's like...REALLY cool. Also, found your secret message.

#1593 Supindahood

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Posted 02 December 2011 - 08:00 AM

Those tiles are very good! Did you make them? I'm looking forward to your future work. icon_biggrin.gif

#1594 Xenix

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Posted 02 December 2011 - 08:17 AM

QUOTE(Dawnlight @ Dec 1 2011, 08:29 AM) View Post

Those look excellent overall, but the tree alignment in the 1st screen looks too perfect. Try spreading them out more.

Thanks Dawnlight! I agree with you on the trees in the first screen, they could be arranged in a different way. I'm also working on transparencies, I finally got transparent water almost perfect without heavy palette modifications like I had to do last time. I used to make the blue colors blend a little more in terms of RGB colors. Sometimes you gotta work with limitations. icon_razz.gif I will keep on posting screenshots as I set up new things and I'll build my quest while I add new elements. Gosh, I wish I knew about the whole shift-click thing before, now I can move multiple combos and be a bit more organized. icon_doh.gif

QUOTE(Yoshimi @ Dec 1 2011, 04:13 PM) View Post

This doesn't look like quite the big update (though it was a b**** to get it looking right...) and I have yet to rip in some more tiles, but here's a base of what BSMC caves will pretty much look like:
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Big credit to Evile, I'm going to use his MZC dungeon palettes (at least for caves, not sure about actual dungeons yet; also I have to edit his for a few things I'd like to do with caves but it's a great base). This is one of his palettes.

Good screens around in OQST these days! Love your work Schwa and Sepulcher.

Thank you good sir! I must say though what you are doing with BSMC looks better than Nintendo! I'm serious! I'm loving this, keep it up, i'd love to see more!

#1595 Sheik

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Posted 02 December 2011 - 09:57 AM

Thank you Sepulcher. icon_smile.gif

Feeniks, this is great! Might you get some real borders for the water, though? It looks kind of wrong the way it's just blocky while everything else appears to feature greater detail. What ever, though, I love this custom tileset thing you've got going there.

#1596 blue_knight

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Posted 03 December 2011 - 05:01 AM

As I was working on the Tower - specifically another outside area - I thought I'd show a small teaser shot from the upcoming demo:

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As you can see, forest areas can have changes of elevation, caverns and other features to make exploration more interesting and varied.

#1597 kurt91

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Posted 03 December 2011 - 05:16 AM

While I don't have anything as technically impressive as blue_knight, I've been working on an actual in-game area of my quest rather than just a test screen.

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This is a portion of the starting town. I'm not too sure how it is design-wise. I'm kind of unsure about the north-east area, with all the trees. If it looks too bland, I might try using the mountain tiles to fill the space instead.

Basically, the way it's going to work out is that the exits to the town are blocked off with bushes, and the Sword will be the prize item hidden away inside the first dungeon. However, finding the Sword will only be the halfway point, as the entire dungeon will reseal all the doors, fill with enemies, and block off some of the pathways, forcing you to have to solve a new set of puzzles to work your way back to the front gates, and battle the first boss in order to open them and escape.

Now I just have to find a way to keep the player from cheating and just turning the game off to respawn outside. Maybe I just need to set the Sword room as a continue point. I hope it's that simple.

Edited by kurt91, 03 December 2011 - 05:16 AM.


#1598 Schwa

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Posted 03 December 2011 - 05:37 AM

QUOTE(kurt91 @ Dec 3 2011, 02:16 AM) View Post

While I don't have anything as technically impressive as blue_knight, I've been working on an actual in-game area of my quest rather than just a test screen.

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This is a portion of the starting town.

Wow, I totally adore this. icon_love.gif

I think the northeast area might benefit from a small amount of mountain tiles, if you want a suggestion of what to add.

I also think the water is a little bright compared to the rest. Consider either darkening it slightly, or lightening up some of the other colors. At the very least it's worth it to go into the CSet Editor and experiment with a couple settings-- if it turns out you like it the way it is already then at least now you'll know that for sure. Personally I wouldn't darken/lighten by more than a few values for any of the colors in this case; it's not a downright extreme color difference (not like dark black with bright yellow or anything icon_blink.gif ), but try and see if something else works even better.

Layout wise, I'm extremely pleased. icon_smile.gif The placement of the grass and the bushes and the flowers, and the shape of the little river, and the density of the "action" throughout the area, is all extremely balanced and it makes for a very robust, savory flavor for the eyes. Nicely done!

And as for your dungeon idea, yes actually, it is that simple. icon_smile.gif You can probably get away with designing two copies of the dungeon, one "Before Sword" version, that gives you the sword and warps you to the "After Sword" version, that forces you to play through it. Oh, that way you can change the music too, sorta like in Super Metroid when you pick up the Morph Ball at the beginning and double back and there's Space Pirates everywhere and the music finally kicks in (before that point the whole area is almost silent).

#1599 kurt91

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Posted 03 December 2011 - 05:51 AM

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You can probably get away with designing two copies of the dungeon, one "Before Sword" version, that gives you the sword and warps you to the "After Sword" version, that forces you to play through it.

*puts on tinfoil hat* You just read my mind... icon_eek.gif

That was EXACTLY my plan, actually. What'll happen is you go through an empty, deserted temple built to honor the Links of the past, find the Boss Key, and open the door to the inner sanctum where the sword is held. Climb out of the side-scroller area I'll have disguised as a normal item room, and you'll be in the second map being used. The colors are all inverted (I've prechecked how it'll look, it's fine) and it's suddenly full of enemies. The boss door you used to enter is locked again, and you have to explore the back chambers to find a way back to the Boss Key. Escape to the front doors, and they'll be gone. In their place lies a blank wall and a portal to where the boss is hiding for you. Defeat him, and you'll be teleported back into town.

Crap... And here I was thinking I'd have a unique gimmick here, and you guessed it without even trying. Ah well, I've got special plans for ALL my dungeons. icon_biggrin.gif

QUOTE
I also think the water is a little bright compared to the rest. Consider either darkening it slightly, or lightening up some of the other colors.

I'm actually trying to hide the fact that I'm being lazy and using 8-bit color mode for my tiles. They're supposed to look like they're in 4-bit, so the water tiles use the exact same shades of blue as the building rooftops. I only have two shades of blue and the off-white color, but I found that the weird white-ish shade I'm using actually seems to blend in and take in tones of the different colors around it a bit, so I've been using it for multiple things.

#1600 Sheik

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Posted 03 December 2011 - 12:28 PM

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I'm not sure about this. Does it look any decent?

#1601 Geoffrey

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Posted 03 December 2011 - 12:44 PM

QUOTE(Yoshimi @ Dec 3 2011, 12:28 PM) View Post

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I'm not sure about this. Does it look any decent?

This looks very nice. My only complaint is that I don't think that the cliff in the upper-right should stick out so far to the left.

#1602 Sheik

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Posted 03 December 2011 - 02:09 PM

Oh yeah, forgot to mention that you could disregard the screendesign, I was rather debating wether that collection of tiles works together.

#1603 Supindahood

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Posted 03 December 2011 - 02:48 PM

It looks good, but the palms top black outline doesn't fit, try to make it look like your other MC treetops, they use darker and lighter shades of green as outlines.

#1604 Schwa

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Posted 03 December 2011 - 04:01 PM

Oh boy.

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My very first entirely scripted enemy. Entirely. I didn't even tack behaviors onto an existing one; these things are type "Other" in the Enemy Editor with every variable set to 0 except HP and Damage. Everything else is script defined.

What these guys do is randomly buzz around in random angular directions, randomly decide to attack you if you're close enough, run away in panic if they take damage from anything at all or you even use your Sword or Slingshot close to them (but as you can see, you can land hits with the Slingshot by spamming several shots, even though they try to dodge they'll likely get nabbed by at least one of them), and they always come in groups like this.

Boy, was it hard getting the angular movement to behave itself. icon_dead.gif Oh, and their shadows flicker; that's why they're in the second shot and not in the first. Also, that "11 damage" hit is a rare "lucky shot"; the Slingshot's Rupee attacks generally do 6 to 8 damage but have a very very low chance of doing as high as 15.

Also shown here, around the top of the screen, are "Dark Mountain Tiles". They aren't just cosmetic effect... They stop projectiles of all kinds in their tracks, meaning you can't shoot your Slingshot across a wall of them to hit things on the other side. Not like that setup will be terribly common, though. icon_smile.gif In some cases I'll put these in the middle of the screen as a handy bunker against projectile-heavy enemies, say, a Zora that can spit three Fireballs at once, and you're fighting four of them; the Dark Mountain Tiles will stop their shots as well as yours so you can hide behind something and wait for a good shot. icon_slycool.gif

Forgive me for talking about my Quest so much in this thread! I know that's not really what it's for, so I'll tone it down a bit. Just had to share this because I was excited as heck.

#1605 Sheik

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Posted 03 December 2011 - 04:07 PM

Wow, this is really sweet. I can imagine fighting such enemies be increbibly fun and actually outsmarting them would surely feel quite rewarding. I always was sort of concerned by ZC's enemy behavior which isn't very clever most of the time.
Also, 91 seeds/stones? Isn't that a little much? Or is the slingshot ment to be a "spammer" sort of weapon?


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