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The Official Quest Screenshot Critique Thread


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#1606 Moosh

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Posted 03 December 2011 - 04:08 PM

QUOTE(Schwa @ Dec 3 2011, 04:01 PM) View Post

Oh boy.

IPB Image IPB Image

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.

You're kidding! You've never scripted a new enemy from scratch before!? I find that surprising. Some of your stuff like the devilmouse and wooden doll really looked almost completely custom...


#1607 Schwa

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Posted 03 December 2011 - 05:22 PM

QUOTE(Yoshimi @ Dec 3 2011, 01:07 PM) View Post

Also, 91 seeds/stones? Isn't that a little much? Or is the slingshot ment to be a "spammer" sort of weapon?

Those are Rupees he's toting, actually. ^^ But yes, it's a spam weapon as well. Rupees are only one of the two ammo types it can fire.

Here, I'll show you! Took these screenshots a couple days ago.

IPB Image IPB Image

The L or R button (depending on whether the Slingshot is in the B or the A slot) switches between Rupees and Sling-Stones, the latter of which is more limited in capacity, but flies faster, has a bigger hitbox, and deals approx. 2.2x the damage Rupees would do (if I remember right).

QUOTE(Pokemonmaster64 @ Dec 3 2011, 01:08 PM) View Post

You're kidding! You've never scripted a new enemy from scratch before!? I find that surprising. Some of your stuff like the devilmouse and wooden doll really looked almost completely custom...

Nah, the Wooden Doll was a Walker type enemy set to fire "None" projectiles. Both its dagger-fling and its teleport/shruiken counterattack were behaviors defined in the Script, but it used the Walker-type enemy as a base.

I'm aiming to literally have every enemy in the game this time be "Other"-type, and script EVERYTHING, even its movement and even graphics animation frames be script-defined, because this is going to be a 100% scripted Quest (and I give a shout-out to blue_knight for inspiring me to go that road; I was still deciding and then I looked at what he was doing with his ZII engine and that helped me decide).

The scripted graphics frames are also how I got the Octoroks to have their own pose when they were hurt or stunned.

They're also the same method I used to make Felix's animations completely freeform, including the way he blinks his eyes when he's standing idle for a while.

#1608 blue_knight

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Posted 03 December 2011 - 09:15 PM

Good luck Schwa. Having fully scripted enemies - which accounts for every enemy in both Zelda II Classic and World Tree - is cool but be sure to keep things organized and to share common code and a common framework of some kind.

Anyway, looks and sounds good. icon_biggrin.gif

#1609 Moon

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Posted 04 December 2011 - 12:20 AM

Made a screen, yeah

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#1610 Moosh

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Posted 04 December 2011 - 12:24 AM

QUOTE(Yoshidude @ Dec 4 2011, 12:20 AM) View Post

Made a screen, yeah

IPB Image

The patches of the second sand type are rather pointless and the screen is too empty (maybe another palm tree to fill up the gap?) but at least it doesn't look stolen! icon_biggrin.gif

#1611 William

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Posted 04 December 2011 - 12:25 AM

QUOTE(Yoshidude @ Dec 4 2011, 12:20 AM) View Post

Made a screen, yeah

IPB Image

Overall, I think the shot is alright. It isn't bad, but it's not great. With beach shots, I think it's best to make the beach take up less of the screen, other wise it just looks empty. I would move the water-line up two tiles. The sand transitions look good, but I don't like the flower detail. I think it'll look better without the flowers. Overall, it's a solid shot, but nothing too special. Looks perfect for a quest, I guess.

#1612 Moon

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Posted 04 December 2011 - 12:41 AM

QUOTE(William @ Dec 4 2011, 02:25 AM) View Post

I would move the water-line up two tiles.
Can you show me what you mean?


#1613 William

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Posted 04 December 2011 - 12:52 AM

QUOTE(Yoshidude @ Dec 4 2011, 12:41 AM) View Post

Can you show me what you mean?

What I mean is that you should move the water up one or two tiles so that the sand takes up less of the shot and the water takes up more. Also, so that you're dock isn't too close to the edge of the screen. Does that make sense? I can make up an example, but if you understand what I mean without it than I see no use. I just didn't explain it well enough the first time.

#1614 Shane

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Posted 04 December 2011 - 01:11 AM

QUOTE(Yoshidude @ Dec 4 2011, 02:50 PM) View Post

Made a screen, yeah

IPB Image


I think this is the best screen you've done in a while. I'm not a fan of the changing sand, flower, leaves thing (considering palm trees don't lose leaves icon_razz.gif) I must say fix these things give it a palette change and you got yourself a good screen. icon_thumbsup.gif

#1615 Neppy

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Posted 04 December 2011 - 01:47 AM

QUOTE(Schwa @ Dec 3 2011, 03:01 PM) View Post
Oh boy.

IPB Image IPB Image

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.
Beautiful work there Schwa! Sounds like it'll be a very interesting enemy to encounter. Sounds pretty neat to me. Your design style on everything else though, is still very top-notch! icon_biggrin.gif I've enjoyed all of the shots I've seen from this project. They just have a nice fresh feel to them.
QUOTE(Schwa @ Dec 3 2011, 04:22 PM) View Post

Those are Rupees he's toting, actually. ^^ But yes, it's a spam weapon as well. Rupees are only one of the two ammo types it can fire.

Here, I'll show you! Took these screenshots a couple days ago.

IPB Image IPB Image

The L or R button (depending on whether the Slingshot is in the B or the A slot) switches between Rupees and Sling-Stones, the latter of which is more limited in capacity, but flies faster, has a bigger hitbox, and deals approx. 2.2x the damage Rupees would do (if I remember right).
Nah, the Wooden Doll was a Walker type enemy set to fire "None" projectiles. Both its dagger-fling and its teleport/shruiken counterattack were behaviors defined in the Script, but it used the Walker-type enemy as a base.

I'm aiming to literally have every enemy in the game this time be "Other"-type, and script EVERYTHING, even its movement and even graphics animation frames be script-defined, because this is going to be a 100% scripted Quest (and I give a shout-out to blue_knight for inspiring me to go that road; I was still deciding and then I looked at what he was doing with his ZII engine and that helped me decide).

The scripted graphics frames are also how I got the Octoroks to have their own pose when they were hurt or stunned.

They're also the same method I used to make Felix's animations completely freeform, including the way he blinks his eyes when he's standing idle for a while.
Your work is still wonderful as usual. Sounds awesome that you are following what blue_knight has been doing. He's done a wonderful job on his work, and yours seems to be on the same track as his. icon_biggrin.gif

#1616 Schwa

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Posted 04 December 2011 - 03:07 AM

QUOTE(Angeal @ Dec 3 2011, 10:47 PM) View Post
Sounds awesome that you are following what blue_knight has been doing. He's done a wonderful job on his work, and yours seems to be on the same track as his. icon_biggrin.gif

Every Ash Ketchum needs his Gary Oak. icon_toast.gif

#1617 kurt91

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Posted 04 December 2011 - 03:59 AM

IPB Image
A quick mock-up of the outside of the first dungeon.

I really don't like it, but I can't find tiles that would work better. It's supposed to look like a shrine of sorts hewn into the side of the rock wall. However, since I am a very bad pixel artist, this was the best I could come up with. Any ideas on how to improve it before I put it in ZQuest?

#1618 Sheik

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Posted 04 December 2011 - 04:38 AM

OoA's Crown Dungeon entrance might work for you. Like you said yourself, the tiles you made aren't overwhelming. They might still work of course, but I'm simply trying to come up with suggestions. =)

#1619 kurt91

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Posted 04 December 2011 - 04:46 AM

I dunno about Crown Dungeon. The shrine isn't meant to be focused on the Royal Family or the Goddesses, but on the past incarnations of Link. It's supposed to be the dungeon where you find the Sword. Basically, I need a really generic-looking entrance, but looking like it was carved intentionally.

It doesn't need to even be from a Zelda game specifically, but I've already spent a couple hours on Spriter's Resource searching the GB and SNES databases to no avail.

I'm kind of leaning towards modifying the Face Shrine entrance into just a single doorway, but I was also planning on using a full-scale version of that one for a later dungeon as well. You think a small doorway made out of those tiles would be noticeable that they're re-used again for another dungeon too?

Man, this is driving me NUTS! I tend to do things in the same order they're being played, so this is putting everything on hold right now...

#1620 Schwa

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Posted 04 December 2011 - 04:52 AM

QUOTE(kurt91 @ Dec 4 2011, 01:46 AM) View Post
Man, this is driving me NUTS! I tend to do things in the same order they're being played, so this is putting everything on hold right now...

Kick that habit. Kick it hard.

You can use a normal cavern entrance for now and design most of your game before you have to worry about a tiny detail like this. What matters more is content.


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