As for the warp, it does have a very specific purpose but I don't want to reveal it at this time.
The Official Quest Screenshot Critique Thread
#1651
Posted 05 December 2011 - 06:52 PM
As for the warp, it does have a very specific purpose but I don't want to reveal it at this time.
#1652
Posted 05 December 2011 - 08:31 PM
#1653
Posted 06 December 2011 - 10:37 AM
That's pretty cool, but you have some nasty open corners and what appears to be a misalign with that tree there. If you were to scroll down on the very edge of the screen, you'd get caught in a tree.
OBJECTION.
2.5 enables a no-go to walk onto an un-walkable combo on adjacent screens. Plus, I strongly disagree with many designed maps being enclosed by trees, water, or mountains. By this, I leave open sides, however they do not lead anywhere, nor can you go in that direction. I accredit Akkabus for this inspiration primarily, because of Link in Cestria, the world was open on the sides, making it seem very larger than it is.
Edit. Ze screen below

Edited by Furion, 06 December 2011 - 11:02 AM.
#1654
Posted 06 December 2011 - 02:43 PM

This is the original version of the room. Yes, the torches are animated.

This is my spur-of-the-moment, layered version of the same room. While the torches are still animated, the light they cast is not. Reason? My tile page is a little disorganized and I don't exactly have a lot of room left.
If you'll notice, there are no doors put in yet. I don't know how much room will be left in my tile page after putting them all in, so I'm going to save animating the light and shadows for last. Anyways, I would like to know which version of the entrance room looks best, with lighting or without?
By the way, the tileset I drew up is basically a SNES-style (with re-colored Game Boy tiles) remake of the dungeon graphics from Zelda Outlands. I have columns to put in, too, but they don't look very good unless they're up against the edge of the screen. Any opinions you have on the tileset I made would be appreciated as well.
Edited by kurt91, 06 December 2011 - 02:45 PM.
#1655
Posted 06 December 2011 - 07:23 PM

To be honest, I don't like the look of this screen. The way you design with GB makes me feel... Well, makes me feel you should stick with your previous task that is, ripping tiles. I believe you GB screens isn't your best work. It's a good screen overall, typically not your everyday GB screen.
Edited by Shane, 06 December 2011 - 07:27 PM.
#1656
Posted 06 December 2011 - 10:01 PM
Okay, so I need a few opinions here. I've been experimenting with using layering in my quest, and things have been going very well so far. Now I'm building the tileset for the inside of the first dungon, and I want to know which version of the room looks best.
...
This is my spur-of-the-moment, layered version of the same room. While the torches are still animated, the light they cast is not. Reason? My tile page is a little disorganized and I don't exactly have a lot of room left.
If you'll notice, there are no doors put in yet. I don't know how much room will be left in my tile page after putting them all in, so I'm going to save animating the light and shadows for last. Anyways, I would like to know which version of the entrance room looks best, with lighting or without?
By the way, the tileset I drew up is basically a SNES-style (with re-colored Game Boy tiles) remake of the dungeon graphics from Zelda Outlands. I have columns to put in, too, but they don't look very good unless they're up against the edge of the screen. Any opinions you have on the tileset I made would be appreciated as well.
The ambient second version looks great, but do you intend on the whole dungeon (or at least all adjacent screens that make up that room) to be darkened? If so, I say go for it! You can always have this room be that dark and have a passageway to a non-dark room.
By the way, how many tile pages does your tileset take up? Unless the tileset is SO HUGE that it fills up the almost limitless tile pages, you can still have room for creating other tiles on the later tile pages.
You can always copy (with "C") and move (with "M") your tiles around to make room for other tiles so that they don't lose their association with their combos. Beware when doing this, though, that you don't accidentally press "V" instead of "M", because pasting alone will not move the connection of tiles to combos. This also holds true for combos, by the way; in the combo pages, using "M" will move the combos and update all screens so that they aren't messed up. Either way, don't do these things hastily; I've found it's very easy to accidentally press "V" instead of "M".
#1657
Posted 06 December 2011 - 10:41 PM
Well, the way I'm doing it now is simply the 8 tiles that make up the circle of light, an empty space for the center (directly atop the light source), and a black tile for everywhere that's darkened. I ended up making my tileset rely on layering, so all I need to create the ambient lighting is use a transparent Layer 6, with a bunch of circles drawn on it. It's only about 10 seconds of extra work, and because I'm using 8-bit mode for all my graphics (too lazy to bother with the palette), those 9 tiles will work for any dungeon I choose to make.
You can't really tell from the screenshot, but the gimmick for this dungeon is that there's a neutral version and a "dark" version of the dungeon. The dark version uses the floor tiles' colors for the walls, and the wall colors for the floor tiles, as well as blue flames instead of red/yellow. Once you hit the halfway point of this literally harmless dungeon, everything goes south, and you get attacked by enemies while you're trying to escape.
Anyways, the dark version of the dungeon is actually slightly darker already, so I was a bit surprised at how the lighting affected the neutral version. I'm pretty sure the lighting shouldn't cause problems visual-wise, so I guess I'll go for it. The lighting was actually much easier to implement than I had originally thought, so if I change my mind, all I have to do is nuke Layer 6. That's the only thing it's being used for, anyways.
You can always copy (with "C") and move (with "M") your tiles around to make room for other tiles so that they don't lose their association with their combos. Beware when doing this, though, that you don't accidentally press "V" instead of "M", because pasting alone will not move the connection of tiles to combos. This also holds true for combos, by the way; in the combo pages, using "M" will move the combos and update all screens so that they aren't messed up. Either way, don't do these things hastily; I've found it's very easy to accidentally press "V" instead of "M".
I actually didn't know that shortcut. I figured out copy, paste, rotate, and flipping tiles, but not move. My tileset should end up AT LEAST as big as EZGBZ, since I'm using mainly the same type of tiles, but since I'm using 8-bit color, I think that I'm going to need to use new tiles for every palette change. I don't have the tileset fully built, yet. I've been building it as I go. Once I finish this dungeon, though, I should be able to see how much space I have on this page. If everything works out, and it'll make enough of a difference, I'll try animating the lighting.
#1658
Posted 07 December 2011 - 10:18 AM
@Furion: Pretty nice screen! Only thing that looks odd is the top of the mountain with the waterfall. It'd look better just using mountain tiles I think. ^^
#1659
Posted 08 December 2011 - 11:22 AM
http://imageshack.us...9/zelda021.png/
or
http://imageshack.us...8/zelda020.png/
more or less fog?
Edited by Nightmeres, 08 December 2011 - 11:26 AM.
#1660
Posted 08 December 2011 - 11:38 AM
which is better?
http://imageshack.us...9/zelda021.png/
or
http://imageshack.us...8/zelda020.png/
more or less fog?
The second pic is better in my opinion.
#1661
Posted 08 December 2011 - 01:09 PM
#1662
Posted 08 December 2011 - 01:42 PM
You can make the fog a mix between the two pics, instead of moving it 2 up you can move it 1 up so it covers the lowerwall tiles, if you get what I mean. I think it would look better than any of 1 or 2, othervise just go with 1 imo.
http://imageshack.us...5/zelda022.png/
like this
#1663
Posted 08 December 2011 - 02:49 PM
#1664
Posted 08 December 2011 - 03:15 PM
Edited by Nightmeres, 08 December 2011 - 03:17 PM.
#1665
Posted 08 December 2011 - 03:26 PM
This screen is terrible. I understand and see what your overall projection is. However, there is major style clash. The lower wall tiles kill the gradient texture of the primary, upper walls. The tree tops mesh; it's jumbled and not...right. The green is too dominant, and even with the too dark and saturated scarlet trees, the screen is still unbalanced.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users


