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The Official Quest Screenshot Critique Thread


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#1681 Jay

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Posted 10 December 2011 - 11:47 PM

Southern Hyrule Field for the quest/ tileset I'm working on, hope it looks good !

Hyrule Field



#1682 Jared

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Posted 10 December 2011 - 11:54 PM

I like it, Jay! I just see a small fence error on the bottom left. The palette looks quite...dry, though.

#1683 kurt91

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Posted 11 December 2011 - 12:02 AM

All right, my turn!

IPB Image

This is one of the rooms in the first dungeon of my quest. You don't have the sword yet, so the first half are mainly transition-type rooms like this one, and some simple puzzle rooms. Once you get the sword, then the combat begins.

Anyways, I picked out this room because it shows nearly all the features of the tileset I'm using. It has the pillars, walls and ledges, torches and ambient lighting, the works. The only things you don't see right now are the push blocks and the dungeon entrance (which is just a change in the ambient lighting to show light pouring from outside), but they don't seem all too important right now.

On another note, I'm having to use my Overworld palette for this one right now. I don't think I'm going to have to worry about the color space I lost doing this, but how do you set up different palettes in ZQuest? I know how to set them up for use in ZC, but I can't figure out how to make the palette change for while I'm building it.

#1684 Jared

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Posted 11 December 2011 - 12:06 AM

I like it a lot, Kurt. However, you're using those little rail things strangely. Also, ALttP doors look very strange with GB Link.

#1685 Jay

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Posted 11 December 2011 - 12:06 AM

Not too many pallette options and I'm not very good with them. But thanks !
Kurt that's a pretty sweet screen, lots of the same color I see icon_razz.gif

#1686 Jared

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Posted 11 December 2011 - 12:08 AM

Also, Jay, your tree lineup is weird. I know it's hard for MC trees, but look at the middle, the 6 trees in a row.
That can be changed up a bit. FAR too plain right now.

#1687 kurt91

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Posted 11 December 2011 - 12:12 AM

Yeah, I know the little border-rails are slightly off. It's supposed to look like an updated version of the Outlands dungeon tileset, but I really didn't like the way the brick graphics were used on the bottom part. The rails seemed like a better choice, but they kinda falter just a touch when it's a crowded room. I used the LttP doors because they kind of look like the same door style as the Game Boy doors, but they work with the perspective and room size better. The Game Boy doors just look too small for the room sizes.

I'm still putting things together in the tileset as I go, so if anybody has a good idea on what to replace those rails with, I'm open to suggestions. Just keep in mind that this is my first quest, and while I want to keep it high quality, I kind of would like an easy-to-use tileset that's not too complex. I'm already having a few issues with some parts, and I'm the one who made it! (For instance, the door tops are transparent, when they aren't supposed to be.)

Edited by kurt91, 11 December 2011 - 12:14 AM.


#1688 Jay

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Posted 11 December 2011 - 12:12 AM

Fixed some trees mixed it up a bit.

#1689 Feenicks

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Posted 11 December 2011 - 12:13 AM

QUOTE(kurt91 @ Dec 11 2011, 12:02 AM) View Post

On another note, I'm having to use my Overworld palette for this one right now. I don't think I'm going to have to worry about the color space I lost doing this, but how do you set up different palettes in ZQuest? I know how to set them up for use in ZC, but I can't figure out how to make the palette change for while I'm building it.

Screen -> Palette, and choose the appropriate one. Shouldn't be too difficult.
As for your tileset/screen... it looks interesting, but I'm concerned about that random brown on the pillars at the bottom of the screen and the coloring on the LTTP doors. Maybe you could try getting an additional purple into one of the CSets, so that the shadow overlay doesn't change that purple into a brown?

#1690 Jared

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Posted 11 December 2011 - 12:18 AM

QUOTE(Jay @ Dec 11 2011, 12:12 AM) View Post

Fixed some trees mixed it up a bit.


Care to show us an update? icon_smile.gif
(Also, don't resize the picture. Just edit the blue into white with paint, etc. But DON'T resize. It makes it so you can't zoom in.)

#1691 kurt91

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Posted 11 December 2011 - 12:19 AM

Well, I'm using 8-bit colors since separating everything into C-Sets seems like a lot of hassle for no real reason, so adding an extra color isn't a problem at all. I'm only using maybe 2 C-Sets worth of colors right now, and since I'm recycling a lot of colors for different things (same set of browns for dirt, wood, etc.), I'm saving a lot of space. I'm already using 4 shades of purple, and 4 shades of whatever-color-the-floor-is, so adding an extra shouldn't be a problem once I reorganize into a new palette.

Oh yeah, and the colors are like that because I'm going to pull a trick with them at the halfway point of the dungeon. Things are going to get really creepy once you get that sword...

Edited by kurt91, 11 December 2011 - 12:21 AM.


#1692 Jay

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Posted 11 December 2011 - 12:25 AM

Let it be surprise lol, Couple days I'll show the finished Hyrule Castle Town icon_wink.gif

#1693 Moosh

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Posted 11 December 2011 - 12:54 AM

QUOTE(Schwa @ Dec 10 2011, 03:05 PM) View Post

That is really good! Some of the perspective on the right looks a little abstract, but the colors of this shot are extremely delicious on the eyes and the graphical style raises my spirits, it feels very upbeat. icon_biggrin.gif Nice tektites too, they look like they might try to make a nest in my hair... icon_eek.gif

Just BTW, that's a very old shot from way back when NoeL was still working on a quest. Not sure if you knew that.

@kurt91: Holy foodge that screen has a lot of cool and a lot of wat the hell all wrapped up in one. I really like the palette and lighting effects, but the pillars look really flat and OMG OPEN CORNERS!!! RAAAAAAGE!

#1694 Jared

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Posted 11 December 2011 - 12:56 AM

Pokemon master, look closer. The open edges are actually walls. I thought the same thing icon_razz.gif

#1695 kurt91

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Posted 11 December 2011 - 01:16 AM

Ha ha! Well, to be honest, that raised ledge that transitions to the next room was originally a mistake of sorts. I wasn't sure how to make doors without using the preset door feature, so I kind of cheated and just made a raised section. Basically, I was trying to hide that I didn't know how to do something really simple. When I figured out how to make the doors, I figured it looked pretty good the way it was, so I left it in. Besides, as long as it isn't in the actual corner, having an open side isn't a problem, right? It functions just the same as a normal door.

On an unrelated note, I'm busy right now transitioning all my graphics into the new palette. Because I resorted my colors to make them beter organized, I'm having to recolor EVERY SINGLE DUNGEON TILE. This is probably one of the most painful moments right now. Any progress I'm making is just fixing things to the way they were before.


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