The Official Quest Screenshot Critique Thread
#2491
Posted 22 February 2012 - 04:07 PM
As for colour, I'll have to put you down here (the very point of the whole thing actually is the grayscale) but I will sure try to sort out a fitting MIDI.
Thanks for the comment!
#2492
Posted 22 February 2012 - 04:18 PM
#2493
Posted 22 February 2012 - 07:32 PM

Hehe
#2495
Posted 22 February 2012 - 07:37 PM
While it's a nicely designed screen, I feel like your designing your screens too similar to each other. I'm not seeing a whole lot of variety.
Dragonite and I designed that screen together and we decided it was actually best to start with a village because said village happens to be in the center of the map. Assuming our project doesn't crumble, the village trend should stop here.
Edited by Pokemonmaster64, 22 February 2012 - 07:37 PM.
#2497
Posted 22 February 2012 - 08:56 PM

I can't wait for you guys to see the Whirlwind in action!! x3
Edit- Pots added

A silent sage at Lanayru Bay.
Looks absolutely marvelous. Every tile blends in perfectly with each other, despite the graphics coming in from different tilesets and such.
Edited by Jared, 22 February 2012 - 09:13 PM.
#2498
Posted 22 February 2012 - 09:48 PM
#2499
Posted 22 February 2012 - 09:51 PM
Also, the Armoses near the edges of the screen should be removed. You always want the player to have enough room to walk.
Otherwise, I really like the layout! Great job.
#2501
Posted 23 February 2012 - 06:26 AM
The Easter Island head perspective doesn't fit with the rest of the shot, but it looks good regardless.
Imagine the Moai was looking up at the sky. From Link's perspective, you'd probably just see his chin. ...lame excuse aside, you are right. I was thinking about that too but I decided that I will not care too much about perspective for the sake of having the full face displayed. I'm also afraid that it'd be hard to tell it's an Easter Island head if the perspective was spot on. Not to mention I'm actually fairly mediocore at spriting and wouldn't get it right even if I wanted to.
Thanks for the comments everybody. Much appreciated as always.
Edit: Jared, the only thing that's not custom or an edit of GB tiles is actually the DoR Link. I'm trying not to rip too much from existing tilesets to make sure the styles don't clash too much. The monochrome helps a lot with the blending, too, I've found out.
Edited by Yoshimi, 23 February 2012 - 10:36 AM.
#2502
Posted 23 February 2012 - 10:52 AM

The shading on the top part is a bit of a mess - always keep your light source in mind. The black borders between "sections" of the rock are too harsh for the top of the rock (which is bathed in light). Use a mid brown instead, that gets darker as you progress into more shaded areas. Study the smaller rocks and try to replicate the style on a larger scale.
Not a bad effort though
#2503
Posted 23 February 2012 - 10:10 PM



#2504
Posted 23 February 2012 - 10:21 PM
You've definitely made some great strides in improvement in screen design, although I will say this: Lighten up on or more evenly distribute some of the ground detail. It makes some of the spots without detail look plain and bland by comparison.
Funny you should say this. I thought the screen had a bit too much ground detail to be quite honest...
#2505
Posted 23 February 2012 - 10:42 PM
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