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The Official Quest Screenshot Critique Thread


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#2491 Sheik

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Posted 22 February 2012 - 04:07 PM

Funny you comment on the design, as I've actually just put the tiles down without much thought. Glad you like it, though!
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 The Satellite

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Posted 22 February 2012 - 04:18 PM

I'd say the tile placement looks fine, except perhaps that shell and bush next to each other on the upper path. That looks odd for some reason. Other than that, the screen itself is very interesting, and I note it has a GB-like look yet with a monochrome hatless DoR Link. Now I'm interested in what's going on here...

#2493 Moon

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Posted 22 February 2012 - 07:32 PM

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Hehe

#2494 Marco

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Posted 22 February 2012 - 07:35 PM

QUOTE(Dragonite @ Feb 22 2012, 05:32 PM) View Post

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Hehe


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.

#2495 Moosh

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Posted 22 February 2012 - 07:37 PM

QUOTE(Marco @ Feb 22 2012, 07:35 PM) View Post

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. icon_razz.gif

Edited by Pokemonmaster64, 22 February 2012 - 07:37 PM.


#2496 NoeL

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Posted 22 February 2012 - 08:48 PM

QUOTE(Yoshimi @ Feb 22 2012, 01:53 PM) View Post

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A silent sage at Lanayru Bay.

The Easter Island head perspective doesn't fit with the rest of the shot, but it looks good regardless.

#2497 Jared

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Posted 22 February 2012 - 08:56 PM

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

Edit- Pots added
QUOTE(Yoshimi @ Feb 22 2012, 02:53 PM) View Post

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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 Obderhode

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Posted 22 February 2012 - 09:48 PM

Been trying to work on a "wasteland" type area. Does this look ok? I made the larger rocks and even though I kinda like them, there's something I don't quite like about em!

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#2499 Jared

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Posted 22 February 2012 - 09:51 PM

Looks a little too much like a desert. I would change the yellow to a more yellowish brown.
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.

#2500 Shane

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Posted 23 February 2012 - 01:44 AM

QUOTE(Dragonite @ Feb 23 2012, 10:02 AM) View Post

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Hehe


Now that's better then those "cluttered" shots I seen well done! icon_biggrin.gif

Edited by Shane, 23 February 2012 - 01:44 AM.


#2501 Sheik

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Posted 23 February 2012 - 06:26 AM

QUOTE
Other than that, the screen itself is very interesting, and I note it has a GB-like look yet with a monochrome hatless DoR Link. Now I'm interested in what's going on here...
You are right, why did I use hatless Link? :0 I... have no idea to be honest. But yeah, it's ment to look like classic GB Zelda but with a slight update on the graphics department.

QUOTE(NoeL @ Feb 23 2012, 02:48 AM) View Post

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. icon_razz.gif

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 NoeL

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Posted 23 February 2012 - 10:52 AM

QUOTE(Twinblake @ Feb 22 2012, 08:48 PM) View Post
I made the larger rocks and even though I kinda like them, there's something I don't quite like about em!

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They don't have a good "relationship" with the ground: The bottom of the rock is too flat. It should be curved like a smile to give it depth and make it appear round. As it is it looks more like front-on sidescroller perspective instead of the 45 degree overhead Zelda perspective. The rock casts little - if any - shadow on the sand beneath it. It's also sitting "atop" the sand, whereas a rock in a sandy desert would be "in" the sand - partially buried with sand built up around the edges.

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 icon_biggrin.gif

#2503 The Satellite

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Posted 23 February 2012 - 10:10 PM

QUOTE(Dragonite @ Feb 22 2012, 07:32 PM) View Post
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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.
QUOTE(Jared @ Feb 22 2012, 08:56 PM) View Post
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The enemy palette doesn't really blend in well with the screen. Not sure what to say to improve that, but it might be something to look into.
QUOTE(Twinblake @ Feb 22 2012, 09:48 PM) View Post
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I've never understood GB mountains. It throws me off. lol. But other than what NoeL said, watch the clutter; you don't want to make the screens too tedious to navigate. Can't help but feel like the big rock is inspired by ones in ALttP, but maybe not. icon_heh.gif

#2504 Moosh

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Posted 23 February 2012 - 10:21 PM

QUOTE(The Satellite @ Feb 23 2012, 10:10 PM) View Post

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...icon_shrug.gif

#2505 The Satellite

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Posted 23 February 2012 - 10:42 PM

That's basically what I was saying as well. icon_confused2.gif


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