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The Official Quest Screenshot Critique Thread


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#2536 Neppy

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Posted 27 February 2012 - 12:39 PM

That's pretty interesting. I like the ideas you are having for this, and how well you seem to be executing them also. Looks wonderful!

#2537 blue_knight

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Posted 27 February 2012 - 02:01 PM

The subscreen looks great Yoshimi. icon_smile.gif Having 4 active buttons doesn't seem too bad since it tells you what they are all the time.

#2538 Jared

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Posted 27 February 2012 - 04:11 PM

QUOTE(Yoshimi @ Feb 27 2012, 12:23 PM) View Post

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...WOW. Everything about this screen (Including the sub) are just amazing. Reminds me of Bourkeys. I can't wait to play this! :3

#2539 Supindahood

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Posted 27 February 2012 - 04:54 PM

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Here is a dungeon set I made icon_smile.gif
I'm not sure about the screen itself but the tiles are usable so far

Edited by Gonken, 27 February 2012 - 04:55 PM.


#2540 Fire Wizzrobe

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Posted 27 February 2012 - 06:19 PM

^It's simple, but at the same time really awesome. Looks like minish cap turned into GB style too.

#2541 Sheik

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Posted 27 February 2012 - 06:37 PM

That's basically what we want to achieve, Fizz icon_smile.gif Thanks icon_smile.gif

#2542 kurt91

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Posted 28 February 2012 - 03:21 AM

RevisedOverworldGraphics-1.png

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As I was working on my quest, I realized that my palettes were so horribly disorganized that I would be wasting far too much time and space if I continued the way I had been. (I'm redoing all the graphics from scratch, so that was a big deal) I ended up completely restarting my quest so that I could fix my palettes. While I was at it, I also revamped my tiles to closer match my original idea of what I wanted them to look like.

I also took the time to begin working on house interior areas as well. Originally, everything was supposed to be based off of the Game Boy Color games, but I realized that the objects like the bed and such would be disproportionally small compared to the screen. Since they already looked so close to Link to the Past tiles, I just decided I'd use those and reshade them to match all my other tiles.

Fortunately, I'm still keeping my earlier version of my quest, because I have just enough for a really short demo to show at the expo. Unfortunately, the demo's going to have to end at the first boss fight, because the scripts I was trying to make ended up being too difficult for me to put together. I haven't given up on the boss, I just want to wait until I have a bit more experience with simpler scripts before I take another shot at it. Not that big of a deal, the point of my demo was more to try and get opinions on what aspects of dungeon-building I need to focus on improving. I'm a bit afraid that I made it much too linear, so any changes I make will be to try and compact it down a bit. Linear isn't bad, but too much of it all at once can be rather dull, and I don't want that.

Staff edit: Immense image reduced to a URL.

#2543 Sheik

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Posted 28 February 2012 - 04:08 AM

I really like your grass tile, kurt!

Edit: Here's a grass/tall grass test (credit goes to Koh for his advanced GB grass I edited):
Edit2: Aeos made new water-land transitions for us icon_smile.gif Thanks again!
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Edited by Linkus, 28 February 2012 - 05:47 PM.


#2544 SpikeReynolds

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Posted 28 February 2012 - 07:07 AM

Yoshimi, that s*** looks amazing. I've always wanted to do a greyscale tileset, but I ain't got no motivation as it is.

Kurt, that set surprisingly looks great. It's cool that someone took a sort of Newfirst styling and ran with it.

#2545 Supindahood

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Posted 28 February 2012 - 02:47 PM

Made some Shallow Water tiles for the set,

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*updated screenie

Edited by Gonken, 28 February 2012 - 02:53 PM.


#2546 ShadowTiger

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Posted 28 February 2012 - 04:10 PM

QUOTE(kurt91 @ Feb 28 2012, 03:21 AM) View Post


Awesome looking shot, Kurt. Let me ask your opinion on something - The island in the middle: See the trees on the north edge? What if the upper half of those trees were sticking out over water, rather than on land? It would look less "blocky" that way, perhaps. The land jutting out without anything on it makes it look odd.


By the way, please try to keep your images at or below 500x500 pixels in width and height, if possible. It's mentioned in the forum guidelines. Nobody likes horizontal scroll bars. They are the leading components in cliff erosion y'know.

#2547 SpacemanDan

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Posted 28 February 2012 - 08:54 PM

@Gonken & Yoshimi: Looking really good there! Awesome work. icon_cat.gif I can't really add anything that hasn't already been said, so...yeah. >_> Kinda curious on how you'll handle the large icons for all the items if you're doing a larger icon set. Hm...(I've been able to manage it for the sword, and I have an idea on how to do it for the B button items.)



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Please don't mind the subscreen; it's not done. I'm not even sure what I want to do with it. (Well, mostly the background, but overall I still feel like I can do more with it. @_@)

Looking on it, maybe I could spice the upper part of the first screen a bit? I dunno, what do y'all think?
Also, I should note that these are actual screens, not testing the tiles out any more. icon_cat.gif

EDIT: Also, while it may seem like only 1 tile of walking space in the top of the first screen near the house, there's actually 2. And you can't walk into the solid part of the tree in the bottom of the first screen.

#2548 kurt91

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Posted 28 February 2012 - 09:25 PM

@SpacemanDan
Where did you get the house graphics from? They looks somewhat familiar, but I can't quite place it. Kind of like a shrunken down RPG Maker VX house. It all looks great, but it kind of makes the characters seem too cartoony.

@Gonken
The graphics look amazing, but what interests me at the moment is your subscreen. You made it so you can have 4 active items at once? What are the little letters in the corners for, though. At first I was thinking they were the labels to show what buttons they're for, but then where's "A"?

@ShadowTiger
Sorry about the oversized picture. I checked it under "Preview Post", and it looked fine there, I should have paid more attention when I actually had my post up.

I'm relying a lot on layering to make the tileset work, but the way things are set up right now, the top halves of the trees and the cliffs are all on Layer 2. I can't have treetops overlapping the cliffs, so I kind of put the trees like they are on the water to match how they'll look at the cliffsides. Like I said, I'm going for a more-detailed GBC look, but I'll double-check to make sure that's how they're set up there.

@Fausch
I actually have never seen the Newfirst set before. I just saw a more-detailed picture earlier on this thread that somebody was making, and used it to study how the texturing was set up. I was kind of unhappy on how my earlier tiles were just recolors. I'll have to go check out the Newfirst set now, though. Might find something to give me a couple more ideas on how to continue on this.

#2549 SpacemanDan

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Posted 28 February 2012 - 09:30 PM

Actually, I got the houses from here: clickity.

Admittedly, the sprites for characters, enemies and such are what worry me a little. I don't want them to look out of place or anything. Not sure how that's going to go for the time being though. @_@ Thanks for your comment. icon_smile.gif

#2550 kurt91

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Posted 29 February 2012 - 12:38 AM

Need some opinions here. I'm not entirely sure how LA/OoX doorways look when the walls are 2 tiles tall rather than 1 tile, so I came up with some compromises...

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1: Original LA doorway resized to fit current walls
2: Original LA doorway slanted to match windows and most other doorways used in game
3: LttP doorway recolored to match tileset
4: Minish Cap doorway simplified and recolored to match tileset

Just for a heads up, these were quick mockups I did. The tiles that the doors are on are the ones I made prior to redrawing things, so any slight errors like not-matching edges should be ignored. These are just to show the general look.

I'm using LttP-style doorways in dungeons, but I really want the houses to have a LA/OoX feel to them. However, if this means it looks dumb and would look better using an alternate style of door, I'll switch. I'd rather things look right than try to force things that don't belong together.

Anyways, what do you guys think?


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