The Official Quest Screenshot Critique Thread
#2536
Posted 27 February 2012 - 12:39 PM
#2537
Posted 27 February 2012 - 02:01 PM
#2539
Posted 27 February 2012 - 04:54 PM

Here is a dungeon set I made
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
Posted 27 February 2012 - 06:19 PM
#2541
Posted 27 February 2012 - 06:37 PM
#2542
Posted 28 February 2012 - 03:21 AM

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
Posted 28 February 2012 - 04:08 AM
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
Edited by Linkus, 28 February 2012 - 05:47 PM.
#2544
Posted 28 February 2012 - 07:07 AM
Kurt, that set surprisingly looks great. It's cool that someone took a sort of Newfirst styling and ran with it.
#2545
Posted 28 February 2012 - 02:47 PM

*updated screenie
Edited by Gonken, 28 February 2012 - 02:53 PM.
#2546
Posted 28 February 2012 - 04:10 PM
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
Posted 28 February 2012 - 08:54 PM


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.
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
Posted 28 February 2012 - 09:25 PM
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
Posted 28 February 2012 - 09:30 PM
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.
#2550
Posted 29 February 2012 - 12:38 AM




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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