Also, why
The Official Quest Screenshot Critique Thread
#2626
Posted 17 March 2012 - 01:17 PM
Also, why
#2627
Posted 17 March 2012 - 01:27 PM
And I meant : X and not
Edited by Jared, 17 March 2012 - 01:27 PM.
#2628
Posted 17 March 2012 - 02:52 PM
Just to show I'm still working on it.

How does it look? (Yes the house tiles next to the house are supposed to be there, that's the part of the house that branches off) I haven't added flowers yet because I want to make them layer so I can have the SD3 grass under them without making four sets of each.
I'm liking what I see here. The trees from Jupiter look awesome. The stone pathway could have been a bit brighter but oh well. Well done Sepulcher.

I love GB caves!
It's a excellent design overall. I like how you used 2 different floor patterns. My gripe is that it's too brown. I say use a different color with the floor.
#2629
Posted 17 March 2012 - 02:56 PM
It's a excellent design overall. I like how you used 2 different floor patterns. My gripe is that it's too brown. I say use a different color with the floor.
Thank you, Dawnlight. I would try to use different colors for the floor but I have no idea how to edit palettes without destroying the entire thing.
#2630
Posted 17 March 2012 - 03:01 PM
#2631
Posted 17 March 2012 - 03:32 PM

#2632
Posted 17 March 2012 - 03:39 PM
#2633
Posted 17 March 2012 - 05:58 PM
In other words what else should I put inside this room besides som water themed enemies?

#2634
Posted 17 March 2012 - 06:14 PM
everybody loves plankton
#2635
Posted 17 March 2012 - 06:41 PM
Me and Link are bored walking around in circles around a patch of sand.
In other words what else should I put inside this room besides som water themed enemies?

Me and Zelda suggest some wall curtains, and a statue. We also think pots or plants for supplies would be good. We also suggest evening the door with the crack and let the ground detail do the job of breaking the symmetrical.
Good job!
#2636
Posted 17 March 2012 - 07:02 PM
I would place torches near the door and pots near the square corner.
#2637
Posted 17 March 2012 - 07:15 PM

I've been trying to make a cohesive graphical style for a quest project I'm working on, but... I dunno, something doesn't feel right about it. I know the wooden box and axe-in-log tiles kind of clash with the rest of it, but something else about it feels off... I can't put my finger on what, either. It's kept me totally stalled for about 2 months--I wanted to have at least some kind of short demo out in time for the expo, but things really aren't looking good on that front... especially since the expo due date is less than a month away.
I just want feedback on the graphical style (palette + tiles I'm using). The screen composition I'm not too concerned about right now since this is just a test screen, and the subscreen is very, very far from finished. (I probably should have cut it out, but I'm lazy.)
#2638
Posted 17 March 2012 - 07:18 PM
#2639
Posted 17 March 2012 - 07:23 PM

Ground Objects Check! "I tried statues but they wouldn't fit right"
Wall Objects Check! "That enough seaweed for you ShadowTiger?"
Killer blobs of salt water... Double Check!
#2640
Posted 17 March 2012 - 07:40 PM
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