Screenshot of the Week 164
#16
Posted 03 June 2007 - 07:37 PM
#17
Posted 03 June 2007 - 08:24 PM
#18
Posted 04 June 2007 - 10:44 AM
The blending is awesome, i feel like im looking at something from the SNES or something.
#19
Posted 04 June 2007 - 09:03 PM
ennonfenom - Gleeok is the one that needs help - camoflauge excuse or not, that just looks bad. The green boarders under the subscreen "A" and "B" boxes look bad.
Moonwhisper - The platform looks like it's floating over the water...not a good thing. The "edges" underneath the skulls on said platform look bad. Chained guy just looks odd.
Mighty Darknut - The red slimes are unusual-looking. The sprites just don't seem to work with the foreground. Lack of a transition between sand and cliff is bad-looking. Seems solid otherwise, though.
#20
Posted 04 June 2007 - 09:03 PM
Pros:
Ebola Zaire - Nice usage of DoR. It looks natural, and it really looks like it is part of a larger forested region. I anticipate good flow from screen to screen. Portions of the active subscreen look good too. I like the idea of the potrait and the mood. It brings something unique to the table.
ennonfenom - Not sure what it is, but it makes me think of some type of forested courtyard. The brown gleeok seems to fit well with the screen. While symmetry is neither a requirement nor a definite no, I think you did well with it on this shot.
Moonwhisper - I like how the custom boss and the chains go together. The thought clouds are also an nice touch, as it brings a lot of meaning to the encounter.
Sharon Daniel - A well designed shot for a forest/outcropping. The grass goes well with the trees, and I can really anticipate the shot flowing well with adjacent shots.
Constructive Criticism:
Ebola Zaire - Still a lot of black space in the upper right of the active subscreen, as it certainly has extra room even if there were 24 hearts.
ennonfenom - Already commented on some of the emptiness of the active subscreen last time, but the separater at least makes me think that something eventually will go there. Not 100% sure, but perhaps we have yet to see. While there is good detail for the ground in the center of the screen, I have a feeling that it could be arranged in a somewhat more pleasing way. Perhaps you will just need to play around with it a little more until you are more satisfied.
Moonwhisper - Something bothers me about the arrangement of those walls. I can't put my finger on it, unfortunately.
Sharon Daniel - Not sure if I can find anything wrong with this shot. My only criticism is that it is not the most eye candy of all the shots despite its lack or absence of design flaws.
In the end I decided to go with Ebola Zaire's shot. While it is simple in concept, it is very beautiful nonetheless.
#21
Posted 04 June 2007 - 10:40 PM
ennonfenom - Already commented on some of the emptiness of the active subscreen last time, but the separater at least makes me think that something eventually will go there. Not 100% sure, but perhaps we have yet to see. While there is good detail for the ground in the center of the screen, I have a feeling that it could be arranged in a somewhat more pleasing way. Perhaps you will just need to play around with it a little more until you are more satisfied.
Yeah I fixed my subscreen, I was using Z3 subscreen and the mini map would not show up, so I switched to revision 2 subscreen, and this is the screen with the subscreen:

(note this mini map I just made today split second thing, I still got to add some detail to it!
As for the ground I think I should add some tall grass maybe?
Edited by ennonfenom, 04 June 2007 - 10:41 PM.
#22
Posted 05 June 2007 - 12:52 AM
Yeah I fixed my subscreen, I was using Z3 subscreen and the mini map would not show up, so I switched to revision 2 subscreen, and this is the screen with the subscreen:

(note this mini map I just made today split second thing, I still got to add some detail to it!
As for the ground I think I should add some tall grass maybe?
Hmm... I think that you should have kept the same subscreen design that you had before. It was quite good.
Then again you did say that you weren't done... so.... I'm looking forward to it!
#23
Posted 05 June 2007 - 01:35 AM
Hmm... I think that you should have kept the same subscreen design that you had before. It was quite good.
Then again you did say that you weren't done... so.... I'm looking forward to it!
theres a problem with that though! Cause I cant use Z3 and have a mini map, and for this one revision 2, I can't delete the mini map and put done a new one over a background, so I have I delima there! So if any one knows of what subscreen I can use and have a mini map, and still be able to use the quiver and rock feather than let me know, untill then I am stuck with this one!
#24
Posted 05 June 2007 - 05:52 AM
Good mix of slightly altered preexisting tiles.
#25
Posted 05 June 2007 - 01:21 PM
so in order i like
SD
ennonfenom
Moonwhisper
Ebola Zaire
every week the shots get better so nothing to say to improve it
#26
Posted 05 June 2007 - 08:05 PM
Ebola Zaire - New link sticks out HORRIBLY with the basic, Pure, graphics. Nothing special about this.
Uh, it's DoR, not Pure. And that Link is a blue version of DoR's default Link.
But you're right. There really isn't nothing that special about it, though it has good form.
#27
Posted 05 June 2007 - 08:40 PM
#28
Posted 05 June 2007 - 08:43 PM
#29
Posted 05 June 2007 - 09:19 PM
theres a problem with that though! Cause I cant use Z3 and have a mini map, and for this one revision 2, I can't delete the mini map and put done a new one over a background, so I have I delima there! So if any one knows of what subscreen I can use and have a mini map, and still be able to use the quiver and rock feather than let me know, untill then I am stuck with this one!
Yeah, I submitted the subscreen bug a while back, and DarkDragon has said that there is a GUI error in the map part of the subscreen editor, so he's fixing it in the next build.
As for all of the critics... I know that my shot didn't contain anything spectacular, but I really wasn't trying to be edgy. It's just a basic DoR shot that works well as a part of a larger foresty area. And the Link tiles don't stick out too bad, do they? I've never noticed it before... of course, if the forest is almost completely green and Link is wearing a blue tunic, he WOULD stick out, just like in real life.
#30
Posted 05 June 2007 - 11:08 PM
Maybe the Link stands out because it has a brown outline while everything else is outlined in black, the same way all of DoR's sprites stand out too much.
If so many of you have a problem with outlines that AREN'T solid black, then go in and change the damn palette.
Black = 0, 0, 0.
It's not hard. There are only six sprite CSets.
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