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Screenshot of the Week 197


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Poll: SoTW 197 (43 member(s) have cast votes)

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#16 Evile

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Posted 10 February 2008 - 06:13 PM

Voted Nuvo. I love the cave walls and general feel of the shot.

#17 Russ

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Posted 10 February 2008 - 07:38 PM

It's so hard to choose. I think I'm going with LostInHyru1e. It seems like a combonation of an Oracle dungeon and the Minish Cap Cave of Flames. I really like it.

#18 LostInHyru1e

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Posted 10 February 2008 - 08:31 PM

How the heck do I have 7 votes if nobody but Russ has stated they voted for me? icon_smile.gif Well, thanks for the compliments, guys.

#19 Russ

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Posted 10 February 2008 - 08:44 PM

QUOTE(LostInHyru1e @ Feb 10 2008, 05:31 PM) View Post

How the heck do I have 7 votes if nobody but Russ has stated they voted for me? icon_smile.gif Well, thanks for the compliments, guys.

Actually, now you have eight. I think sometimes people just vote without commenting on why they voted for that certain screenshot.

#20 LostInHyru1e

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Posted 10 February 2008 - 09:05 PM

I have to say, this is very exciting. I didn't have much fun last time because my shot sucked, but this time I'm having a lot of fun checking back here every 5 minutes. icon_smile.gif

#21 Aslion

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Posted 10 February 2008 - 09:25 PM

I got a vote! icon_biggrin.gif (is happy)
I wish more people would comment on shots though, gets sort of annoying when you don't know what people think =/

#22 Joe123

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Posted 11 February 2008 - 04:42 AM

QUOTE(LostInHyru1e @ Feb 11 2008, 02:05 AM) View Post

I have to say, this is very exciting. I didn't have much fun last time because my shot sucked, but this time I'm having a lot of fun checking back here every 5 minutes. icon_smile.gif


Yes, me too icon_biggrin.gif

It's close isn't it ^_^

#23 NoeL

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Posted 11 February 2008 - 08:48 AM

Wow, so much variety, and no real shonkey shots this week! Well done everyone.

Was a tough call, but went with LiH for the win *votes*.

Quick criticisms...
Majora: I like the look, but a few mismatched tiles. They don't blend well together... and tree's growing on ice?

Lost: Good quality shot, though the bottom wall looks weird, like it's in three parts... I've never used those tiles before, so maybe it's supposed to look like that. The only thing "wrong" here is perhaps lack of originality.

CC: I like it... I assume it's some kind of puzzle? I don't mind the symmetry here, it works in this shot... what are those white speckles above the gap though? I think you gave this room a few too many corners. Set up as it is kinda ruins the Zelda perspective a bit.

Gray0x: Too brown icon_razz.gif A lighter palette would be better, currently it looks like it's overcast (in a desert?). A bit cluttered, with a few unwalkables too close to the screen edge.

Joe: My vote nearly went here, but the mismatched tiles and the horrid green knocked it back a bit. Oh, and the white writing on light grey subscreen... not an easily readable combo.

Nuvo: Not a big fan of the walls nor the grainy floor tiles. I can't put my finger on why I don't like this shot... I think maybe because my brain is confused. Metal flooring and laser blockade... with rock walls and grass? It's just too bizarre an environment for me.


#24 Joe123

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Posted 11 February 2008 - 09:52 AM

Yeah, the greens aren't amazing really, it's just the default desert palette from DoR.
What do you suggest I do to improve them?

And I am not changing the subscreen writing anymore.
I've had this discussion before and it's perfectly readable enough in my opinion.

#25 Russ

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Posted 11 February 2008 - 11:12 AM

QUOTE(Joe123 @ Feb 11 2008, 06:52 AM) View Post

Yeah, the greens aren't amazing really, it's just the default desert palette from DoR.
What do you suggest I do to improve them?

Try using the wasteland palette. It looks better. Or have some sand flying overhead, and use te sandstorm palette.

#26 Joe123

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Posted 11 February 2008 - 11:19 AM

The wasteland palette is actually really nice, but it's not quite what I'm looking for.
I might base some of the colours roughly off the ones in that palette though.

And I am going to use the sandstorm palette, but I'm not that far into the dungeon yet.
The current area is kind of like a sand sea (4x4 screens), which will be quite large with reasonably un-restricted movement.
The sand-storm areas will be more enclosed, and further into the desert.

#27 Russ

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Posted 11 February 2008 - 11:20 AM

Can I ask how big the desert is going to be?

#28 NoeL

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Posted 11 February 2008 - 11:49 AM

QUOTE(Joe123 @ Feb 11 2008, 08:52 AM) View Post
And I am not changing the subscreen writing anymore.
I've had this discussion before and it's perfectly readable enough in my opinion.

Yeah, but you're not going to be the one playing it icon_razz.gif I don't suggest changing the writing, I suggest changing the subscreen. It's too bright. First rule of graphic design, readability > aesthetics. icon_wink.gif Seriously dude, it's pretty bad icon_unsettled.gif

And I suggest making the green a more olive colour than the marine green... kinda like the first heart just underneath your avatar.

Edited by NoeL, 11 February 2008 - 11:59 AM.


#29 Joe123

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Posted 11 February 2008 - 11:50 AM

icon_frown.gif

I've had this discussion lots of times before, it's my subscreen; not yours.

In 2x2 scale the text is perfectly readable.

I am not changing the subscreen.

Edited by Joe123, 11 February 2008 - 11:54 AM.


#30 CastChaos

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Posted 11 February 2008 - 11:57 AM

QUOTE(NoeL @ Feb 11 2008, 02:48 PM) View Post

CC: I like it... I assume it's some kind of puzzle? I don't mind the symmetry here, it works in this shot... what are those white speckles above the gap though? I think you gave this room a few too many corners. Set up as it is kinda ruins the Zelda perspective a bit.

With all honesty, when I started to make this room, I didn't know anything except that it needs to be hard. I copy/pasted a miniboss screen, changed it a little and decided that I have enough amount of minibosses already, so I put here a puzzle. High amount of corners is my new way that I applied in this dungeon. Simple rectangular rooms started to bore me. And I already used bent corner variations. White speckles above the gap? I think you mean the elevation marker. If there would be just a blackness, the floor would have looked paper thin. OR you can mean the white dots. Well, that's air animation. After all, this is a flying fortress and the superdumb darknuts aren't top on the aerodynamics knowledge (they stole most of the ideas anyway and put together incorrectly), so instead of simply attaching propellers to the inside of the fortress, the propellers are INSIDE and the inside storming wind keeps this extralabile building up in the air... Damn darknuts and their wacky ideas.



^Lol, Joe! icon_xd.gif You sounded so newbieish... I also agree that the subscreen could be better, but I wouldn't mind if you kept it this way. And the hearts still own.


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