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The Official Quest Screenshot Critique Thread


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#3046 SpikeReynolds

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Posted 22 June 2012 - 05:47 AM

QUOTE(Jared @ Jun 21 2012, 02:29 PM) View Post

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Working on the subscreen background. No hate </3 icon_razz.gif

I had fun making this! Tell me what you think. icon_biggrin.gif

Something about this screen just doesn't do it for me. I don't think the dungeon meshes well with DoR's more brightly colored sprites.

Edited by Fausch, 22 June 2012 - 05:47 AM.


#3047 Orithan

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Posted 22 June 2012 - 06:09 AM

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Reposted because I felt that I didn't get enough critique.

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These are parts of the Badlands area for Zelda's Last Wish. I wish to recieve critique for these.

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The entrance to Level 4 in ZLW.

#3048 Supindahood

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Posted 22 June 2012 - 07:11 AM

QUOTE(Orin XD @ Jun 22 2012, 05:09 AM) View Post

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I think it looks good, the water may take up a lot of the screen but I guess that's the only way to make it fit. The leaves may stand out a bit too much with those outlines. icon_smile.gif

QUOTE(Orin XD @ Jun 22 2012, 05:09 AM) View Post

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I like the design and colors a lot, my only complaint is the 'grid' revealed by using the alone square sand and tall grass tiles, having diagonal or round variants would make it flow better. icon_smile.gif

Edit: What's that desaturated orange color in the mountain and rock tiles? If you just use the regular ground color instead it would look much better. Tell me if you don't understand. ._.
Hint: I have diagonal classic tallgrass tiles, If you need.

Edited by Gonken, 22 June 2012 - 01:02 PM.


#3049 Marco

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Posted 22 June 2012 - 02:27 PM

QUOTE(Orin XD @ Jun 22 2012, 05:09 AM) View Post

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These are parts of the Badlands area for Zelda's Last Wish. I wish to recieve critique for these.


I'm fond of the scarlet palette. The shades of orange really flow well. However, I do feel the color is somewhat saturated, if it were toned down it would be complete. The layout design is super, good as is.

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I'm making more and more progress. The combos are kept simple, and tiles too. I want this to be an easy tileset to use and a marvelous mini quest.


#3050 Theryan

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Posted 22 June 2012 - 07:48 PM

QUOTE(Orin XD @ Jun 22 2012, 07:09 AM) View Post

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These are parts of the Badlands area for Zelda's Last Wish. I wish to recieve critique for these.

I like it, but part of me thinks that the brown of the trees should be a little more distinct from the orange.

QUOTE(Marco @ Jun 22 2012, 03:27 PM) View Post

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I've never been too fond of those mountains. They always seemed a little... weird. I do like the design of the screen itself, and the detail on the grass is done quite well; it has a lot of variety, but is kept subtle and simple.
One thing that kinda bothers me(and this goes for most of your shots) is the lightness of your outline colors. It gives the whole screen a bit of a misty look, which looks good in the right environment, but not all of the time.

I'm also really curious to see how that water looks when animated. It's hard to tell whether you like something like water or lava until you see it action.


#3051 Marco

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Posted 23 June 2012 - 12:36 PM

Thank you for your feedback Theryan. So I've been working a lot on this tileset because of how easy it flows. And thus, this palette is called Candywood. I think I really nailed the surrealism.

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So vibrant, mystique, alive. I would appreciate feedback, thank you


#3052 Octorockoncrack

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Posted 23 June 2012 - 04:13 PM

QUOTE(Marco @ Jun 23 2012, 01:36 PM) View Post

Thank you for your feedback Theryan. So I've been working a lot on this tileset because of how easy it flows. And thus, this palette is called Candywood. I think I really nailed the surrealism.

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So vibrant, mystique, alive. I would appreciate feedback, thank you


Very mystique indeed. The palette, tiles, everything looks superb! The formation of the screen is also very interesting. Are you planning on releasing these tiles when you finish the set? Just curious icon_smile.gif

#3053 Marco

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Posted 23 June 2012 - 09:44 PM

Yes, I'm going to release the tileset in what I would say, about three weeks at most if not sooner.

#3054 NoeL

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Posted 23 June 2012 - 10:03 PM

Marco, I've never been a fan of the high-contrast palette. I'm guessing it would look better fullscreen, but the darkest colour shades are too dark - particularly with the mountains and water (the water is too "busy"). That palette might work with different tiles that blend the shades better, but LTTP graphics are far too flat and monotone for that high contrast.

#3055 Theryan

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Posted 23 June 2012 - 11:57 PM

QUOTE(NoeL @ Jun 23 2012, 11:03 PM) View Post
Marco, I've never been a fan of the high-contrast palette. I'm guessing it would look better fullscreen, but the darkest colour shades are too dark - particularly with the mountains and water (the water is too "busy"). That palette might work with different tiles that blend the shades better, but LTTP graphics are far too flat and monotone for that high contrast.

Part of me wants to say that high contrast works fairly well with snowy environments. Snow is pretty much the whitest thing you'll see in nature, so everything else will look pretty dark by comparison.


#3056 Marco

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Posted 24 June 2012 - 02:44 PM

Just a note, it's not a snow environment. Just a unique palette.

#3057 Supindahood

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Posted 24 June 2012 - 04:59 PM

QUOTE(Marco @ Jun 24 2012, 01:44 PM) View Post

Just a note, it's not a snow environment. Just a unique palette.


That's okay, but remember that anyone who see it will think that it is a snow area right away unless they've been told before. icon_smile.gif
I don't know if I said it already, but you should tone down the darkest colors, just like NoeL said.

#3058 trudatman

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Posted 24 June 2012 - 05:24 PM

I think it looks more surreal than snowy. it looks kind of furry, fuzzy and flooded (as those trees don't seem to belong in such a wet environ) and not at all icy. maybe cool, but not cold. I like the colors. I like many of the tiles and the way they mesh fairly organically. I don't like the trees.

edit: alright, I critique plenty but share my own stuff quite infrequently here and I am looking to drum up some support for and interest in HowHigh2 with the knowledge that it will blossom with variety in the expansion from just five screens of tiles in 1.90 to the opportunity within the plentiful caching capacity of 2.50. I would like to learn to pixelate and import pictures to replace some of the early scenes that were crudely handdrawn and abused levels of tile repetition that are no longer necessary. layering should help the depth weirdness increase its permanence. haven't yet tested if my concept of having the ladder item reach out from the sides of the rope ladder will actually help the player dodge the enemy's shots. I ramble, but there is plenty left to critique:

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Edited by trudatman, 24 June 2012 - 07:52 PM.


#3059 Shane

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Posted 25 June 2012 - 08:07 AM


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Ancient Hylian Ruins

These ruins will be just a practice dungeon, to improve my puzzle and linear skills. This dungeon design will be fairly inspired by MC, but the theme will be traps. Such as rolling boulders, arrows, etc. There are a few dungeon elements borrowed from MC such as the two shortcut portals. Thoughts?

#3060 trudatman

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Posted 25 June 2012 - 08:41 AM

very nice! I'm thinking the duller light coming through the doorway should surround the brighter such light on the sides.


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