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The Official Quest Screenshot Critique Thread


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#3481 Tree

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Posted 09 September 2012 - 01:30 PM

QUOTE(Dawnlight @ Sep 9 2012, 10:03 AM) View Post

It's a very well-built screen (I think it DESTROYS any screen BoaB offers), but one issue I see are the ALTTP pots. They just don't seem mix well with everything else. Also, it looks kind of awkward to see dungeon borders go through an entry door.

Thanks Dawnlight icon_smile.gif
Yeah, I see what you mean about the floor boarders going through the door entry. They did look strange when I first implemented then on the screen. But in game when you're walking through the door, they look more natural. But I don't know if I'll keep them. As for the LTTP big pots, I don't really have a problem with them. They do sort of lack in detail and coloring compared to the dungeon walls...

#3482 Eddard McHorn Van-Schnuder

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Posted 09 September 2012 - 01:47 PM

QUOTE(Keiichi123 @ Sep 8 2012, 06:33 AM) View Post

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Fl 2 of The Temple of Courage.
I wouldn't compare it to BoaB myself - this screen is actually pretty nice (badumtish).

I think the main problem - any why it might remind one of BoaB - is the fact that you put the fence-looking thingy over the tiles with 'transparent' water. The water just looks like random pixels thrown together when you look at it through the fence-looking thingy (really, what do you call that? I can't remember), but unless you're willing to change that, I can't think of any ways to solve the issue.

Not that it's a big deal, as I said, it's a nice screen. icon_smile.gif

#3483 Tree

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Posted 09 September 2012 - 02:04 PM

QUOTE(Migokalle @ Sep 9 2012, 12:47 PM) View Post

I wouldn't compare it to BoaB myself - this screen is actually pretty nice (badumtish).

I think the main problem - any why it might remind one of BoaB - is the fact that you put the fence-looking thingy over the tiles with 'transparent' water. The water just looks like random pixels thrown together when you look at it through the fence-looking thingy (really, what do you call that? I can't remember), but unless you're willing to change that, I can't think of any ways to solve the issue.

Not that it's a big deal, as I said, it's a nice screen. icon_smile.gif

Thanks Migo!
I've always called those tiles grates XD But yeah, when the water is animating, it looks much better icon_smile.gif

#3484 Eddard McHorn Van-Schnuder

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Posted 09 September 2012 - 02:14 PM

QUOTE(Keiichi123 @ Sep 9 2012, 09:04 PM) View Post

Thanks Migo!
I've always called those tiles grates XD But yeah, when the water is animating, it looks much better icon_smile.gif
Grates, of course!! Thanks.

Yeah, I assumed it would. Sometimes I wish ZC had an animated screenshot feature, so you wouldn't have to manually animate screens. Oh well.

#3485 Sephiroth

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Posted 10 September 2012 - 10:43 PM

I've found my tileset, ... the most recent revision of it, so I'm back in business. ... Starting from square one however, so everything is fresh. Not doing a full out story-driven quest, just going to be another standard 8-triforce-dungeon quest in the long run.

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#3486 Theryan

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Posted 10 September 2012 - 11:24 PM

QUOTE(Sephiroth @ Sep 10 2012, 11:43 PM) View Post
I've found my tileset, ... the most recent revision of it, so I'm back in business. ... Starting from square one however, so everything is fresh. Not doing a full out story-driven quest, just going to be another standard 8-triforce-dungeon quest in the long run.

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The shot could use more detail on the sand. A plank of wood or 2. some blades of grass poking through. It looks a little bland as is.


#3487 Sephiroth

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Posted 10 September 2012 - 11:39 PM

Tried adding a bit more variation to the sand texture, as well as a few more random details.

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#3488 Shane

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Posted 11 September 2012 - 01:15 AM

QUOTE(Sephiroth @ Sep 11 2012, 02:09 PM) View Post

Tried adding a bit more variation to the sand texture, as well as a few more random details.

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Very nice. icon_smile.gif I'm not exactly too keen on the grass borders, mainly because of the darkest shade of green makes them pop out and look like they float kinda. icon_shrug.gif

EDIT: It's also nice to see you use ZC again. icon_smile.gif

Edited by Shane, 11 September 2012 - 01:16 AM.


#3489 Supindahood

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Posted 11 September 2012 - 08:29 AM

You should use the grass-to-sand borders instead of the layered ones.

#3490 Sephiroth

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Posted 11 September 2012 - 08:38 AM

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final revision of the screen.

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HCPs be trollin'

#3491 Moon

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Posted 11 September 2012 - 11:17 AM

I think this revision of the screen is much better than the other, the mountains feel more free and don't look so linear.

#3492 Jared

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Posted 11 September 2012 - 02:54 PM

Ah, you found it? Yay!!

I like them both. But how come you're using the layered grass on the mountain edges? It looks a bit off.
Loving the palette!

#3493 Cobgoblin

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Posted 12 September 2012 - 11:19 AM

Nothing about this screen or graphics is perfect yet, especially the subscreen which I haven't even touched yet.

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#3494 Fire Wizzrobe

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Posted 12 September 2012 - 11:32 AM

I really love how you've laid out the mountain tiles and the stairs. It adds so much dimension to the cave setting.

#3495 Moon

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Posted 12 September 2012 - 12:29 PM

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