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The Official Quest Screenshot Critique Thread


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#3601 Sheik

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Posted 03 November 2012 - 03:37 AM

QUOTE(Scootaloo @ Oct 31 2012, 06:13 PM) View Post

Working on giving the GB Tileset not-blinding palettes.

You might find something useful here, maybe.

Edited by Yoshimi, 03 November 2012 - 03:44 AM.


#3602 Anthus

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Posted 03 November 2012 - 03:37 PM

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Classic with grass and caves. It's a bold new world.

#3603 Jared

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Posted 03 November 2012 - 04:01 PM

I love them, Anthus. They remind me a lot of ALttP!

Reposting, because it got pushed back.

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#3604 Ica

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Posted 03 November 2012 - 04:58 PM

QUOTE(Anthus @ Nov 3 2012, 06:37 PM) View Post

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Classic with grass and caves. It's a bold new world.


That's really neat! I love the pallets, especially the overworld one. I'm not sure if you want feedback on the screens' design, but they're also great.
There are a few things that look out of place ('snail' rocks and link. And the mountains could be a bit enhanced), but it's very nice overall.


QUOTE(Jared @ Nov 3 2012, 07:01 PM) View Post

Reposting, because it got pushed back.

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The screen is very well designed. I like the purple tree and flowers, however I feel as there should either be more tress (or bushes, flowers, etc) in that colour around or none at all.

#3605 Jared

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Posted 03 November 2012 - 05:18 PM

QUOTE(Ica44 @ Nov 3 2012, 05:58 PM) View Post

The screen is very well designed. I like the purple tree and flowers, however I feel as there should either be more tress (or bushes, flowers, etc) in that colour around or none at all.

I can do that. Thanks! icon_biggrin.gif

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Meh. I don't really like it. No floor details.

Edited by Jared, 03 November 2012 - 05:19 PM.


#3606 Russ

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Posted 03 November 2012 - 05:35 PM

The lack of floor detail isn't the problem, it's the color. Make the floors a closer color to the walls; they clash horribly right now.

#3607 Orithan

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Posted 03 November 2012 - 05:35 PM

QUOTE(Jared @ Nov 4 2012, 09:18 AM) View Post

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Meh. I don't really like it. No floor details.

That and that the bottom floor/layer is in the wrong CSet. Keep it in CSet 2 because it doesn't look good in any others. Also, why is there no floor details on the bottom floor when there is on the higher layers? Add floor details to the bottom floor.

This screen is an example of one of my better Relic Dungeon shots:

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Testing out a new pallet (this shot is found in the EZGBZ pallet thread), but I reposted here to receive feedback on the screendesign.

Edited by Orin XD, 03 November 2012 - 05:42 PM.


#3608 Jared

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Posted 03 November 2012 - 05:39 PM

I know I was using CSet 2. That was the friggen point.
Ugh. I hate palettes.

#3609 Orithan

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Posted 03 November 2012 - 05:49 PM

QUOTE(Jared @ Nov 4 2012, 09:39 AM) View Post

I know I was using CSet 2. That was the friggen point.
Ugh. I hate palettes.

It is not consistent nor good-looking. By the looks of things, you used CSet 3 rather than CSet 2 for the bottom layer. The upper layers are in CSet 2.

Edited by Orin XD, 03 November 2012 - 05:49 PM.


#3610 Jared

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Posted 03 November 2012 - 06:14 PM

And by the way, I already know how to use Relic's dungeon tiles. I used them in Roc's Remembrance. I was just trying to make the floor different like most temples do.

#3611 Orithan

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Posted 03 November 2012 - 06:30 PM

QUOTE(Jared @ Nov 4 2012, 10:14 AM) View Post

And by the way, I already know how to use Relic's dungeon tiles. I used them in Roc's Remembrance. I was just trying to make the floor different like most temples do.

Even if you are going for that, it is not good. Look at the Relic Dungeon Original pallet (just above the Relic Dungeon Purple pallet) and rip the CSet 2 from that and put it into CSet 3 of your current pallet. That should give the floor a different colour that doesn't clash so much, like how Dawnlight constructed his pallets for Golden Memories.

Edited by Orin XD, 03 November 2012 - 06:31 PM.


#3612 Moosh

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Posted 03 November 2012 - 11:10 PM

QUOTE(Orin XD @ Nov 3 2012, 04:35 PM) View Post

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The palette looks amazing, but I'm not too fond of that door. If you compare it with regular GB doors it has some whack angle problems. If you really don't want it to look like other GB doors at least steepen the angle with which it meets the wall. You gotta remember that the GB perspective has a little bit of an inverse fisheye effect going on.

#3613 Anthus

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Posted 04 November 2012 - 12:36 AM

QUOTE(Ica44 @ Nov 3 2012, 05:58 PM) View Post

That's really neat! I love the pallets, especially the overworld one. I'm not sure if you want feedback on the screens' design, but they're also great.
There are a few things that look out of place ('snail' rocks and link. And the mountains could be a bit enhanced), but it's very nice overall.


Thanks icon_smile.gif The 'snail rock' (which by the way, I never noticed that before, but now I can't unsee it..) has a reason for being so conspicuous. The quest that this is a part of was started from the 2.10 version of the classic set. I wanted to have a very bare bones approach to building the visuals. They are stuck somewhere between Zelda 1, and ALttP, in my opinion, but I love that effect. I want to capture the whimsical nature of the older Zelda's and make something new at the same time. A lot of sprites in this game will retain the NES asthetic. Somethings such as signs are placeholders*. As for the mountains, I do agree, but at the same time, I don't ant to get too caught up in the visuals. I'm going for the minimalists appraoch in terms of graphics in some ways. I do however, have an idea for one thing I might try. If I like it, I might use it in a later area cause I don't want to make huge edits to maps >.>.

I hope to release a demo of this before too long. I'm trying to finish this project by keeping it simple icon_smile.gif Posting in this thread was a bit daunting at first, cause I thought people would rip apart the graphics (and if you don't like it, that's fine, to each his own) but I'm glad to see it well recieved so far.

QUOTE(Jared @ Nov 3 2012, 06:18 PM) View Post

Reposting, because it got pushed back.


Your shot is nice (the one you posted after mine). I like the purple tree. I have always been a fan of having 'odd' colors in maps cause I think it definitely think it makes them more interesting. Plus, I think it makes it easier to find your way around large maps if the colors are far enough apart. The over-all feel of it makes me think of what a second Zelda on the SNES may have looked like.

#3614 strike

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Posted 04 November 2012 - 09:01 AM

Very impressive Anthus! I really like the feel of those shots! The pallete gives them a sort of broad and open feeling (displayed especially in the second shot). I know you're not going to try and get caught up in perfecting all the graphics, but the snail rock and the average tree seen in the second shot really need to change. Bravo! icon_smile.gif

I don't know if this is improper or something, but if it is just say so. Can I rip those tress into my tileset? I've been trying to get some more variety into the classic tileset and I think these would go very well into classic even without the expanded pallet. If not, just say the word and the idea will be dropped.

I eagerly await seeing more!

-Strike

#3615 Jared

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Posted 04 November 2012 - 01:49 PM

Updated.
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Edited by Jared, 04 November 2012 - 01:49 PM.



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