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The Official Quest Screenshot Critique Thread


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#3616 Marco

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Posted 04 November 2012 - 02:01 PM

QUOTE(Jared @ Nov 4 2012, 11:49 AM) View Post

Updated.
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Too much grey without a variety of color, or at least more grey shading hues. Those stalagmites or whatever they are called, are horrible in design because they take on a different perspective than the walls. This is a poor screen Jared, I know you can do better.

#3617 Jared

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Posted 04 November 2012 - 02:05 PM

I am lost. I'm being told to make the floor the same color as the walls with this set but now there's people telling me not to. How come it's always me that people say it always looks wrong?
I'll get rid of the crystal thingies I guess.

#3618 Marco

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Posted 04 November 2012 - 02:14 PM

It's just, your screen looks messy Jared. The abundance of pixels being this grey without a true contrast definition makes it seem more iffy. Honestly, removing the crystals will be the best thing you can do. I posted this before but no one payed attention, and I feel a need to post this again.

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Seriously, am I the only one who sees how horrible the perspective clash on the stalagmites and stalactites in ZC are?

Edited by Marco, 04 November 2012 - 02:19 PM.


#3619 Sheik

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Posted 04 November 2012 - 02:35 PM

I don't get the huge ==== nonsense, help.

Other than that I agree.

Jared, why don't you use one of the palettes I made for your other quest? The palette layout works and they offer greater variety in colors.

Edited by Yoshimi, 04 November 2012 - 02:35 PM.


#3620 Eddard McHorn Van-Schnuder

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Posted 04 November 2012 - 02:59 PM

QUOTE(Marco @ Nov 4 2012, 08:14 PM) View Post

It's just, your screen looks messy Jared. The abundance of pixels being this grey without a true contrast definition makes it seem more iffy. Honestly, removing the crystals will be the best thing you can do. I posted this before but no one payed attention, and I feel a need to post this again.

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Seriously, am I the only one who sees how horrible the perspective clash on the stalagmites and stalactites in ZC are?


No, you're not, and there's been like, a million people who have mentioned it before you. Good job though.

#3621 Moosh

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Posted 04 November 2012 - 03:09 PM

QUOTE(Jared @ Nov 4 2012, 01:49 PM) View Post

Updated.
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Part of (the man's) screen design is learning not to actively obstruct the player, god forbid your quest becomes challenging. You need to make your screens more empty so those two bats on it have some breathing room and Link will never conceivably hit them. (or you can just be like me and not let the silly notions of the man bring you down, maaaaaan)

QUOTE(Marco @ Nov 4 2012, 02:14 PM) View Post

Seriously, am I the only one who sees how horrible the perspective clash on the stalagmites and stalactites in ZC are?

Nope. It would be cool if you could make us some better ones.

Edited by Moosh, 04 November 2012 - 03:13 PM.


#3622 Jared

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Posted 04 November 2012 - 03:22 PM

Moosh. It's two damn Keese. The point of them is to dodge them, because you have no items yet. There's plenty of room to get by them. Not everything has to be so easy or so hard.


#3623 Eddard McHorn Van-Schnuder

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Posted 04 November 2012 - 03:41 PM

QUOTE(Jared @ Nov 4 2012, 09:22 PM) View Post

Moosh. It's two damn Keese. The point of them is to dodge them, because you have no items yet. There's plenty of room to get by them. Not everything has to be so easy or so hard.

That's the point. It's just something you've gotta think about when designing a game. You don't just make a room and then throw two random enemies in there. You have to consider why the two bats are right for the screen - and then you have to make sure the player space works properly with the enemy-choice.

When you have a long, more or less narrow path that Link can move on, you'll want to use enemies that takes that and uses it to their advantage. The bats does not, and it actually becomes a disadvantage to them - seeing as (assuming you've made it so that they can't fly all over the screen, even the unwalkable areas) Link don't have to try, he can just slash his sword when he's near, because chances are they won't have enough room to doge him.

If you did make it so that the bats can fly anywhere, you'll end up with bats flying in areas Link can't even reach. At this point, even if the point is dodging the bats, the challenge is non-existent, seeing as you don't even have to try.

TL;DR: Moosh has a really good point, and you shouldn't just shrug it off because it means you have to do more work. Really.

#3624 Jared

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Posted 04 November 2012 - 03:55 PM

I seriously don't understand what either of you are telling me.

#3625 Marco

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Posted 04 November 2012 - 03:57 PM

I don't understand either. Is that the wikipedia english you're using?

#3626 Orithan

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Posted 04 November 2012 - 04:06 PM

QUOTE(Jared @ Nov 5 2012, 07:55 AM) View Post

I seriously don't understand what either of you are telling me.

Basically, they are telling you to put more thought into your screendesign. You don't want random debris in random spaces. A good rule of thumb is to always invest at least 10 minutes for each screen for the floor design in DoR. From the looks of things, you threw the details and solid combos in like 1 or 2 minutes, which is not good. It might be passable if you use the Classic tileset, but it looks ugly and cluttered in advanced tilesets, especially in DoR. Put more time in thinking your floor design out and determining what enemies are good choices for it.

#3627 Eddard McHorn Van-Schnuder

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Posted 04 November 2012 - 04:24 PM

QUOTE(Jared @ Nov 4 2012, 09:55 PM) View Post

I seriously don't understand what either of you are telling me.

I don't know what it is you don't understand. Seems fine to me.

QUOTE(Marco @ Nov 4 2012, 09:57 PM) View Post

I don't understand either. Is that the wikipedia english you're using?

Marco, I have no idea what wikipedia english is, but at least I don't center my posts and throw in a lot of really big, bold and random lines of symbols. Get it? icon_razz.gif

#3628 Marco

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Posted 04 November 2012 - 07:29 PM

shut up

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Wait what? Where dafuq is this in Horon? Well, the west beach area now has a little toll house. Only if you have a certain special equipment item, can you actually go on to visit the beach area. That means no Hero's Cave. It has transformed into something better.

#3629 trudatman

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Posted 04 November 2012 - 07:39 PM

those four mini fences look kind of lame. otherwise, that's nice.

#3630 Marco

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Posted 04 November 2012 - 07:58 PM

Alrighty, I will take that in mind. I'll probably toy with wooden fences, and see how it contrasts out.

SON OF A BEACH, not quest, fun in the sun?

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