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The Official Quest Screenshot Critique Thread


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#391 William

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Posted 25 May 2011 - 06:07 PM

QUOTE(Yoshidude @ May 25 2011, 05:52 PM)  

how are the mountains wrong?

They're not supposed to crash into one another like that.

#392 Jared

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Posted 25 May 2011 - 06:20 PM

They're jutting right into the mountain. The vertical ones need to be one tile down.

#393 ZebraStallion

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Posted 25 May 2011 - 07:12 PM

QUOTE(Yoshidude @ May 25 2011, 05:52 PM)  

how are the mountains wrong?

Here's an example of the right way:
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#394 Fire Wizzrobe

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Posted 25 May 2011 - 07:50 PM

Link strollin through the hood:

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Map of the place where a big arse castle popped out of nowhere:

Spoiler


#395 Sephiroth

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Posted 25 May 2011 - 07:55 PM

Zebra, hate to burst your bubble, but you also didn't do it properly, as you missed a key tile or two. Probably because the combos aren't set up in Pure Rememberance for those two tiles that are included, but that's just a nitpicky thing.

Yoshidude, those special cliff-edge-meets-cliff tiles are kinda meant to be used to show that hey, the ground ends here, there's more mountain going downward. It also helps with depth as well to extend the mountain down at least one more combo on the respective sides of the tile. Here is a screenshot of a more recommended way to use the tiles.



I have used the basic layout of your mountains on that screen to help guide you in resolving the problem, note that I've also brought down the corners near the bottom of the pond closer to the edge of the screen, while something like this isn't recommended, it's still useful in making sure your water combos look proper, but that's up to you how you want to design it. However, as you can notice, the waterfall is slightly longer due to the additional layer added in, but I think it looks better this way.

#396 ZebraStallion

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Posted 25 May 2011 - 08:13 PM

QUOTE(Sephiroth @ May 25 2011, 07:55 PM)  

Zebra, hate to burst your bubble, but you also didn't do it properly, as you missed a key tile or two. Probably because the combos aren't set up in Pure Rememberance for those two tiles that are included, but that's just a nitpicky thing.

Yeah I know, those tiles aren't included in Pure Remembrance.

#397 Sephiroth

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Posted 25 May 2011 - 08:17 PM

QUOTE(ZebraStallion @ May 25 2011, 08:13 PM)  

Yeah I know, those tiles aren't included in Pure Remembrance.


I would like to point out that they are indeed included, just no combos set up for them. Have a look yourself if you doubt me. Tile page 71, tiles 18546 and 18547, from a fresh download of the tileset from the database as of roughly 20 minutes ago.

#398 ZebraStallion

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Posted 25 May 2011 - 08:24 PM

QUOTE(Sephiroth @ May 25 2011, 08:17 PM)  

I would like to point out that they are indeed included, just no combos set up for them. Have a look yourself if you doubt me. Tile page 71, tiles 18546 and 18547, from a fresh download of the tileset from the database as of roughly 20 minutes ago.

Oh, I don't doubt you at all. I just whipped up that screenshot to show him how to use the mountains correctly, I didn't really feel the need to go digging through the tile pages looking for two tiles that he already included in his shot. >_>

#399 Shane

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Posted 25 May 2011 - 08:26 PM

QUOTE(Yoshidude @ May 26 2011, 07:50 AM)  



New screens

IPB Image IPB Image



It looks too green add some colour to the trees and bushes. Other then that I can't say much more its good but I'm not digging it.

Edited by Midnight_King, 25 May 2011 - 08:36 PM.


#400 Sheik

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Posted 26 May 2011 - 12:53 AM

Wonderful work again, Fizz. I'm in love with what you do with the GBC tileset. Very nice stuff, definately. I'm looking forward to more of this.

#401 Orithan

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Posted 26 May 2011 - 05:02 AM

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The entrance of my dungeon in my dungeon midi contest entry: Gale of Darkness. This is also showing off the new player sprite: Hal.

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Terrigma fans will recgonise the beetle-enemies - they are the Huballs. In this, they come in three colous; Blue, Red and finally, Gold. Only the Golds are shown here along with the Moblin replacements and Gold (Fire) Octororks.



#402 Moon

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Posted 26 May 2011 - 08:57 AM

QUOTE(Sephiroth @ May 25 2011, 08:55 PM)  

Zebra, hate to burst your bubble, but you also didn't do it properly, as you missed a key tile or two. Probably because the combos aren't set up in Pure Rememberance for those two tiles that are included, but that's just a nitpicky thing.

Yoshidude, those special cliff-edge-meets-cliff tiles are kinda meant to be used to show that hey, the ground ends here, there's more mountain going downward. It also helps with depth as well to extend the mountain down at least one more combo on the respective sides of the tile. Here is a screenshot of a more recommended way to use the tiles.



I have used the basic layout of your mountains on that screen to help guide you in resolving the problem, note that I've also brought down the corners near the bottom of the pond closer to the edge of the screen, while something like this isn't recommended, it's still useful in making sure your water combos look proper, but that's up to you how you want to design it. However, as you can notice, the waterfall is slightly longer due to the additional layer added in, but I think it looks better this way.
Thanks a bunch Sephiroth, that helped alot! icon_smile.gif


#403 Fire Wizzrobe

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Posted 26 May 2011 - 02:57 PM

Yoshidude: So you're calling the place Hero's Pass, when that name passes through my mine, I associate with it epicness. Like I imagine the trial of a hero running through a narrow mountain pass towering over a deserted wasteland filled with craters of boiling lava dodging falling meteors of molten rock while being pursued by dementors moving at the speed of light or something like tat. Alright, that's a bit overboard, but honestly when I look at yours, it's *yawn* oh look a pretty steam running through a forest! Looks like a nice place to go hiking! You have the screen design down, solid, the problem is that it brings nothing new to table and is discarded as generic. I would recommend you rip some forest and ruins graphics from MC and other RPGs that haven't been used extensively before, add some stone paths, and different colored vegetation to make it look less sterile.

#404 Anthus

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Posted 26 May 2011 - 06:48 PM

Part of Level 3 from my classic styled quest, Zelda-TD.

This map is mainly to show the style, and palette of Level 3. As you may or may not be able to tell, this is an undead themed area. In contrast to the first two dungeons, which are fairly straight forward. Level 3 opens up quite a bit, and will feature side scrolling sections which pay tribute to Castlevania, and also features shops, and other things not commonly found in dungeons.

There are some empty two-tile areas in the walls in the rooms on the right side of the map. This space is reserved for something which has not yet been drawn. There will be coffins which spawn Gibdos, and other undead annoyances.

This dungeons will also feature some custom enemies, some of which may only be damageable by a certain element known to cause trouble to undead creatures icon_wink.gif

One more note; this dungeon's design is something like, a temple underground, which also has a large hollowed root, and cave system interweaving with it. Also some unsavory characters in the game's lore have been buried here.

#405 Moo2wo

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Posted 26 May 2011 - 06:59 PM

This might be the best Classic dungeon I've ever seen. Awesome work!


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