The Official Quest Screenshot Critique Thread
#4246
Posted 22 February 2013 - 08:12 PM
Jared, stop being so awesome~
#4247
Posted 23 February 2013 - 02:30 AM

Not to toot my own horn, but after spending a couple hours working on the fog layer on this, I fell in love with the results and had to share it. The best thing about it (to me, at least) is that the fog actually matches up nearly flawlessly on the edges, meaning that I only had to build one screen to make a layer for the entire map!
Now, a quick question on the design. As you can see, the treasure chests look much different then the original version used in the GBC games. Should I keep this type of treasure chest, or switch back to the original design? It's the one part that's bugging me about this.
#4248
Posted 23 February 2013 - 02:46 AM
#4249
Posted 23 February 2013 - 02:52 AM
#4250
Posted 23 February 2013 - 04:05 AM
#4251
Posted 23 February 2013 - 04:59 AM

Not to toot my own horn, but after spending a couple hours working on the fog layer on this, I fell in love with the results and had to share it. The best thing about it (to me, at least) is that the fog actually matches up nearly flawlessly on the edges, meaning that I only had to build one screen to make a layer for the entire map!
Now, a quick question on the design. As you can see, the treasure chests look much different then the original version used in the GBC games. Should I keep this type of treasure chest, or switch back to the original design? It's the one part that's bugging me about this.
1) It's a bit hard to see what's actually going on in the screen with so much layering.
2) Fog diffuses light, so you're not going to get those clean leaf shadows in a foggy environment. You'll probably be better off scrapping that layer entirely (or at least put it under the fog layer).
3) The palette's a bit... inappropriate, I guess. Even though you don't want the fog layer to discolour the whole screen (ZC sucks at that), you want to make it look like it does. For example, the grey fog against the relatively vibrant green looks quite bizarre, like there's holes in the fog. You want to try and make your fog look varied in density, but not have patches of non-fog, if you get what I mean. So first and foremost you should try to create a low contrast, low saturation base palette that already makes the scene look foggy, then use the additional layer just to add detail and texture to the fog.
I know it sucks to have someone critique a work you're very proud of, but I'm just offering suggestions.
Also, where did you get that chest? It looks kind of familiar...
Edited by NoeL, 23 February 2013 - 05:01 AM.
#4252
Posted 23 February 2013 - 05:03 AM
#4253
Posted 23 February 2013 - 05:42 AM
Regarding the fog, I got that from Minish Cap. I made the fog on Layer 5, so that if I decide to put a jumping enemy here, it'll look like it's jumping in and out of the fog. The forest shadows are Layer 6, so that said enemies will still look like they're in the shade. I'm re-using the two screens that contain the fog and shade on all of the screens on this map, so since the leaf shadows stick to the borders of the screen, it should make it a bit easier to tell where things are. Even so, this shouldn't be an area you can get lost in, and any "exploration" segments are completely devoid of enemies. Plus, as you can see with the treasure chest, the colors I'm using for items and enemies should still stand out fairly well through the fog. I'll tweak things around some more later if it turns out I'm wrong, though.
Anyways, I wasn't sure if I should have gone with the shadows wrapping the screen, or used the leaf overhead from LttP's Lost Woods. I originally decided on the shadows only because I figured that an overhead non-transparent layer might cause problems.
I'm not entirely sure on how to utilize multiple palettes, so I suppose building a special palette for my forest area's going to be another learning experience. Still, with a bit of help from the Wiki, I'm pretty sure it shouldn't take too long. I think I've got a palette already sorted out on one of my tile-experimenting files (I do everything in Paint first, then add what turns out good into ZQuest).
Now why on earth would I feel bad about my work getting critiqued? I want it to look as good as possible, so finding out about absolutely anything I can do to improve it makes it even better. I don't show things off unless I'm happy with them, and I've got rather high standards. (That's why I don't show things very often on here) As long as it's a critique I can work with, I'm glad to hear anything you guys can come up with.
Anyways, I'll change and fix stuff and post the revised version later on.
Edited by kurt91, 23 February 2013 - 05:44 AM.
#4254
Posted 23 February 2013 - 01:21 PM

God. Yes. Kurt, you're f*cking awesome. Really glad you got it to work like you wanted. (I told you! It feels so rewarding, doesn't it!? ^_~)
No complaints here at all! The treasure chest is a little bit bright but that's not really an issue. It draws people's attention, anyway, and it might be good that players don't overlook it with all the fog recoloring the screen, so it might even be good the way it is. You decide.
#4255
Posted 23 February 2013 - 07:48 PM

Not to toot my own horn, but after spending a couple hours working on the fog layer on this, I fell in love with the results and had to share it. The best thing about it (to me, at least) is that the fog actually matches up nearly flawlessly on the edges, meaning that I only had to build one screen to make a layer for the entire map!
Now, a quick question on the design. As you can see, the treasure chests look much different then the original version used in the GBC games. Should I keep this type of treasure chest, or switch back to the original design? It's the one part that's bugging me about this.
Very nice. A bit hard to see, but that's the point.
#4257
Posted 24 February 2013 - 12:12 AM

Gonna revamp this Nabooru's Hole (sorta) inspired dungeon. Here's a shot for now, things may look different later!
(there's over 20 screens created for this dungeon, this is just one!) It has multiple floors obviously!
Not sure if this entrance is suitable for the database? lol (statues on the ceiling area are just test scripts)
Edited by Franky, 24 February 2013 - 12:36 AM.
#4258
Posted 24 February 2013 - 12:11 PM
. . .
This morning I was a little burnt out on scripting, since I have been doing so much lately. So I started on some graphics instead. I figured if I do something I have a harder time with, it'll engage me more. And I do need these guys for later anyhow, so...

Seven-color, 8-bit Lynel, Darknut and Wizzrobe modifications. Out of all of them, I'm proudest of how the Lynels turned out.
I decided to make them not hold a weapon, either. Naturally I'll be scripting a separate weapon for them each to hold. With Darknuts, it dawned on me I could script a separate weapon AND shield for them to hold at the same time (i.e. three subroutines running at once), so that's why there's a version of them with the weapon and shield and one without, just in case I change my mind some more. Obviously I have not drawn the weapon or shield graphics-- mainly because I am not sure what to give them at this point. There will be more than one type for each, after all.
Also, the Wizzrobes' fourth frame is their "casting" pose, walking frames animate like 1, 2, 3, 2. I have not made the up and down facing graphics yet. Graphics are very hard for me, and I am exhausted already and am going back to scripting my quest's Tutorial Stage now.
Anyone may use these if they would like, credit is not demanded but it is always appreciated ^^
EDIT:
Oh yeah. I also made these guys.

Three guesses as to which kind of spells these little bastards cast. And the first two don't count.
Edited by Schwa, 24 February 2013 - 12:24 PM.
#4259
Posted 24 February 2013 - 07:06 PM
Nice job jared, looks pretty smooth!

Gonna revamp this Nabooru's Hole (sorta) inspired dungeon. Here's a shot for now, things may look different later!
(there's over 20 screens created for this dungeon, this is just one!) It has multiple floors obviously!
Not sure if this entrance is suitable for the database? lol (statues on the ceiling area are just test scripts)

Yes. Lovely space and flow in the dungeon. The entrance is not, too symmetrical but it has the balance. Nice work!
#4260
Posted 24 February 2013 - 10:00 PM
@Schwa: Thanks for the feedback!
I love using the enemy editor, specially for new Wizzrobes and Lynels. I made a Lynel that shoots a line of fire right at you for example. Very basic I assume but for me it was hilarious and cool.
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