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The Official Quest Screenshot Critique Thread


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#4276 Marco

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Posted 25 February 2013 - 07:58 AM

QUOTE(Shane @ Feb 25 2013, 12:48 AM) View Post

IPB Image


Yeeah. Well rounded, but dunno why, to my eye it seems somewhat too busy or cluttered.

#4277 Supindahood

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Posted 25 February 2013 - 08:10 AM

QUOTE(Shane @ Feb 25 2013, 01:48 AM) View Post

IPB Image

Looks good, I would take away the outline from those road stones to make them less defined (and look like they are in the sand, and not pasted on). Also, that makes you focus on the green objects more and makes it feel less cluttered.

QUOTE(Russ @ Feb 25 2013, 02:41 AM) View Post

But Shane, it could become a car. And let's be honest, a car's slightly more interesting than 2 docks and a ladder.

... so I'm kinda interested in trying to script this now actually. Somebody stop me. >_<


There's an Epona script. (will that help or stop you? :D)

#4278 Schwa

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Posted 25 February 2013 - 09:33 AM

QUOTE(Franky)
Lynels happen to be my favorite zelda enemy so I enjoy those quite a bit. I like the others though as well, specially the white Wizzrobe! And I have to say some tile creations are more impressive to me then level design.

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. icon_razz.gif

Lynels, Darknuts and Wizzrobes are pretty dope, yeah. Probably my three favs in NES LoZ. Can you (or anyone) guess what the White ones will do? Does the little red mark on their robe not give it away very easily?

And yeah the Enemy Editor is great. Until you slowly fall into ZScript depravity, where it becomes so much fun you can hardly stop and then your quests wind up the size of Seattle. icon_wacky.gif Speaking of which, it's 6:30 AM, I want a coffee!

QUOTE(Anthus)
Here's a bunch of screens from Legend of ZQuest*, which has seen some relevant progress as of late. The map had been done forever, but not playable till recently.

Incredible. Simply incredible. You've taken Classic to a new level.

I love the most how your screens all have such intricate walkability paths, like they form a tight maze, while looking vivid and detailed as all get out yet without making use of hardly any custom graphics, just a few here and there. This is the sort of Classic design I always strived for, and I think you perfect it. I can hardly WAIT for this quest.

#4279 Russ

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Posted 25 February 2013 - 12:25 PM

QUOTE(Supindahood @ Feb 25 2013, 05:10 AM) View Post

There's an Epona script. (will that help or stop you? icon_biggrin.gif)

Eh, if I actually did this, I'd rather start from scratch. Joe always was unhappy with the Epona script; he said it was messy and confusing, and he'd do it much differently if he had to start over. Although honestly, as fun as this would be to try to script, I'd not very good at scripting, so I think it'd be best if I left it to somebody else.

#4280 Schwa

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Posted 25 February 2013 - 02:10 PM

QUOTE(Russ @ Feb 25 2013, 12:41 AM) View Post

But Shane, it could become a car. And let's be honest, a car's slightly more interesting than 2 docks and a ladder.

... so I'm kinda interested in trying to script this now actually. Somebody stop me. >_<

Do it. I challenge you to.

Here's a few Global Variables you will probably need (some, not all, depending on how you do it).
* One each for the car's
** current DMap,
** current DMapScreen (NOT normal screen; when working with DMaps and Screens together, ALWAYS use DMapScreen)
** current X coordinate on that DMapScreen
** current Y coordinate on that DMapScreen
* a Boolean for whether Link is riding the car or not (TRUE if he is, FALSE if not)
* the car's Direction it's facing
* the Tile # of the FIRST tile out of all the car's animations (treated as the "BaseTile")
* an Array of offsets to use for the car's animation frames (when you draw the graphics using Screen->DrawTile, you will use something like "BaseTile + Offsets[Frame];" to select the tiles to draw)

The rest you could probably figure out. ^^ Drawing the car glitch-free is the hard part. The physics and stuff is easy, and the most fun to write, because there's a billion ways you could set it up and ZScript is basically the Minecraft of Zelda Classic, just all with numbers instead of visual displays. icon_smile.gif So make sure to have fun!

#4281 Anthus

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Posted 25 February 2013 - 03:36 PM

QUOTE(Schwa @ Feb 25 2013, 09:33 AM) View Post

Incredible. Simply incredible. You've taken Classic to a new level.

I love the most how your screens all have such intricate walkability paths, like they form a tight maze, while looking vivid and detailed as all get out yet without making use of hardly any custom graphics, just a few here and there. This is the sort of Classic design I always strived for, and I think you perfect it. I can hardly WAIT for this quest.


Thanks icon_smile.gif That's good to hear, and I hope to have this finished within this year, which -is- doable, but there still is a lot do be done. I think Classic; despite its simplicity, has the best mountain tiles. They are clearly the most versatile, and allow the freedom to create cliff formations unlike any other set even if it does look basic.

Here are some dungeon screens. These are Levels 1, and 2, which are both just about finished save for some detailing/ quirks.

Spoiler


#4282 Avaro

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Posted 25 February 2013 - 04:11 PM

Anthus, your screens are wonderful! I already said this, but you make classic look so great! When is your quest finished?

#4283 Omega

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Posted 25 February 2013 - 04:32 PM

@Schwa: I'm about 5 minutes from Seattle here in Renton, boy can downtown be something at night time. lol

@Shane: I think the palette is too bright, other then that it looks great. icon_smile.gif

#4284 Jared

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Posted 25 February 2013 - 04:36 PM

QUOTE(Franky @ Feb 25 2013, 04:32 PM) View Post

@Shane: I think the palette is too bright, other then that it looks great. icon_smile.gif

Uh...it's a desert. And deserts are usually bright during the day, since nothing blocks (Making shadows) and such.

#4285 Theryan

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Posted 25 February 2013 - 05:00 PM

QUOTE(Jared @ Feb 25 2013, 04:36 PM) View Post

since nothing blocks (Making shadows) and such.

What about those huge palm trees? All they do is provide shade in real life.

#4286 Schwa

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Posted 25 February 2013 - 05:05 PM

QUOTE(Franky)

@Schwa: I'm about 5 minutes from Seattle here in Renton, boy can downtown be something at night time. lol

Aww, zing! I live in Tacoma, and it's actually a regular thing for me to make the trip from here by bus to Seattle and then Redmond, where my dad lives. If you want to come hang with me some time, coffee's on me. You'd be the second PureZC member to meet The Schwa in person (and try out his quest-in-progress while he watches gleefully). icon_wink.gif I'll be free mid-April and afterward; all of March is booked because I've got some conferences I'm a panelist speaker at, otherwise anything's cool.

QUOTE(Anthus)

*totally sick screenshots*

Those are totally sick. icon_smile.gif I like the Mines better than the Depths, but they're both great.

One critique about the orange sandy path in the couple overworld screenshots: it'd look better if you made the edges of the path blend with the (normal-colored) white sand, instead of the sudden cut-off from white to orange, it'd blur a little on the border and look like an actual road instead of just a zigzaggy stripe. You know what I'm talking about? It's sorta like what the GameBoy graphics do when they're transitioning from green (grassy) ground to white ground.

#4287 Omega

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Posted 25 February 2013 - 05:27 PM

@Schwa: Wow. I grew up in Tacoma, still my favorite city in the world and where I've spent most of my life. lol I want to get me a place down there on Ruston way by the water front, I used to fish and crab there a LOT and down by Anthony's on pearl road by the fairy to vashion! I remember me and a friend camped out on the dock one night trying to catch squid (for some reason). He had these glow in the dark lures. Good times!

@Jared: rawr back at ya' icon_smile.gif

@Anthus: Nice screens, some of those look hilariously cool. Like the purple screens, the ice mountains and those lava mountains! icon_smile.gif I like your style, kinda reminds me of myself a bit. If you've seen some unreleased work it would be even more apparent!


#4288 Tree

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Posted 25 February 2013 - 05:38 PM

QUOTE(Shane @ Feb 25 2013, 02:48 AM) View Post

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Sweet baby Jesus, that's an attractive screen!

I love pretty much everything about it. It's a very well-rounded screen that deserves many a praise. Bravo icon_thumbsup.gif

#4289 Shane

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Posted 26 February 2013 - 12:15 AM

Well, I think the palette looks nice honestly. Sure, palms might cast shades but is that a reason to darkener the whole screen?

This is the best Desert palette that works with DoR, so unless I pull of a miracle again I need to request a darker palette, and I try to ask as little since I can't help but feel guilt when relying on people to do something, it's just a thing of mine. icon_frown.gif

Thanks Keiichi. I hope to use that somewhere in my side project. icon_wink.gif

Edited by Shane, 26 February 2013 - 12:17 AM.


#4290 Omega

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Posted 26 February 2013 - 02:22 AM

Don't be sad, I was merely giving my thoughts on it. That's probably not as apparent to others. I've been known to use the dark colors for my stuff since most of the themes are darker. Still if it was toned down a little it'd be even better to myself. But I keep forgetting this is not SMW hacking and it's not as simple to edit some palettes. Whereas you could tone down the overall color VERY slightly within seconds. Sorry about that Shane!

Edited by Franky, 26 February 2013 - 02:23 AM.



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