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Screenshot of the Week 369


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Poll: Screenshot of the Week 369 (58 member(s) have cast votes)

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#31 Purplemandown

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Posted 05 June 2012 - 03:47 PM

I voted for Prince (that was a darn-good screen, after all), but I saw something that I need to do. It may seem like I'm being a stickler for the details, but I see so much untapped potential here.

QUOTE
Ventus
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Using Pure for the first time.


Ok, Ventus. There are a few suggestions I'm going to make. I'm not sure which version of Pure you're using, (and even then, I use a version that I'll bet no one else even has), but I'm going to give you a few tips on using Pure, if you don't mind.

1) Those aren't the right shore tiles. Those ones are for being under mountains, if I'm not mistaken. There should be some that look like... well, a beach. or even a lake-shore. You know the section where you got the grass-to-sand tiles? It should look like one of those.

2)Incorrect tile transition in the top-middle. That part where you make the foresty-thing merge into the mountain is wrong. It shouldn't do that. Use the corner to make it go off the screen to the north. And I know you know how, because you did it correctly on the right there.

3) Mountains are too straight, but this one isn't one that can be fixed real well with those GBA cake-style mountains. That's the main reason I gave them up.

4)Screen detail. Again, I don't know what version for sure you're using, but there has to be a section of screen details. You know, like grass things, the flowers, and whatnot. It helps break up the grass (and sand, for that matter), and makes it look like a more complete screen.

These are really just basic tips that everyone should be aware of, but I'm picking on you because I love that tileset, and there is a lot that can be done to make your screen better. The layout is good, and there is a lot to it that could make it a great screen, but it's just lacking... something. The key to Pure is to dig through the clutter and the 90% of tiles that you'll never use to find the ones that you have to use. If you want to see an example, either dig through the screenshot thread, or shoot me a PM, and I'll be happy to give you one specific to your screen, there.

#32 Jared

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Posted 05 June 2012 - 04:08 PM

QUOTE(Pinkie Pie @ Jun 4 2012, 02:15 AM) View Post

PrinceMSC
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"Are you curious?"

My gosh. This is just...amazing. The colors, shape, new tile usage. It reminds me so much of the swamp from Oracle of Seasons. Keep going, this will turn out great. 10/10. Voted. icon_smile.gif

Nolornbon
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Nikki finds her path blocked by a barrier. It looks like the lock to it is in the area guarded by the Defender Darknuts. Floor tiles based on perspective demonstration made for me by Lightwulf.

Can someone say style clash? Z1 tiles and enemies, DoR-styled character, realistic background. This doesn't make sense at all. I understand you're trying to go for the Yoshi's Style castle/cave view (I love YI!), but it worked in YI because it was a sidescroller. You can't take a sidescroller like that and put it into overhead view! Choose one view or the other. Or fix your tiles. PLEASE. 2 points for effort. By the way, the screen design doesn't make much sense at this point. 2/10. icon_frown.gif

Ventus
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Using Pure for the first time.

Maybe it should stay as using Pure for the first time? icon_razz.gif To be blunt, my friend, this screen is horrible. Completely straight shorelines, mountains, forest brush, and grass/sand transitions. Mix it up a little! No ground details at all either? It looks like you threw this together in 2 minutes! Just because it's your first time using the tileset doesn't mean it should look so...bad. Sorry to be crude. 1/10. icon_frown.gif

Keiichi123
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Link wonders through the dark Akalore woods, unarmed. (Did I get the name right Jared? icon_lol.gif)

Very, very good Keiichi. Good screen design and tile usage. My second choice! 10/10. icon_biggrin.gif
(You did get it right, by the way. xD)


Shane
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Link is so furious at the fact that he can't get the chest blocked off he scared the villagers away! ...Or Shane could be just too lazy to add them. icon_frown.gif

I hate to say, but I agree with everyone else. Too empty! Maybe you should rip in the MC log pile? It will certainly help for your (Or our icon_razz.gif) town theme! I'm rooting for you, my friend. icon_smile.gif 7/10. icon_biggrin.gif

Edited by Jared, 05 June 2012 - 04:09 PM.


#33 Ventus

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Posted 05 June 2012 - 04:20 PM

@Puplemandown: Thanks for the tips I'll keep them in mind. and also here's the version of pure I was using here

http://www.purezc.co...e=tilesets&id=6

Once again thanks! on the tip's, and I've also been studying on how other user's use this these tiles's and so far I'm getting it I think. I might post something in the screenshot topic, later (Maybe tonight).


And
@Jared: about your comment on my screen, it was not crude. its true its a bad screen <__<.
I believe with time and some practice I can get better at the PureSet.

#34 Supindahood

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Posted 05 June 2012 - 04:37 PM

Shane, replacing some flowers with bushes and adding some tallgrass would complete the screen. icon_wink.gif

Edited by Gonken, 05 June 2012 - 04:37 PM.


#35 DarkFlameWolf

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Posted 05 June 2012 - 05:14 PM

you took my suggestion didn't you Prince? I know the conversation was over a month ago, but finally good to see you made good on your promise.

#36 Purplemandown

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Posted 05 June 2012 - 06:01 PM

Firstly, Ventus, I'd recommend this version of Pure (PTUX, specifically) if you're going to continue using it (and if you're not using 2.5 betas). It's a lot better.

If you ARE using the 2.5 betas, take a look at this version. It was a script demo by HeroOfFire from ages ago. The scripts no longer work, sadly, but the tileset still does in 2.5 RC3 (I'm using it. I'm actually using the scripts, too, but only because I got it when it was new and have been updating them as they broke along the way). It's essentially PTUX, but set up for 2.5 (multiple warps, ect.). Look into it if you use the 2.5 betas.

It takes getting used to, but it's so much better.

EDIT: I haven't checked the download link. If you want the 2.5 one, and the link is broken, let me know, I'll do an upload of the version I have (complete with the updated scripts). (That goes for anyone, not just Ventus)

Edited by Purplemandown, 05 June 2012 - 06:02 PM.


#37 Radien

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Posted 06 June 2012 - 06:31 AM

PrinceMSC:
Hey, it's PrinceMSC!! icon_smile.gif Good to see you back! Or making a showing, at least.

Ahh, I have said that Minish Cap style merges well with BS, and you have once again proven that this is especially true of the shore tiles. Your mountain tiles there are excellent, too. The use of the shore tiles as mountaintops is clever, and it provides a very easy-to-recognize point where the ground ends and the mountains begin. It also looks very easy to work with from a designer's point of view.

Your newly-drawn tiles are beautiful as usual, and I see you've adapted your waterfall to a slightly different usage. My only doubt with this screen is the use of those mine entrance dungeon doors as a cave entrance. The perspective is different, and it feels like it is leaning outward. But aside from the perspective of the entrance, the visual style of everything meshes just fine.

Nolornbon:
Hmmm. You've got kind of a bizarre mixture of visual styles here, and I don't think it works. That looks like a photographic background, and a DoR tileset-style player character, with NES foreground tiles and enemies. Individually these elements COULD look good, but all together it's just a mess (stylewise, anyway). Also, the perspectives of the pillars and that upper-right entrance clash drastically with the side-view tiles.

Jared:
You've demonstrated quite successfully that you are adept at this town/forest type of screen construction, and this one looks just as good as the last one, as do the tiles. However, it's also a little too similar, like it's just another screen from the exact same area. I'd like to see you move on and submit shots from different areas in different styles in the future. (There's nothing wrong with different screens in the same area looking similar, but after awhile the SotW entries from the same area are going to lose their luster.)

Also, have you even constructed a subscreen?... If that's the actual subscreen, it must be tough to playtest...

Ventus:
Hmmm... very basic. Square mountains, straight line of LTTP water on the south side, a few forest elements, a cave, and some moblins. I don't have anything terribly bad to say this screen, but it doesn't capture my attention much, either.

Okay, ONE bad thing to say: ditch the path stones. Those wouldn't appear on a beach, and they double over on themselves, which looks weird. Not that big a deal, though.

Keiichi123:
Ahh, nice use of the DoR tileset. Reminds me of some of my own DoR areas before I changed my shore and water tiles. The tree shadows are a little too speckled, and I'd be careful not to let the shorelines meander too much, but otherwise this is a very solid screen. I enjoy seeing some enemy demonstration as well, and thanks for not removing the subscreen, even though it's just the default.

Shane:
I'm surprised how much this screen looks like Jared's. Are you using the same tileset? If so, it's one I haven't checked out yet. This screen is decently well designed, and COULD be interesting, but I'm holding out for those villager NPCs. (Also, another snipped subscreen, dangit. Do not like. icon_frown.gif)

West-facing house entrances! Glad to see someone mixing it up a little. icon_smile.gif It looks good. Also, nice job filling that corner in the upper-left. A fountain is a good way to do that (I assume that's what it is).

Hate to be predictable here, but I too voted for PrinceMSC. I do wish it had a subscreen and some enemies, but Link's presence gives the feeling that the map is going somewhere, and the tiles and palettes are too beautiful to ignore. icon_smile.gif

#38 NoeL

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Posted 06 June 2012 - 07:34 AM

QUOTE(Radien @ Jun 6 2012, 05:31 AM) View Post
I do wish it had a subscreen and some enemies
The screen isn't fit for enemies IMO. Maybe a zora and a single leever/crab in the sand, but there's no room to fight up where Link is.

#39 PrinceMSC

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Posted 07 June 2012 - 07:40 AM

QUOTE(DarkFlameWolf @ Jun 5 2012, 05:14 PM) View Post
you took my suggestion didn't you Prince? I know the conversation was over a month ago, but finally good to see you made good on your promise.
So after our talk, the next day I came out here and did a lot of screenshot/map/video looking. What I saw somehow looked fun and enjoyable again. But what really did it though, was watching your YouTube videos of Revenge 2. I know, that sounds kind of conceited. But somehow, it reminded me of a simpler time when things were fun. And then it happened… I started working on things again. The fun of it definitely came back. So, thank you for that.

QUOTE(Radien @ Jun 6 2012, 06:31 AM) View Post
Your mountain tiles there are excellent, too. It also looks very easy to work with from a designer's point of view.

Your newly-drawn tiles are beautiful as usual, and I see you've adapted your waterfall to a slightly different usage. My only doubt with this screen is the use of those mine entrance dungeon doors as a cave entrance. The perspective is different…
I do wish it had a subscreen and some enemies…
The mountain tiles are easy to use. And really, everything so far with the set is easy to use. Also the cave door entrance has been edited to look better along the cliffs. Good eye by the way about the waterfall. That is my AI waterfall that I had to edit to fit this set. But as far as enemies and a subscreen goes, I have not got to that point yet, and wont for some time.

icon_king.gif PrinceMSC icon_king.gif

Edited by PrinceMSC, 07 June 2012 - 07:41 AM.


#40 Tree

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Posted 07 June 2012 - 09:34 AM

QUOTE(Radien @ Jun 6 2012, 05:31 AM) View Post


Keiichi123:
Ahh, nice use of the DoR tileset. Reminds me of some of my own DoR areas before I changed my shore and water tiles. The tree shadows are a little too speckled, and I'd be careful not to let the shorelines meander too much, but otherwise this is a very solid screen. I enjoy seeing some enemy demonstration as well, and thanks for not removing the subscreen, even though it's just the default.



Thanks Radien! You are always an inspiration since you, in fact, made the tileset icon_smile.gif I see what you mean by the tree shadows being to speckled. And I haven't made a subscreen yet, so that's why It's the default one icon_razz.gif

#41 Neppy

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Posted 10 June 2012 - 11:46 PM

PrinceMSC - 43 votes = 78.18%
Nolornbon - 2 votes = 3.64%
Jared - 1 vote = 1.82%
Ventus - 1 vote = 1.82%
Keiichi123 - 7 votes = 12.73%
Shane - 1 vote = 1.82%

Total Votes: 55

PrinceMSC
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"Are you curious?"

Great work, PrinceMSC! icon_biggrin.gif


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