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The Official Quest Screenshot Critique Thread


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#4531 MoscowModder

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Posted 17 June 2013 - 11:19 AM

Make the room layout more interesting, as in not rectangular. Sorta like you did at the bottom, but more of it.

 

I must ask: what's the symbol to the right of the rupee/arrow/key counters?



#4532 grayswandir

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Posted 17 June 2013 - 11:56 AM

I could get rid of one or two current groups, but there's not really much room to move things around without making the puzzle easier. (Which might be a good idea, I don't know. I kinda like leaving it hard though, because they can always come back with flippers at the end of the game.)

 

It's what element you are currently. It changes what shows up in the 'Magic' section, though I only have 2 spells so far. You can switch elements by using the appropriate gem when you're at full magic (which is recovered by not pressing buttons for 3 seconds).

Lots of pictures



#4533 MoscowModder

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Posted 17 June 2013 - 12:31 PM

Ooh, cool! Element switching and spells! Very cool.



#4534 runa

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Posted 21 June 2013 - 02:27 AM

aTWNs81.png

This is not going to be a Link's Awakening remake, it's going to be a sequel :)

Also: the clouds move


Edited by Hatsunem64, 21 June 2013 - 02:28 AM.

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#4535 Tree

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Posted 21 June 2013 - 02:52 AM

Moving clouds is best thing ever.



#4536 Mr. Z

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Posted 21 June 2013 - 02:58 AM

 

This is not going to be a Link's Awakening remake, it's going to be a sequel :)

Also: the clouds move

 

Those clouds have almost the same color as the water, at first I thought Link was drowning in a small puddle :P

Getting transparent to look right is hard, so I suggest trying to find the right color by using other csets, or 8 bit tiles if that fails.



#4537 MoscowModder

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Posted 21 June 2013 - 08:48 PM

Your screen needs more color. Moving clouds are awesome if you're actually using them (can't tell in a screenshot). Your subscreen counters are confusing - space out the icons a bit more and put the counters closer to their respective icons.

 

Keep up the good work!



#4538 Jared

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Posted 22 June 2013 - 01:51 PM

Found an old Classic screenshot that I found interesting. I'm hoping it'll give people ideas!

 

zelda007.png


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#4539 SpikeReynolds

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Posted 22 June 2013 - 11:25 PM

Found an old Classic screenshot that I found interesting. I'm hoping it'll give people ideas!

 

zelda007.png

That's the worst fucking thing I've seen all day. Seriously, why do you guys post this tripe!?

 

Just kidding, the shot itself is excellent. I'm not sure if you're testing your new Link sprite, or it's a placeholder or what but it doesn't really fit the screen.



#4540 Shane

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Posted 23 June 2013 - 01:20 AM

Just kidding, the shot itself is excellent. I'm not sure if you're testing your new Link sprite, or it's a placeholder or what but it doesn't really fit the screen.

Nah, it's for his latest quest Link's Quest to a Better Tileset. He will be announcing it soon.

 

Jared, that's one of the best classic shots I've seen!


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#4541 strike

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Posted 23 June 2013 - 07:51 AM

I work with classic a lot ( It's my main tileset ) and to me that's a pretty terrible shot. The over angularity of the water seems like an effort simply to cram more detail into the screen. Also the way you're using the mountain tiles to try to create a sense of depth between the land and the water isn't executed very well. In my personal experience I usually try to make the a mountain wall, as a rule, at least three high when trying to do that. But my main complaint about the screen is that there's really nothing on it! The entire screen is filler! Literally the only thing to do is trigger the Armos. Personally I wouldn't want to play a game like that...

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#4542 Shane

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Posted 23 June 2013 - 08:14 AM

Well, without transition screens you can't reach screens of great importance like a dungeon entrance and everything will feel crammed in. It ruins the feeling of discovering something important and losing that "adventure" feel, everything becomes predictable.

 

And who knows maybe there could be a key hidden in the bushes or a Zora who just didn't emerge out of the water when Jared took the shot. Maybe you need to bring the triforce here to reveal Ganon. Maybe a cutscene with Groose takes place here. Who knows. Also judging a quest by a screen can be like judging a book by it's cover. :P


Edited by Shane, 23 June 2013 - 08:20 AM.

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#4543 strike

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Posted 23 June 2013 - 08:18 AM

True. Even so it's still not neccesary for the transition screens to be empty. This screen is.

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#4544 Shane

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Posted 23 June 2013 - 08:24 AM

I agree, an enemy or two will liven up the screen more. :) I'm more concerned about having things like HCPs, stairs, caves crammed in every screen, but I already explained that. :P



#4545 strike

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Posted 23 June 2013 - 11:20 AM

Just saw your edit! :lol: Righhhhhhhhhttt.....

I do agree with your option on having a correct balance so that overworlds don't feel cramped. Some quests suffer from this.

As for the not judging books by there cover analogy, the way you're looking at it you'd assume that every book cover has some deep hidden meaning! :lol:

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