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The Official Quest Screenshot Critique Thread


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#4606 SpikeReynolds

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Posted 28 July 2013 - 07:04 AM

zelda028_zps9c26962c.png

 

I was bored, so I tried to actually get a screen of in-game footage. Too bad my Link sprites aren't done yet, so if I turn any other direction it'd fuck it up.


Edited by Fausch, 28 July 2013 - 07:05 AM.


#4607 Hoff123

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Posted 30 July 2013 - 12:32 PM

zelda032.png

 

This is from my quest... :)



#4608 Theryan

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Posted 30 July 2013 - 01:43 PM

Love the palette, Hoff. I would suggest making the bottom mountain less straight and adding a few bushes or ground details.



#4609 Hoff123

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Posted 30 July 2013 - 02:56 PM

Thanks. I did change the mountain tiles at the bottom a little, and I got to say that it does look more interesting :).

But about bushes and stuff... maybe I should import some things from PTUX? I've already imported the sand tiles and it didn't look TOO out of place :). If you haven't noticed, my "tileset" is just a heavily modified classic tileset :).

Edited by Hoff123, 30 July 2013 - 02:56 PM.


#4610 Cobgoblin

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Posted 31 July 2013 - 02:08 PM

xhg6.png

After a long journey, the crew arrived at their destination.

 

worz.png

The ruins should be at this beach somewhere. Perhaps in this cave?

 

raol.pngu9rk.png

It's a bit dark to tell, but I think I see something over there (north), time to investigate.

 

mihv.png

Tread carefully, you never know what you may encounter in these ancient temples.

 


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#4611 strike

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Posted 31 July 2013 - 02:15 PM

Nice. Wise move on the cave screenshots not placing any enemies. Caves when done correctly are spooky enough without them.

-Strike

#4612 Theryan

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Posted 31 July 2013 - 02:28 PM

Strato, that is awesome. Has the feel of not being an actual enclosed cavern, but rather a larger, open-air cavity in the side of the rock face. It looks a lot more natural and real than if you had used the cave dungeon tiles.



#4613 Russ

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Posted 31 July 2013 - 02:34 PM

Can I just say, I freaking love the way you used those cliffs. All the tricks you used to pull off elevation changes and gradual slops and all that, it's just fantastic. Absolutely incredible. And I can't think of a single complaint.


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#4614 SpikeReynolds

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Posted 03 August 2013 - 03:31 PM

SCAchallengeshot_zpsc1ba5f17.png

 

Trying to flex the ol' screen design muscles again.



#4615 cavthena

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Posted 04 August 2013 - 09:52 AM

SCAchallengeshot_zpsc1ba5f17.png

 

Trying to flex the ol' screen design muscles again.

 

This one still confuses me, just like the last one you posted.

 

First off the screen layout is ok, there is enough space to move around even with enemies on screen, assuming you can walk on the dirt with the white dots.

Next off, I take it that the blue is water and the dirt with white dots is also water or shallows? It's difficult to tell. Also the white squares in this screen are not nearly as sharp, probably because they're covered by more grass, your last screen they were very contrast-y.

 

Keep up the good work!



#4616 SpikeReynolds

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Posted 04 August 2013 - 12:24 PM

This one still confuses me, just like the last one you posted.

 

First off the screen layout is ok, there is enough space to move around even with enemies on screen, assuming you can walk on the dirt with the white dots.

Next off, I take it that the blue is water and the dirt with white dots is also water or shallows? It's difficult to tell. Also the white squares in this screen are not nearly as sharp, probably because they're covered by more grass, your last screen they were very contrast-y.

 

Keep up the good work!

The 'dirt with the white dots' is shallow water. Trust me, it looks a lot better when animated. Maybe I need to change my path tiles to something else, cuz that's what those 'white squares' are.



#4617 trudatman

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Posted 04 August 2013 - 01:23 PM

those "path squares" are brutally bad.  they ruin the otherwise decent realism of your screens.



#4618 SpikeReynolds

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Posted 04 August 2013 - 02:54 PM

SCAchallengeshot_zps38d9b6c5.png

 

Playing with a couple of different things. Most people weren't too keen on the old path tiles.



#4619 trudatman

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Posted 04 August 2013 - 03:00 PM

path tile are improved, for sure.  everything else is... uh... not improved.



#4620 grayswandir

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Posted 04 August 2013 - 03:07 PM

I think the new path tiles would look a lot better if the grass came up around them a bit instead of them being laid straight on top of the grass.

 

The shallow water looks like it could look really good while animated.

 

I don't think the mountain side color works with all the other ones.




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