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The Official Quest Screenshot Critique Thread


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#5056 Shane

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Posted 01 April 2014 - 07:31 PM

that will be overused next

project cancelled

 

 

 

 

 

 

HAH APRIL FOOLS. Thanks BTW, Moosh.



#5057 Astromeow

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Posted 02 April 2014 - 01:36 PM

zelda073_zps95aa2af5.pngBUY SOMETHING WILL YA


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#5058 Geoffrey

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Posted 05 April 2014 - 09:39 PM

1MdQQQI.gif

 

This last week has definitely been an adventure in CSets.  At least my labours bore fruit.


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#5059 Eddy

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Posted 06 April 2014 - 04:34 AM

@Astromeow, I WILL BUY SOMETHING. I mean, it looks pretty nice, but kinda too empty, probably some more stuff in there would look nice.

 

@Geoffrey, Some nice palettes going on there. And may I ask, what language is that supposed to be? Looks like Italian or Latin.



#5060 Astromeow

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Posted 06 April 2014 - 06:39 AM

Good stuff Geoffrey! It reminds me of an updated 2014 version of Kid Icarus but not as lame and bubbly. I cant wait to see this in action, especially those keese and link sprite



#5061 Eddard McHorn Van-Schnuder

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Posted 06 April 2014 - 06:50 AM

1MdQQQI.gif

 

This last week has definitely been an adventure in CSets.  At least my labours bore fruit.

Dude, that is freaking awesome! Love that ancient greek style. I've wanted to do something like that since I first saw the Disney Hercules movie way back. I dig it. Easily one of the more unique and original things I've ever seen done in ZC!



#5062 Geoffrey

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Posted 06 April 2014 - 11:20 AM

Thanks, guys!  I am hoping to release a demo shortly.

 

The language is Latin.  For the demo file I've changed all the strings to English, but I will ultimately release two versions.  I have an exam steadily approaching, and so I thought it was a good way to study.



#5063 strike

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Posted 06 April 2014 - 12:17 PM

Can I like a post twice? Because I would for yours. You better release this. O.O

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#5064 Geoffrey

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Posted 06 April 2014 - 12:24 PM

Can I like a post twice? Because I would for yours. You better release this. O.O

-Strike

I am flattered, really.  Don't worry; I will. :)

 

And, if for whatever reason I don't finished it, I will release the tiles for someone else to take charge.


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#5065 Shane

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Posted 07 April 2014 - 01:24 AM

I like what I'm seeing. No, I love it.



#5066 MoscowModder

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Posted 07 April 2014 - 10:00 PM

Here's the first screenshot of my new dungeon-in-progress: Aeol Monastery.

 

The small blue glimmer near the player is all that remains of a hardhat beetle. Those can fall into bottomless pits, too. Ha ha.

Aeol1.pngAeol2.png

 

I can't shake the feeling that there should be more variety of detail here. Am I missing something? If so, what?

 

I know DoR has trees-from-a-distance tiles, but this isn't built over a forest - it's built over a mountain range. And this tileset seems to have little in the way of mountains-from-a-distance tiles.

 

Edit: Added one of the more "open" interior screens as well.


Edited by MoscowModder, 07 April 2014 - 10:18 PM.

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#5067 Theryan

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Posted 07 April 2014 - 10:14 PM

It'll probably be a little tricky to find small mountain tiles that fit a top down perspective, but I bet you could use some overworld tiles from some final fantasy game or something. Spriters resource is down at the moment and I'm too lazy to find another site to look at.



#5068 Dawnlight

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Posted 09 April 2014 - 03:40 PM

zelda008_zps25c57302.png

No detail or NPCs yet, but I am going for a new type of layout for a new town I'm building.


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#5069 DragonDePlatino

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Posted 09 April 2014 - 04:13 PM

zelda008_zps25c57302.png

No detail or NPCs yet, but I am going for a new type of layout for a new town I'm building.

Ohh...I'm really liking the palette you have going on here! There's a strong emphasis on navy all throughout, which is definitely one of my favorite colors. It really breathes new life into those old tiles. Hmm...but something's really off-putting about the road. The bright beige stones blend in with the road too much (make the image grayscale and you'll see what I mean) while the dark navy stones are waaaaay too dark. Try experimenting with some other colors or just make all of the stones gray to fix that tiled look.



#5070 Dawnlight

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Posted 09 April 2014 - 11:25 PM

Ohh...I'm really liking the palette you have going on here! There's a strong emphasis on navy all throughout, which is definitely one of my favorite colors. It really breathes new life into those old tiles. Hmm...but something's really off-putting about the road. The bright beige stones blend in with the road too much (make the image grayscale and you'll see what I mean) while the dark navy stones are waaaaay too dark. Try experimenting with some other colors or just make all of the stones gray to fix that tiled look.

That palette is actually a placeholder. A new palette is in development for this village. I was trying to go for a town feel for this map. I'm trying not to make the map feel like a grassy field with road in it. That's the reason for those beige stones.




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