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The Official Quest Screenshot Critique Thread


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#511 Moosh

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Posted 11 June 2011 - 07:29 PM

QUOTE(NewJourneysFire @ Jun 11 2011, 01:19 PM) View Post

Lots of awesome

icon_clap.gif You got me sold for what it's worth.

#512 Echo

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Posted 11 June 2011 - 07:43 PM

QUOTE(Pokemonmaster64 @ Jun 11 2011, 01:50 PM) View Post

Out of curiosity, how does one get the heart piece in the first shot? That block puzzle looks impossible...


Unless you can burn one of the fence posts.

#513 Moosh

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Posted 11 June 2011 - 08:01 PM

QUOTE(Echo @ Jun 11 2011, 06:43 PM) View Post

Unless you can burn one of the fence posts.

I wouldn't recommend that...It's a bit misleading considering that there's multiple fence posts on that screen...unless it burns all of them...

#514 Moon

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Posted 12 June 2011 - 01:56 AM

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#515 Alestance

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Posted 12 June 2011 - 01:58 AM

QUOTE(Yoshidude @ Jun 12 2011, 02:56 AM) View Post

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The mountainsides coming up vertically to meet the front face doesnt blend into it. it looks really weird.

There's a mountain edge tile you should use to make that work.

#516 Moon

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Posted 12 June 2011 - 02:39 AM

QUOTE(Alestance @ Jun 12 2011, 02:58 AM) View Post

The mountainsides coming up vertically to meet the front face doesnt blend into it. it looks really weird.

There's a mountain edge tile you should use to make that work.
I don't know where it is. icon_confused.gif


EDIT: This better?
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Edited by Yoshidude, 12 June 2011 - 02:39 AM.


#517 Jared

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Posted 12 June 2011 - 11:16 AM

Yep, you got it!
Now add a little more detail in your road (Maybe even add some grass-cuts, as in a strip on grass through it to cover it a bit) and you'll be good to go!!
Wonderful work!

Edit - Oh, and you should change a bush to make it look less repetitive icon_wink.gif

Edited by Lynker, 12 June 2011 - 11:17 AM.


#518 Dawnlight

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Posted 12 June 2011 - 11:19 AM

I'm not a big fan of those tree clumps. Try cutting down on those. They're all rowed up so perfectly that it doesn't seem natural.

#519 Moon

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Posted 12 June 2011 - 12:12 PM

QUOTE(Lynker @ Jun 12 2011, 12:16 PM) View Post

Yep, you got it!
Now add a little more detail in your road (Maybe even add some grass-cuts, as in a strip on grass through it to cover it a bit) and you'll be good to go!!
Wonderful work!

Edit - Oh, and you should change a bush to make it look less repetitive icon_wink.gif
Tried fixing it up a bit,
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Also a new screen
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Edited by Yoshidude, 12 June 2011 - 12:12 PM.


#520 Professor Bedwetter

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Posted 13 June 2011 - 02:39 AM

Have a bit more detail in the sand for the new screen. Like rocks and stones.

#521 SpikeReynolds

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Posted 13 June 2011 - 05:22 AM

QUOTE(HollowKnight @ Jun 11 2011, 04:23 PM) View Post

I've been working on a new palette for the center of my classic map. It is supposed to be a sort of creepy and mysterious valley that you land in when Link is carried away by a storm. I hope to make it slightly unnerving and outlandish, and I think this palette does the job fairly well.

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Thoughts? Criticism? I'm open to suggestions.

If you're going for more outlandish and creepy, while I'm no expert, I've always found that graying the colors out just a bit helps.

#522 Moo2wo

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Posted 13 June 2011 - 10:42 AM

I plan on using two different "types" of NPCs in my quest; Minish Cap-styled ones by Bourkification, and ones from the Pokémon Fire Red/Leaf Green. My concern is the style-clash, which I'm not good at noticing.

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The shopkeeper and dog are by Bourkification, where as the lady is from Pokémon. So, style-clash or no style-clash?


#523 Ica

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Posted 13 June 2011 - 01:39 PM

yes, it style-clashes a bit. The problem is the hieght. The Pokemon woman is pretty shortl comparing to the shopkeeper, and the dog is quite large, but that is possible.

Now about the actual screens, i really like them, but its awkard to only have a window.

HK - fausch is right, if you're looking for a creepy enviroment, grey (and maybe pruple) is the ideal color. But the dark green is nice.

#524 Moo2wo

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Posted 13 June 2011 - 02:13 PM

Hmm...There's only a one-pixel difference between the height of the woman and shopkeeper. Besides, the woman is supposed to look pretty little, since she's also supposed to be rather young. As for the dog, there's not much I can do about him. I think he looks okay, personally. The alternative is ripping the GB-dog, which I want to avoid at all costs.

The one window in the shop makes since; the building's shape wouldn't allow for two in the front. If I put them in the back and centered them, one would be hidden behind the shelves, at least partially. In the lady's house though, I suppose I'll add in another window to the front.

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I also played with the shape of the house a little.


#525 Moon

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Posted 13 June 2011 - 02:59 PM

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