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The Official Quest Screenshot Critique Thread


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#5551 Jared

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Posted 16 July 2014 - 10:26 PM

zelda001_zps6ecccf10.png

 

I'm trying to keep my quest private until the expo. Here, have a screen. :)


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#5552 Shane

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Posted 16 July 2014 - 10:37 PM

Looks great. Your mountain design is nice and the area has personality.


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#5553 Aevin

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Posted 16 July 2014 - 10:47 PM

I don't have much specific to say, other than it looks really nice.

 

I'm looking forward to learning more about your quest at the expo. :)


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#5554 Eddy

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Posted 17 July 2014 - 03:41 AM

Looks great Jared!

 

Also there's way too much nostalgia coming from those silver looking dirt(?) tiles lol.


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#5555 Demonlink

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Posted 17 July 2014 - 08:37 AM

zelda001_zps6ecccf10.png
 
I'm trying to keep my quest private until the expo. Here, have a screen. :)

Mt. Crenel? Cause dat screen is prety hot! :D Fairly excellent use of Firebird Jared! I crave for more...

#5556 kurt91

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Posted 17 July 2014 - 11:54 PM

A little side-project I've got going as a backup plan for the Expo, if I can't get enough of my main quest finished in time to warrant a new demo. Unsurprisingly, it's so much faster to build when you've got a pre-made tileset to work with instead of doing it all from scratch. I just wasn't expecting how much faster it was going to be.

 

zelda001_zpsf2bd25be.png

 

About half of the town is finished up. I should be able to have at least one full dungeon ready before the Expo starts if I keep my current pace. If I were to drop my main quest completely, I'd be able to put together cutscenes and plot, but a demo-only dungeon romp shouldn't be too bad for an entry.

 

I'm also rather happy with how my open-air stall looks, even though I had to cobble it together out of different stuff that I'm fairly certain wasn't meant to go together like this. It might be a little wonky, but it's nice enough that I think I'll keep it. It's a fully-working shop, but with no string, so that just walking through the screen doesn't slow the player down any. If the next Firebird update includes NPCs, then it should have a shopkeeper as well. (Also waiting for dungeon torches as an official update. I know the thread has them for ripping, but I don't want to switch to the official update when it comes out and break stuff because they're organized differently. I'll just wait and be patient.)

 

EDIT: Uh... Whoops. I meant to post this in the "Post Your Maps" topic. Oh well, I guess it works here? Sorry...


Edited by kurt91, 18 July 2014 - 12:02 AM.

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#5557 Shane

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Posted 18 July 2014 - 12:24 AM

Maps work here too, don't worry much about it. :)

 

Looks great, looks like you merged LttP's and GB's design philosophy.



#5558 Demonlink

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Posted 18 July 2014 - 01:49 PM

Oh my gosh, I knew Firebird was good, but not that great! Looking awesome Kurt! ;)



#5559 kurt91

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Posted 19 July 2014 - 05:51 AM

zelda001_zps71ed7906.png

Sorry about the straight ZQuest picture. It's incredibly late and I need to go to bed, but I wanted to post this before I forgot.

 

Long story short, I adore the Minish Cap water, but I'm not sure I like the waterfalls. I made some duplicates of the default Firebird waterfalls and reshaded them to match the colors of the Minish Cap water. Which looks better? Default reshaded waterfalls on the far left, the other two are the Minish Cap waterfalls.


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#5560 Demonlink

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Posted 19 July 2014 - 09:24 AM

I personally like the reshaded waterfalls more, since they fit better with Firebird than the MC ones ;)

#5561 Moonbread

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Posted 19 July 2014 - 07:52 PM

I prefer the one on the left, it fits the style of Firebird a lot better than the other two do.  I don't really like how defined the curve on the others is, it's really out of place with the way the rest of the graphics are designed, and the fact that it doesn't go past the base of the mountains is messing with the perspective for me.

 

Anyway, I'll just drop some of these here...

 

NEF6cwg.png  gKm8PBI.png

 

7s3nx6O.png  LgmZQdB.png


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#5562 kurt91

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Posted 19 July 2014 - 11:02 PM

That looks really nice. I like them a lot. I've never tried using Koten, it works the same way CSet-wise as Classic? I've been playing with a tile editor and a Zelda 1 ROM (because ZC doesn't work on my DS) and it might be interesting to make a Koten graphics hack. I was originally going to go with Game Boy graphics, since the ones that already do that don't do a very good job, but this looks neat too, and probably much easier.



#5563 Shane

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Posted 20 July 2014 - 08:23 AM

7jppRVc.png


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#5564 Astromeow

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Posted 20 July 2014 - 11:03 PM

Moar please, Shane. Keep it up.

 

 

When its not Funshine or HyruleEmblem im setting up roadside ambushes...not irl

zelda019_zps9644dd76.png


Edited by Astromeow, 20 July 2014 - 11:17 PM.

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#5565 kurt91

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Posted 21 July 2014 - 03:31 AM

Wow. You actually got modern-looking graphics to blend in well with the typical Zelda stuff without looking out of place. Very nice looking cars, too. You making a more modern Zelda quest or something? It'd be an interesting change of pace.

 

Clipboard01_zps736ee296.png

 

So yeah, it's another Firebird picture. Still trying to figure out the best way to use the tileset. I'm currently trying to figure out how to best fill in empty space without adding any physical objects into it. I tried just using it the same way I did in the village I put together earlier, but without the space taken up by fences, buildings, and roads, it looks big, flat, and empty. I had the idea of filling in blank space the same way that the Game Boy games do, but there wasn't an extra shade of grass that looked nice. I ended up with big patches of grey or another ugly color.

 

So I wanted to ask, what do you think of layering grass like this? The bulging grass is the same exact color as the stuff below, so I try to hide that with the typical grass decorations to soften the transitions between the two. If I go with this method, it will take me much longer to make each screen, but each screen will look nicer. I may have to put a warning with my Expo demo that once you finish the dungeon, the demo will be technically over and that if you try using the dungeon item to continue exploring, you'll most likely wind up outside the overworld boundaries. If I skip the layering step, I'll have more time to build the screens that you'd be able to explore with the dungeon item and give a bit of a more natural end to the demo.




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