The Official Quest Screenshot Critique Thread
#5566
Posted 21 July 2014 - 01:49 PM
#5567
Posted 21 July 2014 - 01:51 PM
I like the idea of layering the grass, but I don't like how you've handled the elevation. Make the sides of the screen the highest parts, sloping into a slight depression in the middle. Had I more time, I would make you a screenshot to better explain it--perhaps later.
#5568
Posted 21 July 2014 - 09:51 PM
yeah, but this way has a look of little hills or field grass patches which is working. if the sides of the screen were canyon walls, I'd agree. have that scene, too, maybe.
and... as I'm oft to type, get some minor detail variation in your repetitive tiles, at least in the larger objects or textures. trees....
#5569
Posted 21 July 2014 - 10:25 PM
Kurt, these screens look really familiar for me. Are you planning on turning that one April Fool's day joke into an actual thing? I don't want to spoil it, but surely you know what I'm talking about. ![]()
Either way, it's looking great.
Edited by Shane, 21 July 2014 - 10:30 PM.
#5570
Posted 24 July 2014 - 10:09 PM

Edited by Shane, 25 July 2014 - 12:03 AM.
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#5571
Posted 24 July 2014 - 10:21 PM
Beautfully done! I see no flaws at all. ![]()
Edited by Jared, 25 July 2014 - 12:04 AM.
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#5572
Posted 25 July 2014 - 12:27 AM
Beautfully done! I see no flaws at all.
Thank you! This is from a side-project, currently lacking a story but has a solid gameplay premise. ![]()
#5573
Posted 25 July 2014 - 05:07 AM

Final edits. By the way, you can refer to this as Project: Nostalgia, and more will be shown at the Expo.
Edited by Shane, 25 July 2014 - 07:52 AM.
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#5574
Posted 26 July 2014 - 04:52 AM
Here's a sneak peak of what my game will look like. Thought you guys might enjoy it. I don't have a name for it yet, but since I'm still working out the basic plot, it'll come later.

Anju's a placeholder until I get a decent Malon sprite.
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#5575
Posted 26 July 2014 - 01:52 PM
The screen looks really nice! The Link sprite looks a little odd, though. Where did it come from? His face and ears look like one big piece. It feels like there needs to be definition between the two, either by a solid line separating them or locks of hair in front. I can't help but see it as a weird skin mustache. I'm not sure if it's your own work, but if I were you I'd definitely try to tamper with it.
#5576
Posted 26 July 2014 - 08:25 PM
The screen looks really nice! The Link sprite looks a little odd, though. Where did it come from? His face and ears look like one big piece. It feels like there needs to be definition between the two, either by a solid line separating them or locks of hair in front. I can't help but see it as a weird skin mustache. I'm not sure if it's your own work, but if I were you I'd definitely try to tamper with it.
It's from the Project Zelda Engine I'm using for RPG Maker XP. All the sprites are atrocious... Link is basically just super imposed from his LTTP sprite. Almost all of the sprites are placeholders anyway, since the engine isn't even complete yet. Once I get the game fleshed out, I'll focus on minor details, like sprites. Placeholders while creating the game isn't too bad.
I've no idea which sprites I'll use for this game, but I might just use the original SNES Link sprite.
My Pokemon Pyrite game never was completed because I focused on details that didn't matter. I don't wish to make the same mistake again.
Edited by thepsynergist, 26 July 2014 - 08:28 PM.
#5577
Posted 27 July 2014 - 03:42 AM

I have always wanted and will always want to remake The Legend of Zelda. Might take time, but one day I'll get there.
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#5578
Posted 28 July 2014 - 03:54 AM
I am not good at natural-looking decoration, so let me know how this idea looks. I trace around the trees with one layer of grass, and use that area for tall grass combos. Next, I give myself an extra space before putting patches of soil, and tracing around them with another layer of grass. You can get items either through cutting the tall grass like normal, or using a Shovel (I plan on either making my own, or trying to fix the old one that doesn't work. Unless maybe somebody with a working one would like to share...
) to dig at the patches of soft soil peeking out through the grass.
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#5579
Posted 28 July 2014 - 06:08 AM
I am not good at natural-looking decoration, so let me know how this idea looks. I trace around the trees with one layer of grass, and use that area for tall grass combos. Next, I give myself an extra space before putting patches of soil, and tracing around them with another layer of grass. You can get items either through cutting the tall grass like normal, or using a Shovel (I plan on either making my own, or trying to fix the old one that doesn't work. Unless maybe somebody with a working one would like to share...
) to dig at the patches of soft soil peeking out through the grass.
I think the screen looks great. As for the shovel, I'm not sure which one you have, but this one is from zephino. I didn't actually use this one in my quest because I didn't want a shovel, but most of his scripts have worked great for me after a few modifications.
// GB style Shovel
// Item Script
item script Shovel{
void run(){
if(Link->Z == 0){
UseShovel = 20;
if(!Link->Item[LTM_SHOVEL]) Link->Item[LTM_SHOVEL] = true;
}
}
}
// Shovel Function
void Shovel(){
if(UseShovel==0){
if(Link->Item[LTM_SHOVEL]) Link->Item[LTM_SHOVEL] = false;
return;
}
UseShovel--;
if(UseShovel > 1){
Link->Action = LA_ATTACKING;
NoAction();
}
else{
int x;
int y;
if(Link->Dir == DIR_UP){
x = Link->X+8;
y = Link->Y-4;
}
else if(Link->Dir == DIR_DOWN){
x = Link->X+8;
y = Link->Y+16;
}
else if(Link->Dir == DIR_LEFT){
x = Link->X-1;
y = Link->Y+15;
}
else if(Link->Dir == DIR_RIGHT){
x = Link->X+17;
y = Link->Y+15;
}
int loc = ComboAt(x,y);
if( CanDig(loc) ){
Screen->ComboD[loc] = CMB_DUG;
Screen->ComboC[loc] = CSET_DUG;
int chance = Rand(200);
item got;
if(chance < 5){
npc e = Screen->CreateNPC(44);
e->X = x;
e->Y = y;
}
else if(chance < 6) got = Screen->CreateItem(I_RUPEE50);
else if(chance < 14) got = Screen->CreateItem(I_RUPEE5);
else if(chance < 24) got = Screen->CreateItem(I_HEART);
else if(chance < 44) got = Screen->CreateItem(I_RUPEE1);
if(got->isValid()){
got->X = loc%16*16;
got->Y = loc-loc%16;
SetItemPickup(got,IP_TIMEOUT,true);
got->Jump = 2;
SetItemPickup(got,0x200,true);
if(Link->Dir == DIR_LEFT) got->Misc[0] = -1;
if(Link->Dir == DIR_RIGHT) got->Misc[0] = 1;
if(Link->Dir == DIR_UP) got->Misc[1] = -1;
if(Link->Dir == DIR_DOWN) got->Misc[1] = 1;
}
Game->PlaySound(SFX_DIG);
}
else Game->PlaySound(SFX_TAP1);
UseShovel = 0;
}
}
bool CanDig(int loc){
bool solid = (Screen->ComboS[loc]!=0);
if(Screen->ComboD[loc] == CMB_DUG) return false;
if(!solid && (Screen->ComboD[loc] == 0 || Screen->ComboD[loc] == INV_COMBO_ID)) return true;
if(solid && (Screen->ComboF[loc] == CF_DIG || Screen->ComboI[loc] == CF_DIG )) return true;
return false;
}
#5580
Posted 28 July 2014 - 01:29 PM
That's exactly what I meant, kurt. Awesome!
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