Robin:
I love the look of your village! You capture the feel of the OoT Kakariko without limiting yourself by adhering too closely to it. The windmill and well look great, too. Charming!
Posted 22 January 2015 - 09:34 PM
Robin:
I love the look of your village! You capture the feel of the OoT Kakariko without limiting yourself by adhering too closely to it. The windmill and well look great, too. Charming!
Posted 23 January 2015 - 01:37 AM

I spot an error with the grass. But regardless of that error, it looks great!
Posted 23 January 2015 - 10:55 AM
Damn Robin! That's some really amazing stuff! I really love the attention to design with the village and the graveyard. The graveyard looks really spooky, I like it ![]()
Posted 26 January 2015 - 06:49 AM
Oooh, I'm liking the changes that I'm seeing. Looks great so far, Shane! ![]()
Posted 26 January 2015 - 11:10 AM
Nice stuff Shane! I especially love those plant pots. Very good job ![]()
Posted 07 February 2015 - 11:56 AM

Finally started work on that new GBC project.
Posted 07 February 2015 - 12:15 PM
It looks great! It may appear to be just a generic field screen, but the way it is designed looks like it could be from Oracle of Ages itself and I dig that. It's rare to see EZGBZ screens resembling the official Gameboy Zelda games nowadays, and the fact that you are making an entire quest like this has made me interested! ![]()
Posted 07 February 2015 - 03:45 PM
Kind of announcing my newest quest, and probably the first one to get finished due to the amount of things that are actually working, so here is the starting area of the game, and the area that holds the second dungeon, Flora Fields:






Also, here is a shop, so you can see what the caves look like in this game:

So, what do you think? I think they look pretty good.
Posted 07 February 2015 - 04:00 PM
Damn, those look pretty good! I'm liking what you got going so far and that screen design is pretty amazing. Great job ![]()
Posted 07 February 2015 - 04:16 PM
Thanks! This is my first full fledged project, and the only one with MIDI music. Weird, I know. It's not that big; only an 8x8 overworld, secrets on almost every screen, 4 dungeons, and every active item. A lot of those items will be bought at shops, so every shop feels important, not just a place for ammo. It will be expensive, so that's why there is so many bushes, so they also allow for ammo refills. I think it would be a fun little quest, with a unique yet not that large of a story. There will be two items and two heart containers in each dungeon. Last but not least, only four areas, so I decided since it is my first unique project, I should not make it big or overly ambitious. That is how projects get inactive, ![]()
Posted 07 February 2015 - 04:25 PM
The cave entrance combo you used here is out of place, since it's for the other mountain type (Default DoR Mts). You should use the LttP Cave entrances instead
Another suggestion I have is to use the Grass detail combos, but given this is a WIP, I'll let that one slide. Everything looks fantastic man! Looks like you're using DoRH very well, and every screen looks pretty damn well!
I wish you luck on your project! ![]()
Posted 07 February 2015 - 04:34 PM
I used that tile because that is actually a bombable wall already bombed, and I am not sure how to use the LttP entrances for that. Also, the grass detail is what I still need to do.
Posted 07 February 2015 - 05:29 PM
Okay, this is my first attempt at trying to make a screen not look flat. I know it's not perfect and I probably still have work to do, but I would like to know if I'm at least on the right track. Furthermore, how do you know when to use the lighter or darker mountain tiles and how far up to use them? I am very bad at this kind of stuff. The first step to this problem is admitting that I have it. The second step is having someone help me out.

Posted 07 February 2015 - 05:35 PM
Whenever the mountains are directed to the right, like this: OOO it is dark shaded. Bring the shadow all the way up until the mountain ends, so it's doesn't look awkward. also, I think you should add some more detail to
OO
O
that screen. It's really only an issue with shading with Koten, because the way the tileset is designed. Don't harp on it too much.
Edited by GenGaming, 07 February 2015 - 05:36 PM.
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