The Official Quest Screenshot Critique Thread
#6046
Posted 07 February 2015 - 06:48 PM
#6047
Posted 07 February 2015 - 07:30 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.
Easy:
Edited by Demonlink, 07 February 2015 - 07:31 PM.
- Shane and David like this
#6048
Posted 07 February 2015 - 08:14 PM
@gengaming, looks good. There is a few issues with walking into stuff from adjacent screens, especially with the slashables. Also, I'm not a fan of the smart screen scrolling rule which I'm sure you're using, sure it prevents walking into solid combos but often for the player it doesn't make sense why you can't walk there. The cave I don't really like, it's too z1 for the tileset and other screens presented. Could use some shop details, tables, counters, boxes, barrels, a carpet, etc. Also the tops of the cave walls could use details, cracks and whatnot.
Actually, there isn't any problem with running into stuff, that's why layering exists. I use the rule, and I like quests that use it. It makes it so the game doesn't, like, make you have to reset it. Th shop purposefully doesn't look like it house, cuz' it's kinda in a tree. It's more a less a cave with a shop in it. I feel the tops have just the right amount of detail.
Easy:
A Pretty Extensive and Large Imaged Tutorial Up Next! D:
Thanks! Works like a charm. ![]()
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#6049
Posted 07 February 2015 - 08:38 PM
well too each their own, but in your first screenshot, there is a bush one-tile in from the left side of the screen. you won't walk into it and get stuck, but you'll have to immediately slash the bush upon entering the screen which is annoying, and useless - especially since there is really only one tile walkable space between the bush and tree. same screen the right side has the same issue. the middle top screen has the cluster of slashable bushes on the right side, and if you slash them all you'd think you could walk onto the next screen, but you can't for some reason because you have a tree there and smart screen scrolling. you could just set the tree over one tile to the left, and it'll be on both screens and you have no screen scrolling issue at all. there are a couple similar issues with the bottom screens and trees/cliffs that you'd walk into and not get stuck but have to maneuver around because they are right on the screen edge.
the shop doesn't look like its in a tree. isn't there a tree interior set? if keeping with the cave, i think at least having the items laying on a carpet would look a lot better. it would be a pretty dismal shop to work in as it is right now... i hope that shop keep is making more than minimum wage.
#6050
Posted 07 February 2015 - 08:46 PM
Eddy's ScreenFinally started work on that new GBC project.
Looks very good, Eddy! Looking forward to this project of yours! ![]()
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:
GenGaming's Map
Also, here is a shop, so you can see what the caves look like in this game:
GenGaming's Cave
So, what do you think? I think they look pretty good.
Woah, this looks incredible! Great job so far, keep up with the work! ![]()
Easy:
A Pretty Extensive and Large Imaged Tutorial Up Next! D:
Just wondering, Demonlink: What is the advantage of using these ALttP bombable walls? ![]()
Edit: Sorry for the confusing format of this post, but I needed to say things about quite a few people's screens.
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#6051
Posted 07 February 2015 - 08:52 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.
I'm going to have to be honest. Structurally, they are perfection. You especially nailed the lake. ![]()
Otherwise, they don't look that grand.
The biggest problem is that there is too much clutter and variety. Now that might seem crazy to complain about the variety of the detail, but hear me out. I think when it comes to variety, there shouldn't be ten different bush types in one area. It feels inconsistent and clashy. And above all, it makes trying to make new areas feel unique difficult, because you put all your tiles available on the very first map. That's why I heavily recommend you stick to one bush type per area, for example.
As for the cave, while indeed a house setting would feel weird, it shouldn't stop you from adding a homely feel. Or at least something that makes it look like its a shop in a cave. Carpet, loose furniture, etc. I think it will look like an actual shop then. ![]()
Otherwise, I look forward to production.
#6052
Posted 07 February 2015 - 09:15 PM
well too each their own, but in your first screenshot, there is a bush one-tile in from the left side of the screen. you won't walk into it and get stuck, but you'll have to immediately slash the bush upon entering the screen which is annoying, and useless - especially since there is really only one tile walkable space between the bush and tree. same screen the right side has the same issue. the middle top screen has the cluster of slashable bushes on the right side, and if you slash them all you'd think you could walk onto the next screen, but you can't for some reason because you have a tree there and smart screen scrolling. you could just set the tree over one tile to the left, and it'll be on both screens and you have no screen scrolling issue at all. there are a couple similar issues with the bottom screens and trees/cliffs that you'd walk into and not get stuck but have to maneuver around because they are right on the screen edge.
the shop doesn't look like its in a tree. isn't there a tree interior set? if keeping with the cave, i think at least having the items laying on a carpet would look a lot better. it would be a pretty dismal shop to work in as it is right now... i hope that shop keep is making more than minimum wage.
That stump in the lower left shot is the start, where you wake up and grab the sword, so I put the bushes there to make it so you need to slash them to progress, to make sure you grabbed the sword. There is stump graphics, but the shop it self is underground when you enter the stump -- that tree on the upper right. And those collision issues you stated are non-existent; there is solidity under the tree (a stump) so you can't move to the other screen, and like I said, I am keeping smart screen scrolling because I don't think it is an issue. And every thing else after that is just non-existent.
I'm going to have to be honest. Structurally, they are perfection. You especially nailed the lake.
Otherwise, they don't look that grand.
The biggest problem is that there is too much clutter and variety. Now that might seem crazy to complain about the variety of the detail, but hear me out. I think when it comes to variety, there shouldn't be ten different bush types in one area. It feels inconsistent and clashy. And above all, it makes trying to make new areas feel unique difficult, because you put all your tiles available on the very first map. That's why I heavily recommend you stick to one bush type per area, for example.
As for the cave, while indeed a house setting would feel weird, it shouldn't stop you from adding a homely feel. Or at least something that makes it look like its a shop in a cave. Carpet, loose furniture, etc. I think it will look like an actual shop then.
Otherwise, I look forward to production.
Thanks for the advise Shane! The reason about that tons of different types of bushes, leaves, etc. is that this is the only area like this in the game -- there is a forest, a beach, a mountain range, and some ruins. That's why there is so much variety. Also, with the clutter, the map itself is actually very spacey; I thought the same thing as you, that "Is this to much clutter," but when playing it, it's actually very spacey, due to most of it being ground tiles. I put what you said about the shop into consideration and put a more homely feel to things by adding a blanket, a clock, and other things. Thanks so much for the advise! ![]()
- Shane likes this
#6053
Posted 07 February 2015 - 09:47 PM
Just wondering, Demonlink: What is the advantage of using these ALttP bombable walls?
Makes your screens scream "ALTTP!!!!!". Seriously thought, it's a matter of personal decision, but like I said to GG (GenGaming), each bombable wall type must go with their respective mt. type. You can't mix (well, actually, you can), but you shouldn't mix Mt. types. DoR Mts. stuff goes with DoR Mts, as ALttP Mt. stuff goes with ALttP Mts. ![]()
- David likes this
#6054
Posted 07 February 2015 - 10:08 PM
Makes your screens scream "ALTTP!!!!!". Seriously thought, it's a matter of personal decision, but like I said to GG (GenGaming), each bombable wall type must go with their respective mt. type. You can't mix (well, actually, you can), but you shouldn't mix Mt. types. DoR Mts. stuff goes with DoR Mts, as ALttP Mt. stuff goes with ALttP Mts.
Ah, alright, I see. That makes sense. Thanks for the reply! ![]()
#6055
Posted 08 February 2015 - 08:16 AM

More progress on my quest and as you can see, Nayru appears in a very familiar setting.
Edited by EddyTheOliveira, 08 February 2015 - 08:16 AM.
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#6056
Posted 08 February 2015 - 09:59 AM
Another great screen from the quest you are making! Seeing these good screens makes me excited to see the completion of your project. ![]()
- Eddy likes this
#6057
Posted 08 February 2015 - 11:17 AM
More progress on my quest and as you can see, Nayru appears in a very familiar setting.
dis is Oracle of Seasons no?
Nice, very very sexy beast nice! :tard:
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#6058
Posted 08 February 2015 - 11:40 AM
dis is Oracle of Seasons no?
Ages actually ![]()
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#6059
Posted 08 February 2015 - 02:28 PM
Ages actually
You failed to realize my SARCASM! For that, I banish you to the realm of the dark and deep void of the banished souls!
(In a few words, I knew it was Ages
)
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#6060
Posted 08 February 2015 - 03:34 PM
More progress on my quest and as you can see, Nayru appears in a very familiar setting.
Is that good EZGBZ screen design I see on my screen? What? Wasn't that irrelevant a few years ago!?
But seriously, loads of nostalgia!
Though, I'll admit, you should do something with the mountain top. Just a small patch of grass maybe?
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