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The Official Quest Screenshot Critique Thread


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#6631 kurt91

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Posted 11 November 2015 - 06:02 AM

The only problem with 2x2 trees as border that they don't work too well on the Y scale, due to each screen being 11 tiles high.  Still, I did work around it to produce this:

zelda076.png

 

Also, if you go up the post box, you now get a message  criticizing Link for trying to steal someone's mail.

 

 

Okay, here's my advice.

 

First off, keep screen scrolling in mind. Any solid tile on the border of the screen is going to need a solid tile on the border of the neighboring screen. Using trees like you did does work, functionally. However, the way that you did it will make your overworld look artificial, like a series of rooms. You complained that the screen doesn't work well for bordering things with that size of trees, but your complaint will actually help to make it look more natural.

zelda005_zpsyzlfolbb.png

Here's a picture from my quest. I'm using a tileset similar to yours, with the same size of tree. Do you see how they can overlap each other like that, and I have half of a tree on the sides of the screen? If you do that, it will make your layout look much more natural.

 

A common "rule" that people on this site tend to use is to never have open corners. In my opinion, it's more of a guideline for beginners. It will help you design your screen gameplay-wise, and over time you can experiment and learn when this "rule" can and should be broken. Rather than line all of the sides with trees, just tuck a couple in the corners instead. You'll have a more open feel to your town, and if you combine it with what I said before about overlapping and screen-crossing trees, you'll get a much more natural look to it, while keeping the same functionality, gameplay-wise. Am I explaining this well?

 

If you don't mind uploading another picture, try applying what I said and see how it turns out.


Edited by kurt91, 11 November 2015 - 06:04 AM.

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#6632 Anarchy_Balsac

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Posted 11 November 2015 - 08:49 AM

Okay, here's my advice.

 

First off, keep screen scrolling in mind. Any solid tile on the border of the screen is going to need a solid tile on the border of the neighboring screen. Using trees like you did does work, functionally. However, the way that you did it will make your overworld look artificial, like a series of rooms. You complained that the screen doesn't work well for bordering things with that size of trees, but your complaint will actually help to make it look more natural.

zelda005_zpsyzlfolbb.png

Here's a picture from my quest. I'm using a tileset similar to yours, with the same size of tree. Do you see how they can overlap each other like that, and I have half of a tree on the sides of the screen? If you do that, it will make your layout look much more natural.

 

A common "rule" that people on this site tend to use is to never have open corners. In my opinion, it's more of a guideline for beginners. It will help you design your screen gameplay-wise, and over time you can experiment and learn when this "rule" can and should be broken. Rather than line all of the sides with trees, just tuck a couple in the corners instead. You'll have a more open feel to your town, and if you combine it with what I said before about overlapping and screen-crossing trees, you'll get a much more natural look to it, while keeping the same functionality, gameplay-wise. Am I explaining this well?

 

If you don't mind uploading another picture, try applying what I said and see how it turns out.

 

Good point, though I'm having trouble making that technique work in EZGBZ.  Does it require layering?  Or are there tiles in your set that make it much easier?

 

For my snowy mountain area, I may need some help:

 

zelda078.png

 

I added snowed over tiles, but can't think what else to add, thoughts?


Edited by Anarchy_Balsac, 11 November 2015 - 08:55 AM.


#6633 MarinaraSauce

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Posted 11 November 2015 - 09:15 AM

Good point, though I'm having trouble making that technique work in EZGBZ.  Does it require layering?  Or are there tiles in your set that make it much easier?

 

For my snowy mountain area, I may need some help:

 

zelda078.png

 

I added snowed over tiles, but can't think what else to add, thoughts?

 

Yes, trees overlapping in EZGBZ do require layers.  Also, just some personal advice, I prefer to have the tops of trees be solid in EZGBZ like they were in the GB Zelda games.  It just makes it a lot clearer to the player where they can and can't go, you don't have to do it if you don't want to.

 

Regarding the screenshot, I'd recommend changing that slope in the top middle to perhaps a climbable wall, since it looks kind of awkward.  I use something I thought up called the Two Thirds Rule when I make mountains.  Basically, in any GB-based tileset, mountains that come forward and change height should never be larger than the original mountain's height plus one-third of said height, nor should it be shorter than the original mountain's height minus one third of said height.  Additionally, mountains shouldn't even out with the ground in front of them unless they are two (three is sometimes acceptable) tiles tall or shorter.  This is just a rule I developed while playing through the Oracle games and seeing how awkward some of the environments looked.

 

As for other things you could add, I'd suggest maybe some enemies, or maybe unwalkable snow piles.  A few snow-covered trees also wouldn't hurt.


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#6634 Anarchy_Balsac

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Posted 11 November 2015 - 09:31 AM

Oh the enemies are there, I just killed them before taking the shot.  For trees, I can see some pine-types being in order, is it okay if they are a bit sparse though?   I kinda don't want every area to feel like a different kind of forest is my main concern with that.

 

Edit - also 2/3 total or 2/3 within the screen?


Edited by Anarchy_Balsac, 11 November 2015 - 09:54 AM.


#6635 MarinaraSauce

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Posted 11 November 2015 - 04:11 PM

Oh the enemies are there, I just killed them before taking the shot.  For trees, I can see some pine-types being in order, is it okay if they are a bit sparse though?   I kinda don't want every area to feel like a different kind of forest is my main concern with that.
 
Edit - also 2/3 total or 2/3 within the screen?


Either/or, really. The basic idea is just so that the slope doesn't look too steep.

#6636 Anarchy_Balsac

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Posted 12 November 2015 - 07:09 PM

Alright, finally got the snowpiles loaded in, so here's the new version:

zelda084.png

 

Anything else I should add?


Edited by Anarchy_Balsac, 12 November 2015 - 07:16 PM.


#6637 Moonbread

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Posted 12 November 2015 - 07:36 PM

The only problem with 2x2 trees as border that they don't work too well on the Y scale, due to each screen being 11 tiles high.  Still, I did work around it to produce this:

zelda076.png

 

Also, if you go up the post box, you now get a message  criticizing Link for trying to steal someone's mail.

Please tell me it references it as a federal crime.



#6638 Anarchy_Balsac

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Posted 12 November 2015 - 07:42 PM

Please tell me it references it as a federal crime.

LOL, that's destruction of a mailbox you're thinking about.  AFAIK stealing someone's mail isn't one unless you raided the post office to do so.



#6639 Moonbread

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Posted 12 November 2015 - 07:59 PM

LOL, that's destruction of a mailbox you're thinking about.  AFAIK stealing someone's mail isn't one unless you raided the post office to do so.

Both a mailbox and its contents technically count as federal property.  Stealing or tampering with someone else's mail, regardless of if it's at the post office or in someone's mailbox, is a federal felony. :P

 

But anyway, rather than getting into a discussion about the legalities of something as boring as snail mail, the whole point I'm trying to make is that it would be hiiiiiiiilarious.


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#6640 Anarchy_Balsac

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Posted 12 November 2015 - 08:03 PM

Hmm, didn't know that.  I do think I can use it though for mild foreshadowing.



#6641 Anarchy_Balsac

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Posted 14 November 2015 - 04:57 AM

Hmm, well I hope people liked the snowy mountain update.  Anyway, I want to move on, here's what I have so far for my forest areas:
 

zelda086.png

 

Thoughts?


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#6642 Demonlink

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Posted 16 November 2015 - 01:29 PM

zelda004_zpsec9yzjrm.png

Ikana Kingdom used to be a once mighty place where only the greatest warriors could live in... Now, only memories of the ancient lies in these ruins. As you can see Hero of Time, this is a demonstration of the Skull Kid's true power. This once peaceful kingdom has met a terrible fate...

 

Structure wise, I believe the shot is solid. However, palette wise, I still have some doubts on the wall and statue colors... Thoughts on what I need to improve on?


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#6643 Twilight Midna

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Posted 17 November 2015 - 10:27 PM

Hmm, well I hope people liked the snowy mountain update.  Anyway, I want to move on, here's what I have so far for my forest areas:
 

zelda086.png

 

Thoughts?

Looks too square to me. Try adding some variation in the tree patterns, it'd look better that way.



#6644 Omega

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Posted 18 November 2015 - 01:22 AM

9z9FIpr.png

 

This image is the screen behind my current SOTW shot, I'm probably gonna add more too it.

 

hC4PKG7.png

 

This is the first room of Links house, which is the house in the screenshot above this one.


Edited by Franky, 18 November 2015 - 01:24 AM.

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#6645 Anarchy_Balsac

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Posted 18 November 2015 - 10:33 AM

Looks too square to me. Try adding some variation in the tree patterns, it'd look better that way.

 

Well, I DID make it into this:

zelda089.png

 

@Demonlink, the plants MAY need to be greener, but if they're supposed to be withering or a type of plant which is naturally that color (and they DO exist in real life), then that is also fine.


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