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The Official Quest Screenshot Critique Thread


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#6886 Sephiroth

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Posted 14 April 2016 - 04:12 PM

Holy crap, Sephiroth! Hey! It's been so long! Nice to see you back in. Lovely screen you've got there. :)


Indeed, it has been so long. Got a new thing though:

k4ZajIW.png


... The overall selection of items is still not quite finalized, things might move around, stuff added, stuff removed. ... But basically a WIP active subscreen. This will be the only active subscreen in the quest. I will be using a scripted map subscreen I found in the script database to handle the large dungeon maps independently of this screen.

Edited by Sephiroth, 14 April 2016 - 04:14 PM.

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#6887 Nightmeres

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Posted 14 April 2016 - 07:30 PM

nice shots sepheroth, I updated my screen to have darker water http://imgur.com/MHdB8DB



#6888 Sephiroth

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Posted 14 April 2016 - 09:45 PM

iDunno what you're after, Nightmeres; but there's quite a bit of perspective issues with that particular cave screenshot. And by perspective issues, I'm talking about elevation. The stairs on the right-side of the screen are both the same height, but the ledge to the south is apparently taller than that of the north, since the ledge leading northward overlaps the north-most platform where Link is standing. You would think that wall would be taller in order to make sense..

#6889 Nightmeres

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Posted 14 April 2016 - 09:50 PM

the lower one comes out on the right side


Edited by Nightmeres, 14 April 2016 - 09:51 PM.


#6890 Sephiroth

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Posted 14 April 2016 - 09:59 PM

I don't think you understand what I'm talking about.

Hx0R3yf.png


The red circle appears to be a wall that'd be 3-tiles tall.
The yellow circle appears to be a wall that'd be only 2 tiles tall.
Then finally we go to the purple circle that's only a single tile tall.

Where did the sense of proper elevation go? Out the window?

#6891 trudatman

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Posted 15 April 2016 - 12:08 AM

wow, THOSE are your issues with it? I see it as having different slope rates and that whole thing looks level to me. my issue with it is the terrible use of water tiles. at the top left of your red almost-circle...what the fuck IS that corner of impossible? it's as if the water runs at right angles somehow through the solid rock without having depth and....aargh! then just under your purple oval and just withing its right side, what improbable balancing of water is being held aloft by what edging barrier that prevents it from flooding the sand below it how, exactly? and where/how does it go under the jutted rock wall at the bottom of the screen?! this screen is full of nonsense and it makes my brain hurt. the walls overlapping the water is my biggest concern.

#6892 MarinaraSauce

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Posted 15 April 2016 - 05:38 AM

I don't want to be mean here, but it sort of reminds me of the distortion world from Pokemon Platinum.

 

tornworld2.png


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#6893 Naru

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Posted 15 April 2016 - 05:49 AM

I would rather call that a compliment ;)

While I am not a fan of distortion world - too linear and no orientation (what can be ignored because it is linear) - I think it is a pretty nice thing. Would be awsome to play a Zelda game including such a thing for dungeons such as lvl 4 in Majoras Mask.

#6894 Shane

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Posted 15 April 2016 - 06:08 AM

The thing is though, we are talking about 3D scenery. And some things just don't translate well in a 2D setting unfortunately. As for your screen, Nightmeres... I like the idea but I feel the execution doesn't give enough space to lay down the tiles correctly nor does it provide any reasonable walking space. I agree with Sephiroth and partially trudatman. I see the intentions, but I feel it needs more work in order to fulfill such an ambitious environment. Maybe some openings to show the water flowing through. The water and wall height are both the strangest things on screen, and throw off any sense of perspective. You nailed the atmosphere though, so good job on that!

 

Sephiroth, your subscreen looks really nice, mainly with the clean layout and neat background. I think the "empty hearts" that are attached(?) to the background seem a bit odd with the background colour (TBH, I really liked the blue you had in your older project back in the day). I like the idea of changing the border colours based on the tunic you get but I feel it's a bit too neon for my tastes, but to each their own I suppose. Your dungeon screen looks neat too!

 

--

 

Well, here's a screen:

 

RInGRYx.png

 

Dotting owl statues across the overworld which give you small hints for dungeons or general gameplay.


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#6895 Sephiroth

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Posted 15 April 2016 - 03:06 PM

Shane, I do love the overall shape of this island, as well as the detailing on the screen in general. Makes it feel like its come straight out of one of the oracle games, and I would love to play through it. Can't really find anything wrong with that screenshot, it's quite beautiful.

... On the subject of ocean/water shots; have another from me.

VgImesV.png

... Trying to figure out the best way to transition from beach to MC water.. .. Not sure if I pulled it off well though.
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#6896 kurt91

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Posted 15 April 2016 - 03:18 PM

I've always had the same issue. There's no good way to place an ocean if you're using a tileset that utilizes MC water. That looks very good, though. You definitely pulled it off. Please tell me you'll release the tiles when you're done.


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#6897 Russ

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Posted 15 April 2016 - 03:21 PM

The transition looks good to me. Much better than any attempt I've made at it, that's for sure. The screen itself is pretty great. It feels open and clean, not too detailed and not too empty. I've always been a fan of the way you used DoR overworlds, and this is no exception.
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#6898 Sephiroth

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Posted 15 April 2016 - 03:28 PM

I've always had the same issue. There's no good way to place an ocean if you're using a tileset that utilizes MC water. That looks very good, though. You definitely pulled it off. Please tell me you'll release the tiles when you're done.

 
Yeah, what I have done is a rather "crude hack", sorta-say. I just took the beach tiles, made the darker blue of it a transparent color; then layered that on top of the side border water combo. It sorta works, iGuess™ ... But I'm not sure if it's perfect, or if anyone knows of any other methods of making it work...
 

The transition looks good to me. Much better than any attempt I've made at it, that's for sure. The screen itself is pretty great. It feels open and clean, not too detailed and not too empty. I've always been a fan of the way you used DoR overworlds, and this is no exception.


Well thanks, Russ. That's really awesome to hear. Unfortunately though, I've lost pretty much all of my old content, so I've started up an entirely brand new quest. Began piecing together things on top of Demonlink's DoR Hybrid tileset, and so far it's been looking swell. Hopefully this project gets further than the others, as I'd like to see myself release a modern ZC quest, as the ones I have on this site are quite appalling. ... Nonetheless, I randomly got inspiration to work on a ZC quest, so that's why I've technically rose from the grave..

#6899 Nightmeres

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Posted 15 April 2016 - 07:49 PM

I don't think you understand what I'm talking about.
 

Hx0R3yf.png


The red circle appears to be a wall that'd be 3-tiles tall.
The yellow circle appears to be a wall that'd be only 2 tiles tall.
Then finally we go to the purple circle that's only a single tile tall.

Where did the sense of proper elevation go? Out the window?

 

 

i honestly don't care bout the perspective, tell me have you even made a full quest with the tileset i'm using? so exactly why should i even care.

wow, THOSE are your issues with it? I see it as having different slope rates and that whole thing looks level to me. my issue with it is the terrible use of water tiles. at the top left of your red almost-circle...what the fuck IS that corner of impossible? it's as if the water runs at right angles somehow through the solid rock without having depth and....aargh! then just under your purple oval and just withing its right side, what improbable balancing of water is being held aloft by what edging barrier that prevents it from flooding the sand below it how, exactly? and where/how does it go under the jutted rock wall at the bottom of the screen?! this screen is full of nonsense and it makes my brain hurt. the walls overlapping the water is my biggest concern.

i changed the water, slightly http://imgur.com/bBMd0Tt really though if you don't really like it well that's a you problem. 



#6900 Sephiroth

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Posted 15 April 2016 - 08:02 PM

i honestly don't care bout the perspective, tell me have you even made a full quest with the tileset i'm using? so exactly why should i even care.


So because I took a 5+ year break from ZC means my opinion doesn't even matter? Thanks. I appreciate that.

Anyhow; The newly updated screenshot looks better on the water's part, ... well except for that right-most area where that random corner is still there. o_O' Regardless, perspective does matter when it comes to designing screens.
 

vJIaosQ.png


Edited by Sephiroth, 15 April 2016 - 08:04 PM.

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