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The Official Quest Screenshot Critique Thread


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#6901 Nightmeres

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Posted 15 April 2016 - 08:05 PM

no im saying you care way to much about perspective, its really not that big a deal



#6902 The Satellite

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Posted 15 April 2016 - 08:08 PM

Relax, everyone, and Nightmeres, there's no need to so rudely dismiss valid criticism. Could some of it have been worded a little nicer? Sure, but the criticisms they brought up are fair, and you shouldn't so readily dismiss them as just their problem just because you don't agree with them. Remember, when you post a screenshot here, you're opening the floor to critique; if you don't want critique on your screenshots, it would be better not to post them at all. I would suggest reading the opening post again and learn from its suggestions.


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#6903 trudatman

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Posted 16 April 2016 - 02:38 AM

it's better. I hope you don't become upset when I indicate here that I still don't understand the water flowing through solid walls, nor the barrier that keeps the rightmost water suspended above the lower level. it is improved, but it is still confusing, requiring careful study before I could grasp the intended depths. in fact, that aspect is a bit worse -- in a way that would take great effort to understand and then explain -- but overall the screen is better. I don't think you need to be so combative in the "screenshot critique" thread. I may deserve your scorn, but Seph surely does not deserve your belittling dismissal. one needs not have used a tileset to critique a screen and I resent that you felt the need to claim such a ridiculous stance. your screen has been improved and I think that's the idea here. being a jerk about it serves nobody. I could say your screen sucks -- which it doesn't -- and as long as I offer something to support that, we should be good. please do read the first post. this place has intent for screen sharers, critiquing parties, alike, and you seem to be misunderstanding.
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#6904 Joelmacool

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Posted 16 April 2016 - 03:51 AM

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.

You know, when you get used to it, perspective is really easy on the tileset! For example:

yzdDM0L.png
It's simple, but you can easily mess up. I suggest making a few screens before trying to make a quest, because if you don't, your quest could turn out a disaster. :(


Edited by Joelmacool, 16 April 2016 - 03:55 AM.


#6905 Jared

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Posted 16 April 2016 - 09:49 AM

So many people using DoR/H lately...it's really making me want to make some screens in it!
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#6906 Nightmeres

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Posted 16 April 2016 - 11:35 AM

You know, when you get used to it, perspective is really easy on the tileset! For example:yzdDM0L.png
It's simple, but you can easily mess up. I suggest making a few screens before trying to make a quest, because if you don't, your quest could turn out a disaster. :(

I actually have a lot of screens done, but thanks for the sugestion

#6907 Feenicks

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Posted 17 April 2016 - 01:36 PM

zelda120.png

Darknuts, in my Firebird? It's more likely than you think.


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#6908 Shane

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Posted 17 April 2016 - 11:47 PM

The red tree trunk sticks out badly. If you can fix those colours, you will have a very solid screen. Nice Darknut tiles!



#6909 Shane

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Posted 19 April 2016 - 04:41 AM

ivFRmWE.png


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#6910 Matthew

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Posted 19 April 2016 - 06:49 AM

I like what you did with those caves! A good critique would be to... Uh... I don't know? I can think of anything wrong with it! Good job! :D

Edited by FlameCursed, 19 April 2016 - 06:49 AM.

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#6911 trudatman

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Posted 19 April 2016 - 08:21 AM

I've got one: the sand tiles are very square, so some angled transition tiles would be awesome. unless the whole point of that tileset is to be as blocky and obvious as popsicle, in which case... yuck.
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#6912 Theryan

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Posted 19 April 2016 - 08:58 AM

ivFRmWE.png

I agree that the sand transitions are a little blockier than they should be. Other than that I love the screen and palette. Where did those rock and bush tiles come from?
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#6913 Naru

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Posted 19 April 2016 - 09:01 AM

As nice as good transition is, for me a bit blocky design is part of the gbc-charm. Like it a lot like it is, the two-combo big stone from firebird is my problem, more because it is too big compared to the cave-walls than because it does not fit.
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#6914 Shane

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Posted 19 April 2016 - 09:08 AM

I've got one: the sand tiles are very square, so some angled transition tiles would be awesome. unless the whole point of that tileset is to be as blocky and obvious as popsicle, in which case... yuck.

I agree that the sand transitions are a little blockier than they should be. Other than that I love the screen and palette. Where did those rock and bush tiles come from?

I probably will keep them square-like (I want style consistency) but will try to smooth out the edges a bit more. As for the rocks, I ripped the rock pillar from Firebird, edited some rocks from the GB tileset itself and I made the rest (aka just one rock). Uh, the bushes I modified from a Gameboy game. I need to look up the name again since I kind of forgot. It was a Pokémon-inspired game if that helps somehow.

 

As nice as good transition is, for me a bit blocky design is part of the gbc-charm. Like it a lot like it is, the two-combo big stone from firebird is my problem, more because it is too big compared to the cave-walls than because it does not fit.

Hm, too tall? There are pillars in the Oracle games around that size. But if people don't like it, I will remove it I guess.

 

-

 

M7yNX8p.png


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#6915 Matthew

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Posted 19 April 2016 - 09:08 AM

I think they look fine and add variety. Keep them!
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