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The Official Quest Screenshot Critique Thread


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#6916 Eddy

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Posted 19 April 2016 - 11:25 AM

Keep the pillars IMO, they look fine with everything else in the shot, and besides, that's what they were like in the GB games :P

 

The new sand looks awesome too, got nothing else to say. Good job!


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#6917 trudatman

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Posted 19 April 2016 - 08:09 PM

I like the rock pillar, but it is taller than the walls, it seems.
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#6918 Matthew

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Posted 19 April 2016 - 09:01 PM

HV3fgMz.png?1

 

Join Link as he precariously tries to not get hit by bubbles and traps!


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#6919 Nightmeres

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Posted 20 April 2016 - 12:49 AM

sorry for being rude earlier, it was not right 

http://imgur.com/EbEcXc6 any suggestions for this one? 

i certainly wouldn't of wanted to be the group who was killed here



#6920 trudatman

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Posted 20 April 2016 - 12:58 AM

thank for the apology. I appreciate it. this thread can be tough.

 

EbEcXc6.png?1

 

your new shot suffers the same issues, but it seems like you choose it, so maybe just know that people look at this water layering issue and are turned way off by it. you have water, in square steps, flowing under grass, rock walls, etc. you have a staircase that surely would be flooded if water was as water truly is. it's a depth thing, which you dismiss offhand, but that causes great confusion for the viewer/player. a river runs through it, it seems. right through solid matter and under walls and grass as if they were ships afloat. it makes absolutely no sense, but you don't seem to grasp the issues inherent and you are choosing this impossible style deliberately, so I don't know how to rectify it while keeping your intent. it's a pretty screen, but it's a technical mess. it hurts my brain to try to figure out the physics of what you are displaying.  I'm also a bit confused about how you ended up with a blurry .png file, but you pulled it off somehow.


Edited by trudatman, 20 April 2016 - 01:02 AM.


#6921 Nightmeres

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Posted 20 April 2016 - 01:02 AM

the point was just to be pretty, not to go for technical aspect really.   i figured some of that grass was floating/growing above the water.  i re-sized the .png as it were to make it bigger. thats the original shot -> http://imgur.com/PB2rbKA


Edited by Nightmeres, 20 April 2016 - 01:10 AM.


#6922 trudatman

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Posted 20 April 2016 - 01:28 AM

PB2rb_KA.png

 

done losslessly for you.



#6923 kurt91

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Posted 20 April 2016 - 02:10 AM

Isn't there diagonal MC water somewhere on the site? Putting that up against the diagonal walls and removing the thick layer of grass would be nice. It looks like you can walk along the wall there, which I'm guessing isn't your plan. Just a bit of a heads-up, layering over water is a bit odd in how it works, so you may want to dial it back a bit on the lush greens so you don't have any walk-ability problems and your player doesn't accidentally drown themselves because the walk-able grass is layered on top of water. Speaking of the plant life, can your palette handle a transparent upper layer? Normally a cave wouldn't provide any natural light for the plants to grow. A few light shafts or something shining down on them could potentially be a beautiful visual touch, as well as a logical explanation for the amount of plant life.

 

Second, using the MC water in this way makes the square edges of the center area really stand out. What about if you made the narrower parts of the center shallow water instead of dry land? It would help hide the square edges a bit because you'd have the transition graphics for between the deep and shallow water kind of smoothing it out a touch. You can keep the dry area around the staircase as an island of sorts. As for the staircase's position relative to the water like trudatman was saying, that could be remedied by extending the wall on the top-left of the screen to the right, and making it sort of slightly hook around the ground where the staircase is. If that water is intended to be swam through to get to the screen to the north, there would still be water connecting the two screens, so you don't lose any necessary paths through the map. It would also explain how the staircase doesn't flood since it's no longer directly next to the water.



#6924 Shane

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Posted 20 April 2016 - 05:52 AM

So before Sanctuary Tree, I was developing another project. However, it sorta became too ambitious for my own liking. But perhaps I will take up this project next. Do note it's a WIP and I was in the process of scrapping the forest trail and making it into a better and bigger map.

 

HUGE MAP


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#6925 Naru

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Posted 20 April 2016 - 09:04 AM

Hey there, would someone here be so nice to playtest the first dungeon of my project? It is playable, but since there are still many things missing (scripts, sprites, decoration) I do not really feel like posting the map of it (I will send a download-link through a pm). This is less about a review of the dungeon but of the map (though tips for improving the dungeon are welcomed), I especially fear it is to cramped, I do not aim for it to be perfect, but if even the general design is unbearable...

 

Hope this is not too off-topic, also so far it are only single screens I have no problem if you review it here with a screenshot to point out what has all gone wrong.



#6926 Sephiroth

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Posted 20 April 2016 - 09:35 AM

Isn't there diagonal MC water somewhere on the site?


There's diagonal MC water inside that actual tileset he's using, but it's designed for the overworld DoR and ALttP mountains and doesn't really have the base graphics, though it shouldn't be too difficult to edit for the cavern he's using.

Now as for that screenshot, Nightmeres; perspective-wise, it's much better for the way the cave tiles are used. However it doesn't really make sense that that staircase as kurt91 has mentioned, ... why it isn't flooded seeing as it's descending further down into the ground below the water level.

 

The problem with using diagonal transitions for pretty much anything in ZC is there's no true diagonal collision detection whatsoever. A tile has to be -either- a full water tile -or- a full ground tile as far as combo-types go. You can't really define something like "Oh, I want the top left corner of this combo to be water, where the rest of it is shallow water. ... It's sadly a limitation of the engine people have to deal with. So I can understand why you want to use the square water like you do. But throwing diagonals in like you've done with that southern wall and squaring the water doesn't really "fit" sorta-say. If the water could be diagonal in this area to flow with the walls, it'd improve that aspect of the screenshot. Now as for the top right corner where your grass overlays the water; ... which while its true water tends to carve its way through dirt and stone, especially when its a river like this, I can't really tell where the edge of the water is here. Is the player supposed to be able to walk along that grass and not drown and/or be prevented by an invisible barrier? When you gotta guess as to what you can walk on, that kinda makes it difficult to play through. :shrug:
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#6927 Shane

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Posted 21 April 2016 - 11:01 AM

9Z626X3.png

 

Spellbound Temple. :)

(I will fix the map up eventually.)


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#6928 Eddy

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Posted 21 April 2016 - 11:09 AM

Looks really nice! Pretty rare to see a dungeon with bookshelves, so it looks like this dungeon is going to have a very unique theme.


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#6929 LikeLike on fire

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Posted 21 April 2016 - 11:14 AM

no emeies will fly out of the book shelf, like if one hids a summoner in them ???


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#6930 Nightmeres

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Posted 21 April 2016 - 11:05 PM

http://imgur.com/KYoEoGB went ahead and did some edits to a screen posted earlier. is that lighting good? 

also nice dungeon screen shane, is that part of a quest?


Edited by Nightmeres, 21 April 2016 - 11:06 PM.



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