
Here's a shot of an area I'm working on now. Finally getting to work on Zquest a lot more now that summer has arrived! I'll probably post more shots of other screens in this area later. Any suggestions?
Posted 19 May 2016 - 03:01 AM
Looking really nice! I love what you did with the background, it reminds me a lot of the style used in Hookshot 2/TRIFORCE. That random shop counter (if it is supposed to be one) looks a bit out of place though on the screen, maybe it should be removed (or kept if this is some story element, I dunno)
Posted 19 May 2016 - 01:36 PM
Posted 19 May 2016 - 09:41 PM
Looking really nice! I love what you did with the background, it reminds me a lot of the style used in Hookshot 2/TRIFORCE. That random shop counter (if it is supposed to be one) looks a bit out of place though on the screen, maybe it should be removed (or kept if this is some story element, I dunno)
The shop counter looking thing is story related. I have been thinking of giving it either a different look or changing it's coloring based on the area. I'll go ahead and reveal that it controls those kinds of portals that you see near it. The stuff in the background is slightly inspired by Hookshot 2 actually.
I think it'd be better if the mountain color was a bit further from the water color. Make the mountains a bit greener and less saturated? I'm not terribly reliable for coloring, though.
Also, if you could make the background waterfall darker, maybe?
I feel like the background mountains would be a bit better with some more variation, but I'm not sure how you'd go about doing that.
Overall pretty good though.
I think you might be right on the waterfall coloring. I'll see what I can do about that. The area is supposed to represent kind of a oasis type area with many waterfalls and small lakes, so I feel as if the color of the mountain kind of fits it in a way. As for the mountains in the background, I'll look into how to give some more variation later on.
Thanks for the suggestions so far!
Posted 24 May 2016 - 03:56 PM
I'm having trouble coming up with palettes that I like. I am trying to make them in ZC directly, but everything looks too saturated, or just not quite right to me. Maybe I'm being too critical of myself, but I think I could improve.
What do you guys think of this? (Barring the awkward c-set 8 house, gotta love placeholder graphics
)

The greens in the mountains will be replaced with black yellow like the path.
Posted 25 May 2016 - 01:25 AM
Posted 25 May 2016 - 07:13 AM
10/10 house tiles, I'd say to keep them. Seriously speaking though, this is a really nice looking screen. Dunno if it's intended for those trees on the top-left corner to have a different ground colour to everything else though.
Posted 26 May 2016 - 11:22 AM
Thanks, I think I do like the palette. I've been messing around with several variants and I'm getting a little more patient/ experienced with ZC's palette editor.
Here is another shot, this one shows a 'rainy intro'. It looks really cool when animated, but I can't figure out how to animate stuff in Graphics Gale, and I don't wanna download another program, and learn to use it for one gif, lol. I'm liking the palette a little bit better now too.

EDIT: And here is a version with better path tiles. (I forgot to rip the 'perpendicular path' tiles >.> oops)

EDIT 2: I personally like the way to blue lines in the house match the water, and rain. It kind of makes it seem like it is glowing, or like it has that "rain fuzz" around it, or something.
I guess my question is, does this palette convey a night time/ really early morning storm?
Posted 26 May 2016 - 01:36 PM
It does look like a morning storm, and I like the glow-effect on the tree stumps, but it's a bit extreme on the house, and perhaps the water too. For the house, I guess you could either darken the glow, or brighten/shift the brick color. It's currently the same green as the grass, so shifting it toward the blue hue would even the bricks out. The water seems like the colors should be inverted. Rather than a glowing pond with dark ripples, a moonlit pond would be more of a deep blackish-blue with glimmers of moonlight reflecting on its ripples.
The new paths look good, but I'd pull the curved parts out a pixel or two. That is, pull back the green bits to expand the brown areas. Currently, the angled parts get notably thin compared to the straight parts.
Posted 29 May 2016 - 10:56 AM
Posted 29 May 2016 - 04:08 PM
Easily some of the nicest GB Zelda screens I've seen in a while. Thumbs up on the alternative sand browns. Also loving the little details like the butterflies.
Posted 29 May 2016 - 08:42 PM
Shane has mastered the GB tileset so hard.
Posted 30 May 2016 - 02:51 AM
Looks good Astromeow, the cacti add a subtle personality to the screen which I enjoy. Good stuff.
--
Thanks everyone, good to know this project is off to a strong start. Well, here's another shot, probably the last for a while:

(Edit: Updated it.)
I got (heavily) inspired by a bridge scene designed in Firebird by Robin/Migokalle, and wanted to see if I could create a similar bridge in GB. I think it turned out rather nicely.
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