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The Official Quest Screenshot Critique Thread


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#7171 Theryan

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Posted 08 August 2016 - 01:19 PM

I really like how you applied the "oldfirst" palette to my tileset, Sheik. I actually tried to make an old newfirst palette for the tileset, but could never get it to work right with the new palette structure I made.

I need to hurry up and release that tileset... it's like 99% done, so I really don't have any excuse.
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#7172 Sheik

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Posted 08 August 2016 - 02:17 PM

I really like how you applied the "oldfirst" palette to my tileset, Sheik. I actually tried to make an old newfirst palette for the tileset, but could never get it to work right with the new palette structure I made.

I need to hurry up and release that tileset... it's like 99% done, so I really don't have any excuse.

You can go ahead and grab the palette, though I had to recolor most tiles that use brown for it to work (make them one shade darker, that is). It's a great tileset anyways. You might want to double check whether you want to add more NPCs, though. Then again, people can just rip them in themselves, too.



#7173 Shane

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Posted 10 August 2016 - 08:50 AM

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A project in which I will start proper development after Sanctuary Tree. The nature of this project should be self explanatory albeit with a catch.


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#7174 Eddy

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Posted 11 August 2016 - 07:55 AM

Why are you starting AR4 before me

 

Awesome screens here. I really like the way they look, especially with the OoS-style screen design. Very nice stuff.


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#7175 Shane

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Posted 13 August 2016 - 02:24 PM

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Horon Village.

 

What? Sanctuary Tree? What's that??


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#7176 Shane

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Posted 15 August 2016 - 10:16 AM

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Water these people doing living in a flooded city???


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#7177 Lüt

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Posted 15 August 2016 - 12:56 PM

Hiding from bad puns, I'd imagine.


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#7178 Sheik

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Posted 15 August 2016 - 02:48 PM

Loving your OoS stuff. It's my favorite Zelda game.


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#7179 Shane

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Posted 15 August 2016 - 03:10 PM

Loving your OoS stuff. It's my favorite Zelda game.

Yeah, it's a really great Zelda game. I'd argue underrated outside PureZC... same could be said to Ages too but I think Seasons had a far more interesting concept that deserves more credit.

 

Trying to fit the world into 8x8 screens. It's proving to be a challenge and I might need to make some sacrifices in terms of areas and such. It being a sequel rather than a remake, it shouldn't be too much of a problem. Though who knows, maybe I will change up this project since it's not set to stone just yet.


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#7180 MarinaraSauce

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Posted 24 August 2016 - 07:58 PM

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Here's a sorta Lost Woods kind of area for a miniquest I'm making. I know it's really not much.


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#7181 cavthena

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Posted 26 August 2016 - 08:44 PM

Trying for the Lttp style with DoR. Thoughts?

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#7182 Sephiroth

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Posted 26 August 2016 - 09:32 PM

@cavthena - The only thing that I don't like about that screen is the way you've got the "shadow" on the right-side of the screen for the mountain. In ALttP the shadows weren't that large.

The shadows actually closely followed the overall shape of the mountain, being restricted to above any of the "backside" tiles.

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This kinda shows off how the shadows are supposed to work, imho. ... Hugely WiP shot, taken in ZQuest.

Edited by Sephiroth, 26 August 2016 - 09:32 PM.

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#7183 cavthena

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Posted 26 August 2016 - 09:41 PM

Yeah I agree with you on that only problem is the grass is shaded on the reverse side tiles on ALttp mountains. So I guess I'll have to edit the tiles.

#7184 Lüt

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Posted 27 August 2016 - 08:59 AM

I'll agree with the shadow comment. Shadows like that are fine, and add a nice degree of attention to detail, but there has to be an overall consistency. The (imaginary) light source needs a single location from which to cast its shadows, and as you suggested, it would take some significant tile editing. It also brings up the issue of shadowing on other objects. Things like the large gray rock and the fence posts don't appear lighter or darker on any particular side, and the shadows cast by the signpost and the trees are centered directly under those objects, all of which to me indicates a top-down light source. Furthermore, if you're going to add shadows to mountains that are two tiles high, shouldn't those tree that are four tiles high have shadows that are all that much larger? I mean, it would look great, but it would take an insane amount of work to implement them consistently across the entire tileset, especially if you're aiming them toward the northwest rather than directly north. Personally, I'd just accept the current shadowing on the mountain tiles and leave it at that. You could possibly use the dark grass patches for a swampy area though - soggy spots and such, maybe even slow-walk tiles.



#7185 trudatman

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Posted 28 August 2016 - 12:10 AM

I'm just chiming in to say that I think these issues are important. I never claim that there is a "right" way to use tiles, but I strongly feel that lighting and perspective and scale are crucial factors.




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