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The Official Quest Screenshot Critique Thread


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#7201 judasrising

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Posted 25 September 2016 - 12:43 PM

@Feenicks: My only complaint would be the font you're using for the DMap title, sticks out a bit. Other than that, pretty nice! (And what up with those eggs!?)

 

Here's a revised palette of my last shot. Also, CHEST!

43TeO0l.png

DA F**K is in here?

Nice palette work


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#7202 Sephiroth

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Posted 25 September 2016 - 05:39 PM

VnaBe5W.png


... Needs a bit of work with the waterfall, but I think this shot is done.

Edited by Sephiroth, 25 September 2016 - 06:33 PM.

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#7203 Feenicks

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Posted 08 October 2016 - 11:07 AM

zelda140.png

 

Oh yeah, October.

[Do want to add a few more variations to the stalfos, because right now they're a bit plain, but that can happen later]


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#7204 Sheik

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Posted 17 October 2016 - 11:19 AM

y96vGIX.png

Well, maybe.


Edit: Autumn Forest Version

Spoiler


Edited by Sheik, 17 October 2016 - 02:14 PM.

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#7205 Lüt

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Posted 17 October 2016 - 05:10 PM

Well, maybe.

I don't see why not.

Edit: Autumn Forest Version

In reality, if I had to choose a place to visit and hang out and take pictures in, this would be my choice by far.

In-game, it's just the way transparent layers kill the colors that undermines scenes like this for me. If you output both the ground and overhead layers individually, then stack the images together in a layer-based image editor like Photoshop, the comparison between that final image and the in-game screen would be significant, if not radical depending how many layers you use. I know because I did it, and it's hard to go back to accepting 8-bit color degradation after that:
Spoiler


#7206 Shane

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Posted 20 October 2016 - 05:17 AM

I5wRzpI.png

 

Ehhhh not big on GB sprites but there's no other sprites out there as far as I am aware. :I


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#7207 Sheik

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Posted 21 October 2016 - 11:54 AM

It's really not bad at all, even with the GB sprites. However, with the small sprites the big trees look out of place. So I guess the thing would really benefit from smaller trees or bigger sprites (at least for Link and the old man). I would probably use some of the "clean" grass, too.


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#7208 Shane

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Posted 21 October 2016 - 02:40 PM

I would personally like a shrunken version of the trees but unfortunately my attempts at them have been unsuccessful. Might have another go at it actually. Thanks for the comment either way!



#7209 Matthew

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Posted 21 October 2016 - 03:38 PM

I really like your screen Shane, for whatever reason it gives off a Link's Awakening vibe.
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#7210 Moonbread

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Posted 21 October 2016 - 05:43 PM

Honestly, I think it's fine the way it is.  Maybe I'm just not picky or something, but I feel like it's a good blend of styles that actually works together.  Now actually do something with it, goddammit.


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#7211 Sheik

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Posted 22 October 2016 - 04:21 AM

I made this screen

 

yxNz0C3.png

 

But I am not sure whether the mountains join correctly. Here's the questioable spot:

g7mOphw.png

 

It probably needs to join one tile lower... I wil try that out.

Edit: Is this better? I guess so.

AAuEN1k.png


Edited by Sheik, 22 October 2016 - 04:26 AM.

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#7212 Shane

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Posted 22 October 2016 - 04:34 AM

Much better! Screen design is great too.



#7213 Matthew

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Posted 22 October 2016 - 09:15 AM

That's your custom Tileset, right? It certainly looks amazing!

#7214 David

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Posted 22 October 2016 - 09:40 AM

Yeah that fix really improved the mountain look. Overall, though, the screen design is really good and I love the detailing! :)


#7215 Sheik

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Posted 22 October 2016 - 03:29 PM

That's your custom Tileset, right? It certainly looks amazing!

 

Not much at all a custom tileset, actually. It's just edited trees and mountains, the rest is any one of the Pure tilesets. The look is quite easily achieved by simply using only the LttP(esque) tiles and none of the other ones.

Here's a couple more screens from the Lake area:

hUavFt3.png

Thanks for everybody's feedback!
 


Edited by Sheik, 22 October 2016 - 04:38 PM.

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