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The Official Quest Screenshot Critique Thread


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#1276 Ica

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Posted 10 November 2011 - 12:33 PM

those polished tiles look great, however, they do not fit the dungeon at all. Go with normal ones. Also think those wall candles should go. I like the overall screen through.

#1277 Sheik

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Posted 10 November 2011 - 03:07 PM

Shane, I'd move the chest to the spot of one of the statues. If you want to make those statue's eyes triggers that react to arrows, it'd feel odd to shoot at a statue from one to two tiles distance. You could than make only one side of the room the warping area (unless you need two warping fields) and break the symmetry thusly.
Also enemies in the chest room after the mini boss? No cool. :/

#1278 Eddard McHorn Van-Schnuder

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Posted 10 November 2011 - 03:50 PM

QUOTE(Shane @ Nov 10 2011, 02:48 PM) View Post
Last shot for a while now and just a little word of warning the two checkers are there for comparison because I can't decided witch:

IPB Image
After battling the mini-boss. Link stumbles upon a huge chest, an eye, two st- hey wait an eye!?
Oh no looks like another staring completion.


Randomized vines and no pillars! icon_lol.gif As you can see we get to see some of the enemies in this dungeon, Vires. I decided once you obtain the bow you can use it on that eye and activate the warp to the entrance. And yeah the Vires are purposely positioned with the enemy combo flags. Now, does the polished checkered tiles fit in do you think they should be replaced with the normal ones? Feedback is greatly appreciated, of course.

By the way I edited the checkered tiles to get a glassy/polished effect so don't expect them to be combo'd/uncombo'd in PR.
The white in the checkered floortiles has some horrible contrast. Make it stand out less by making it less white and more gray. In fact, those tiles are pretty horrible in quality as well, I'd switch them out for those nice one that you can find in DoR (I think). Other than that, it's very nice. I'd get some more variations for the vegetation, but that's just me icon_razz.gif

It'd be cool though, if the statue in the middle was standing on top of the chest, and in order to get to it the player has to defeat the statue. That'd be something. I'd also flip one of the grim reaper statues in order to make them 'mirror' each other. I'm not usually one to suggest adding symmetry, but this room seems to complement it nicely, if you made that very slight change to the statues, that is.


#1279 Dawnlight

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Posted 10 November 2011 - 05:10 PM

Those white and black checkered tiles look better with bright palettes IMO. Like Robin said, the contrast is weird.

#1280 Lightwulf

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Posted 10 November 2011 - 07:12 PM

QUOTE(Lightwulf @ Nov 9 2011, 02:48 AM) View Post

Awesome screens, Shane!

Here's one of mine I wanted critique on:
IPB ImageThe room to the left is big; that's why it opens up so. This is intended to be an open hallway.

Please note I made custom large pots:
A: With plants; B: With dried/old plants
C: Nothing inside; D: (these are the regular pots, put here for comparison)

1. Do the large pot tiles look okay?

2. What do you think of the screen layout?

2.5. Do the pots look okay without floor border going around them?

No one commented on my shot? icon_frown.gif
I can't be too surprised, though; Shane has some awesome screens.

@Shane: That room looks cool, but I echo the words about the bow and arrow. I've noticed that you can't hit an enemy right in front of Link (unless 2.5 fixed that); it seems to skip a tile. If you want to keep it as it is and use the arrow flag, you may have to ensure you put the flag on the back two tiles (if not all 4 tiles).

While I'm at it, I don't want to overlook another:

@Avataro: I can't say for sure, but I think the regular mountain tiles in the screen on the left work better. The ones on the right look cool, but would probably be better used as walls in an ice dungeon or a cave or something.

Anyway, did anyone have any comments on my shot too? icon_puppyeyes.gif

#1281 Shane

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Posted 11 November 2011 - 07:53 AM

Thanks for the critics guys, I'll be sure to show the results when I'm done! icon_smile.gif
Lightwulf, ignoring the fact that your screen clashes I must say the pot ideas are pretty neat. icon_smile.gif

#1282 Shane

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Posted 13 November 2011 - 01:30 AM

IPB Image
Simple block puzzle! I wonder what's down stairs...

IPB Image
...I regret asking.


Okay the spike blocks and spike bar are reduced to 1/2, so don't worry. icon_lol.gif I'm testing new floor tiles, currently the original version of one of LttP's floors. icon_smile.gif I'm trying out the light-beam tiles Radien made for me in chat, he suggested to put them on layer 1 so it won't interfere with the colours etc. Also the tablet says "Don't let your curiosity get the best of you." what could that apply to? You'll have to find out yourself. icon_razz.gif Also had to degrade my Link sprites. I'm not sure if DoR's Link's colours are any better but I'm really to bet yes. icon_lol.gif Also I must admit I sucked at making dungeon layouts until I decided just to piece ideas together rather then the overall thing I'm pleased with the results so far. icon_smile.gif

#1283 Jared

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Posted 13 November 2011 - 04:45 AM

I REALLY like, Shane! I don't like the borders, however, in the second screen. Why not put the borders "Under" the spikes, if you know what I mean? Not around them.

Also, the window shade things need to go over the blocks. Otherwise, it looks like they're under, which doesn't make any sense at all icon_razz.gif
Same in the screen with the water.

#1284 Neppy

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Posted 13 November 2011 - 04:57 AM

Looking great Shane. I do have to agree about the borders going under the spikes because that would still be considered floor underneath the spikes. Would make it flow a bit better as far as looks go. icon_smile.gif

#1285 Shane

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Posted 13 November 2011 - 05:06 AM

I made the borders go under the spikes. icon_smile.gif I'm not sure about the light beams as they mess Link's colours up as well as the enemies such as the Vire's and if they go on layer 1 the blocks on layer 0 are drawn over with push combo flags. But I'll come with an decision soon hopefully. icon_razz.gif

IPB ImageIPB Image
Revised version.

Edited by Shane, 13 November 2011 - 05:16 AM.


#1286 Sheik

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Posted 13 November 2011 - 07:01 AM

By the way, I quite like this overgrown church theme you've got going here. Might I suggest replacing the reapers with something more devine, though? An angel maybe or sages or whatever. It'd jive with the overall theme better and it'd support this devine theme the stained glass windows give. These statues next to these windows look somehow out of place.

Edited by Yoshimi, 13 November 2011 - 07:02 AM.


#1287 Shane

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Posted 13 November 2011 - 07:28 AM

My aim was to make this a prison for the evil, church seems to ring a bell when I think of this, I'm glad I nailed the feel. icon_smile.gif So yeah angels would look rather be awesome but I don't know where to find ones with the same shape as the reaper tiles. icon_frown.gif

#1288 Neppy

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Posted 14 November 2011 - 06:55 PM

QUOTE(Shane @ Nov 13 2011, 06:28 AM) View Post

My aim was to make this a prison for the evil, church seems to ring a bell when I think of this, I'm glad I nailed the feel. icon_smile.gif So yeah angels would look rather be awesome but I don't know where to find ones with the same shape as the reaper tiles. icon_frown.gif

Perhaps somebody could either modify the reaper tiles, or make some new one for you. We've got some talented tile makers here. icon_smile.gif

#1289 Schwa

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Posted 14 November 2011 - 07:53 PM

These aren't really "screenshots", but I can't think of a better place to show them right now, and at the very least, they're still graphics.

IPB Image IPB Image IPB Image

Shots 1 and 2 are the newly-written diagonal Sweep attack in action; it goes for six full frames of animation in about a 120 degree swing arc, and it leaves a short little trail behind. I feel like I'll probably alter the tail placement a little though (move the "outer" tail forward a couple of frames so they're not directly parallel).

And shot 3 is the new Power Thrust attack in action. The little grey shapes you see behind him are the afterimages of himself he leaves behind as he darts forward up to 32 pixels (two tiles) mid-attack; it really looks better animated than in a static image like this. icon_confused.gif Ah well.

And some of you might have noticed and some might have not, but Felix (the character) uses an extra 4th color now in all his animations. icon_smile.gif There's two tan shades now. It surprises me just how big a difference it makes.

So, yeah, just couldn't hold this in for long... icon_kawaii.gif

#1290 MoscowModder

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Posted 14 November 2011 - 07:58 PM

Dude, those are epic. I was thinking of adding special sword attacks to SoD... would you be so kind as to let me see those scripts sometime?

Those are nice screenshots. There, I said it. Now can I have those scripts? icon_deformed.gif


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