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The Official Quest Screenshot Critique Thread


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#1321 Sheik

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Posted 16 November 2011 - 02:49 PM

QUOTE(Schwa @ Nov 16 2011, 10:42 AM)  

So I figured I'll give you guys about half a dungeon in screen length to try your mettle with/against the new content and we'll see

Sorry for hijacking the screenshot thread, but we lack a proper one to discuss PRCS so I'll simply keep posting my thoughts here.

It's rather a request, though: Could you please introduce us with the engine with an easy difficulty set-up? I've been scrolling through the old thread yesterday and noticed how well about 80% of your updates (just a guess) introduced content that raised the difficulty. Now, I'm just the casual gamer, but I'd still love to enjoy your game, which I won't be able to if it was simply too hard for me. Do you think that I'll be able to play the game even if I can't spend hours on increasing my ZC skill (which I have neither time nor motivation for, to be balantly honest)?

#1322 Moon

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Posted 16 November 2011 - 02:59 PM

QUOTE(Dawnlight @ Nov 16 2011, 03:41 PM)  

It does. Especially now it uses the same palette. I agree with Keiichi. I like the Ice one better.
My actual plan for the dungeon was to make so you travel through the Shadow realm, in which you can reach places that you couldn't in the Ice one, and also travel in the ice one to get to places you couldn't get to in the fire one, all of this using warps of course.


#1323 SpacemanDan

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Posted 16 November 2011 - 03:04 PM

QUOTE(Dawnlight @ Nov 16 2011, 12:50 PM)  

I don't understand how an ALTTP Chest in PR can become shinier. icon_shrug.gif


I think it was mostly because the shading of the chest seemed reversed for one reason or another. At least, it was the first thing I noticed.

#1324 Neppy

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Posted 17 November 2011 - 12:53 AM

QUOTE(Schwa @ Nov 14 2011, 06:53 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
Everything looks great to me about these. The look, feel, taste, etc... icon_lol.gif Sounds pretty cool with what you've gotten done with it again! icon_biggrin.gif
QUOTE(blackbishop89 @ Nov 16 2011, 09:43 AM)  
Which looks beeter the light the dark color for the no fly zones. "The top left and top right areas of the screen"

IPB Image
Definitely the lighter ones. The dark ones look out of place to me. icon_smile.gif

#1325 Lightwulf

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Posted 17 November 2011 - 02:52 AM

QUOTE(SpacemanDan @ Nov 16 2011, 03:04 PM)  

I think it was mostly because the shading of the chest seemed reversed for one reason or another. At least, it was the first thing I noticed.

If you look at the original screenshot, there's a keese's shadow on top of the chest. That's why it looked so weird (IMHO).

@blackbishop89: I agree with Angeal; the lighter color looks better.

#1326 Schwa

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Posted 17 November 2011 - 04:23 PM

Got a Palette question this time.

Old Palette:
IPB Image

New Palette:
IPB Image

Regardless of replies, I'm probably going to use the New one for the main Overworld parts, though I'll most likely keep the Old one too and assign it to the Foothills (seperating the Lowlands from the Desert), which will become its own Overworld segment. But, it would be nice to hear people's opinions on the change, or possible ways to improve it. Palette design isn't exactly my ace topic. icon_smile.gif

QUOTE(Yoshimi @ Nov 16 2011, 11:49 AM)  

It's rather a request, though: Could you please introduce us with the engine with an easy difficulty set-up? I've been scrolling through the old thread yesterday and noticed how well about 80% of your updates (just a guess) introduced content that raised the difficulty. Now, I'm just the casual gamer, but I'd still love to enjoy your game, which I won't be able to if it was simply too hard for me. Do you think that I'll be able to play the game even if I can't spend hours on increasing my ZC skill (which I have neither time nor motivation for, to be balantly honest)?

I'm afraid I will not be releasing an Easy Mode, simply out of principle of beliefs. icon_smile.gif What I will try hard to do, though, is not to make the game "unfair", and to try to balance the learning curve and difficulty curve so that even if they're a little steep, they're not a LOT steep. In fact, a lot of why I want to release a playable demo is so people can tell me how some of the new physics feel, so I know if I should tweak them.

Between the public demos and the inside-demos my beta testers will get, I'll be blindly relying on the player base a LOT for helping me adjust and balance the difficulty, since I know I am indeed highly skilled with NES Zelda and that indeed makes me partially blind/handicapped to creating a "balanced challenge". But, I'm prepared to take such a leap. Try to trust me. icon_cheese.gif

#1327 Moon

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Posted 17 November 2011 - 05:17 PM

IPB Image

#1328 MoscowModder

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Posted 17 November 2011 - 05:23 PM

Looks decent. Is the top-right area supposed to be lower than the left side? I can't tell if that's a great idea or a bad one... also, the rocks on the 'ceiling' look forced-random (hard to describe) - either remove some or all or make them different sizes.

#1329 kurt91

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Posted 17 November 2011 - 08:21 PM

@Schwa

In both screenshots, the brown colors you're using for the trees and the rocks in the top-left corner looks too bright compared to the rest of the colors. It actually seems kind of orange. You may want to consider darkening them just a little bit.

-----
@Yoshidude

Hmm. It's not so much the rocks on the ceiling area, as much as the size. Using more of those pebble-type graphics might look better instead of the large rocks... Well, I dunno, really. I always thought of that area as more of a cross-section cut into the structure, and that it was solid all the way through. If you think of it that way, having rocks that big seems kind of odd, and they're perspective looks better as a in-the-room type object.

Edited by kurt91, 17 November 2011 - 08:23 PM.


#1330 Dawnlight

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Posted 17 November 2011 - 08:25 PM

If you want to use those rocks on the ceiling Yoshidude, you might want to change the border colors from black to whatever the color those little dots are. Therefore it will blend in with the ceiling.

#1331 Shane

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Posted 17 November 2011 - 08:28 PM

QUOTE(Yoshidude @ Nov 18 2011, 07:47 AM)  

IPB Image


I'm not a fan of the room layout, how the walls bend too much for a Temple, Shrine, Palace etc. (Caves, of course, are acceptable). The elevation between the river is quite odd and confuses perspective - considering there is a hookshot grab there (Dunno it seems like your using it like that). Replace it with the proper hookshot grab and rip the DoR ones that also hang on the wall. that way you'll also replace the ground version on the wall.

Edited by Shane, 17 November 2011 - 08:32 PM.


#1332 Lightwulf

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Posted 17 November 2011 - 10:17 PM

QUOTE(Schwa @ Nov 17 2011, 04:23 PM)  

Got a Palette question this time.

Old Palette:
IPB Image

New Palette:
IPB Image

If you're going to use one of them for a desert, then you should reduce the level of green in the bare ground color.
Otherwise, I like the screens. The second pallette definitely looks better; I would keep the first one (or maybe darken it a little bit more) as a "darkened overworld" pallette, like for a screen with rain or something.

@Yoshidude: I totally dig that screen! However, the icicles are still not matching up on the upper wall, by the torch. I think what someone said earlier about the tiles being flipped is the problem. It could've either been flipped in the combo(s) itself(themselves) or accidentally flipped on the tileset.
Also, the perspective looks a little odd between the upper-right platform and the rest of the screen. I think it's because the wall on that platform is actually one tile too low (vertically, not screen-wise).

#1333 Moon

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Posted 17 November 2011 - 10:21 PM

QUOTE(Shane @ Nov 17 2011, 10:28 PM)  

Replace it with the proper hookshot grab and rip the DoR ones that also hang on the wall. that way you'll also replace the ground version on the wall.
As I already said, there is no different hookshot grab tiles in DoR, I already looked 3 times.


#1334 Jared

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Posted 17 November 2011 - 10:23 PM

QUOTE(Yoshidude @ Nov 17 2011, 10:21 PM)  

As I already said, there is no different hookshot grab tiles in DoR, I already looked 3 times.


Then go edit some and make your own!

Schwa, I like the old one better. It looks a lot more dead, wasted. Like you want it to be.

#1335 Shane

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Posted 17 November 2011 - 10:25 PM

QUOTE(Yoshidude @ Nov 18 2011, 12:51 PM)  

As I already said, there is no different hookshot grab tiles in DoR, I already looked 3 times.


As I already said they are in DoR, you're not looking hard enough, I have proof you know. icon_wink.gif

Edited by Shane, 18 November 2011 - 03:28 AM.



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