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The Official Quest Screenshot Critique Thread


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#121 Moon

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Posted 20 April 2011 - 12:37 PM

Orin, I would have entered that screen in screen rebirth it is like an expert GB screen icon_thumbsup.gif
also those other screens are awesome, thats in Dance of remembrance, right?

#122 Russ

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Posted 20 April 2011 - 12:44 PM

QUOTE(Orin XD @ Apr 20 2011, 12:15 AM) View Post

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Another recent shot of The Lost Kingdom DX. This screen wasn't used in the orignal at all; I plan to expand each of the areas (and add in the new Shikkigami Swamp) to fill in the whole overworld map. Moscow Modder left around 30% (44 screens) of the overworld map unused in the orignal.

This shot is perfect. Probably the best screen I've ever seen from you. Seriously, it's awesome.
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A recent shot of The Lost Kingdom DX. This shot looks nothing like the orignal screen Moscow Modder did; This is the entrance to the Cult of Ganon (renamed to Ganon's Cult).

This one's good, has a great layout, and I love the way you have the patches of grass, especially the one hanging over the top of the cliff. However, you're using the sand wrong. There are four tiles meant to be used about evenly, while you have a huge patch of only one on the left side of the screen and near the top. Spread the other three sand tiles around, and you'll have a very good screen.

#123 Jared

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Posted 20 April 2011 - 01:36 PM

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What do you guys think of these finished screens? Too many flowers?

#124 Moon

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Posted 20 April 2011 - 01:39 PM

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This is a really good screen, but it could use some people and maybe some leaves
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This screen is also really good, but the top of the mountain could use some more details icon_thumbsup.gif

Edited by Yoshidude, 20 April 2011 - 01:39 PM.


#125 Jared

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Posted 20 April 2011 - 01:47 PM

I put some dirt and tall grass on the mountain, put two people on the first screen, and leaves everywhere.

#126 Sheik

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Posted 20 April 2011 - 04:02 PM

Lynker, there's something that bugs me about your screens. Don't get me wrong, they look pretty good already. But I firmly think that you use the space of the screens in a odd, meaning bad, way. I dearly suggest to try to always "frame" the screen and to make sure that the middle of the screen isn't too busy with objects that are placed randomly. That first screen for example. Try it and remove the 2x2 trees and bushes in the middle of the screens (and also the one on the left side). Than try to place those slashable flowers in more of a "Zelda fashion", probably in a row on the left side of the house. The screen will look a lot better in my opinion. Not only will it be cleaner, but it'll also be more pleasent to look at it. Than the sceond screen. There's a mountainrange going almost diagonally through the middle of the screen. That fine if it seperates two pathes on one screen, for example, but looks just odd if the screen is actually a "house-screen". A "house screen" should usually treat the house as the most important element and give it appropriate place to "shine". It shouldn't be something you just place somewhere at the edge where it takes the least space possible. Just think about how the screen's going to be played: Link will probably just walk into the house. Why the heck isn't the screendesign supporting this only gameplay-element the screen provides? My suggestion? Get rid of the house and have a "two pathes screen" or move the the mountain range greatly to the southern border of the screen and replace the house. A screen should always scream "go interact (i.e. "enter") with my important gameplay elements (i.e. "the house"). To achieve this, we have screendesign.

#127 Alestance

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Posted 20 April 2011 - 04:53 PM

QUOTE(Lynker @ Apr 20 2011, 02:36 PM) View Post

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What do you guys think of these finished screens? Too many flowers?



I honestly don't like how you tier shadows above everything else(the mountain shadows). If you absolutely must use mountain shadows, you should probably use transparent layers.

#128 Dawnlight

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Posted 20 April 2011 - 05:13 PM

QUOTE(Alestance @ Apr 20 2011, 04:53 PM) View Post

I honestly don't like how you tier shadows above everything else(the mountain shadows). If you absolutely must use mountain shadows, you should probably use transparent layers.


I agree. Having tier shadows prevents you from adding detail to the grass thus making it look pretty strange. It's like having detailed grass with sideburns.

#129 William

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Posted 20 April 2011 - 05:23 PM

QUOTE(Lynker @ Apr 20 2011, 01:36 PM) View Post

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What do you guys think of these finished screens? Too many flowers?

They look pretty basic, although that's not necessarily a bad thing. Way too many different trees, however, is a bad thing. Using that many tree variants makes the screen look very random. In my opinion, I'd just remove all the 2X2 trees. Or at least make them all the same type of 2X2 tree.

#130 Jared

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Posted 20 April 2011 - 05:32 PM

How am I supposed to use transparent layers on the mountains shadows if DoR didn't come with any?

Edited by Lynker, 20 April 2011 - 05:32 PM.


#131 Supindahood

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Posted 20 April 2011 - 05:42 PM

There is shadows, look at the page before all the mountains, it should be there somewhere.

#132 Bourkification

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Posted 20 April 2011 - 05:55 PM

QUOTE(Sheik91 @ Apr 21 2011, 07:02 AM) View Post
My suggestion? Get rid of the house and have a "two pathes screen" or move the the mountain range greatly to the southern border of the screen and replace the house. A screen should always scream "go interact (i.e. "enter") with my important gameplay elements (i.e. "the house"). To achieve this, we have screendesign.
What I'd actually do is keep the house there, but remove the door, so its just a full wall. This hints to the player that there is more things to interact with on the screen above and gives them a good reason to look around. I think it also gives a feeling of greater presence. One of the most simple ways to give a feeling of a town is to have one or two buildings you can enter on a screen, then have another one or two that you can't enter.


#133 Alestance

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Posted 20 April 2011 - 07:32 PM

QUOTE(Lynker @ Apr 20 2011, 06:32 PM) View Post

How am I supposed to use transparent layers on the mountains shadows if DoR didn't come with any?


Draw them. The shadows are VERY simple shapes and are easy to mimic.

#134 Orithan

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Posted 21 April 2011 - 05:19 AM

@Yoshidude: Thanks, I was expecting this feedback, but I didn't want to enter the GB screen in SR 60 in fear of getting creamed by Shiek and Giggidy when they are competing against each over.

@Russ: Thanks, I'm glad you liked my screen, the DoR screens I showed was ment to show off my product of panstankingly working with the DoR mountains in their perspective rather than the actual screendesign. Their difficulty to use is a small price to pay for using great mountains.

@Lynker: The screens look fine designwise, but the way you used the space is rather odd. In the first screen, most of the features are clustered in the centre and there are a couple of things that would be too close to the edge, going in and out of the screen. Move the topmost big bush near the northen exit so it won't get into Link's way, also there is the gate on the southern exit that, in a screen you showed us eariler, ends up in Link's way if he exits the screen through the south right next to any of the mountains. In the second screen, the one where Link is in, there isn't much covering the SE corner; try fixing that. Also, try to keep to one type of tree on both screens. For example, the big pines don't go too well with the semi-LttP-styled trees on the same screen. Also, don't put bushes on the edge of a screen. Link can cut into them, but they lead into an unwalkable mountain face, and you have to cut them again when you walk back into the screen.



#135 Moo2wo

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Posted 22 April 2011 - 08:59 PM

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Link patiently awaits his chance to shoot down that Moblin, but he's becoming distracted by the new, brighter colors on that Blue Octorock...



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