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The Official Quest Screenshot Critique Thread


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#1366 Sheik

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Posted 20 November 2011 - 05:03 PM

I like the palette.

#1367 Shane

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Posted 20 November 2011 - 05:07 PM

I feel his colours should be a little more brighter, the one he has looks okay, but the Evile's second version might suit the screen, wouldn't hurt to try, right? icon_razz.gif

And plus, the trees are small, the forest doesn't look overgrown and looks like it shouldn't be too dark.

Edited by Shane, 20 November 2011 - 05:08 PM.


#1368 Sheik

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Posted 20 November 2011 - 05:09 PM

Edit: Deleted.

Edited by Yoshimi, 20 November 2011 - 05:21 PM.


#1369 Nightmeres

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Posted 20 November 2011 - 06:50 PM

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link looks down at the forest below and thinks, "Hay....how do I get there?"


is this a better tree arrangement?

#1370 MoscowModder

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Posted 20 November 2011 - 06:51 PM

Those trees look huge... how close are they supposed to be to Link's position?

#1371 Nightmeres

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Posted 20 November 2011 - 06:53 PM

the level is floating far above them. the other trees i had were bad though. also i did say it was a ginormous forest

Edited by Nightmeres, 20 November 2011 - 06:54 PM.


#1372 Cobgoblin

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Posted 20 November 2011 - 06:57 PM

To be fair, trees can be pretty huge.

I assume the purpose of that screen is to get a treasure of some sort? It looks like a dead end.

Or perhaps the first screen of the dungeon? If so, some sort of floor design in a singular spot where you start would improve the design a bit. I also don't really care for the bite in the floor platform on the right side, I think it would be totally acceptable for the platform to come to a similar square edge on the right as it is on the left.

If I'm not being very clear, I can try to elaborate further.

#1373 Nightmeres

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Posted 20 November 2011 - 07:00 PM

there is a bombable wall to the right

edit:screen
this is the zquest version of the screen,

and by floor design can you elaborate on that

Edited by Nightmeres, 20 November 2011 - 07:10 PM.


#1374 Shane

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Posted 20 November 2011 - 07:19 PM

The trees are too huge to be part of the background the colours are odd compared to the greens of the grass (witch is oddly coloured because you didn't recolour it to fit in with the dungeon shouldn't be a hard job icon_razz.gif) and walls. The green mist should be replace with a white mist, we seen enough green. icon_lol.gif Now most of the tiles look randomly placed like the torches and portal I suggest moving them giving them a more fancy arrangement put the portal somewhere far apart from the two doors to give a little more breathing space. The floor choice is rather weird especially because you have the same roof tiles as well. icon_razz.gif Also the Dmap title is... long for a dungeon name. Try calling it something simpler. The idea of the room layout is good, btw. icon_smile.gif

Edited by Shane, 20 November 2011 - 07:27 PM.


#1375 Cobgoblin

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Posted 20 November 2011 - 07:24 PM

QUOTE(Nightmeres @ Nov 20 2011, 05:00 PM) View Post

and by floor design can you elaborate on that


Well, actually, don't worry about it, I did not notice the portal at first because the enemy was standing on it, so disregard.

#1376 Nightmeres

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Posted 20 November 2011 - 07:51 PM

screen edit 1

ok with this i added black trees and white mist. (Its the closest color i have to white) I also switched around the floor a bit.



screen edit 2
with this i changed the floor color

which is better red floor or green and did i improve on the screen?


#1377 Shane

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Posted 20 November 2011 - 07:59 PM

I liked it green, the red is to bright in comparison with the green. I suggest moving the door 2 tiles to the right, so it has a perfect arrangement with the screen. The white mist could use a little more work 75% of it's purple, a little editing would do the job (good job actually). icon_smile.gif A few statues wouldn't hurt either. Make the trees another green without them distracting and you got yourself a good screen. icon_smile.gif

Also mind if you remove the white specs on the wall? icon_razz.gif

Edited by Shane, 20 November 2011 - 08:00 PM.


#1378 Mero

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Posted 20 November 2011 - 08:19 PM

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#1379 Nightmeres

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Posted 20 November 2011 - 09:39 PM

my screen

@shane ok i added everything you said is it good now?

@blackbishop89 not much to say here since your going generic with your dungeon, i say you pull it off nicely

#1380 Schwa

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Posted 21 November 2011 - 05:08 AM

I've got a new one.

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Spin Attack in action. You can now see its TRUE carnage potential here, where two Octoroks are stuck repeatedly; a fully accurate assault will land seven consecutive hits on all surrounding enemies while stunning them, the seventh and final blow throwing them in all directions backward from Felix at extra power. The total damage dealt is approximately 3x to 3.5x that of a normal Sword hit, and it's AoE, and also, Spin Attack also shields Felix from projectile attacks now (except serious ones such as Magic of course).

But there's a catch! Look at my new Subscreen? That little yellow meter is the "Heat Gauge". Using super-powered attacks such as Spin Attack drains the Heat Gauge, which gradually recharges, meaning that even when you master the needed button sequence and can pull one out of nowhere whenever you want, you can't spam this attack. Two is all you get without having to wait.

Anyway, this isn't just me showing off again. icon_deformed.gif I am actually interested in getting criticism on the unfinished subscreen. I struggle with subscreen graphics more than anything else in Zelda Classic, and I think I did an okay job at re-making the image I had in my head, which was basically just shapes breaking off and disintegrating, and then putting the generic doohickeys (button items, counters, life gauge, etc.) on top of those triangles. The empty space above the Life Gauge MIGHT be where I put the Minimap, but I might up and decide to limit the Minimap to the Active Subscreen instead. Not sure. Anyway I'm not trying to be Radien with the graphical work, I'm horrible at this, so I'll really be happy if I've done a sufficient job here and the sight of the subscreen here doesn't make people wretch. icon_neutral.gif Let me know, and thanks.

Oh also, do you think "Life Energy" is redundant or confusing and should be changed to another term? And what's people's consensus on the new Life Meter compared to the old (rectangle) one, if any?

QUOTE(Nightmeres @ Nov 20 2011, 03:50 PM) View Post

IPB Image

This is sweet. icon_smile.gif Hard to see what was going on at first, but then I realized how creative it was. My guess is it's better when animated, eh? No worries. Nicely done.


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