The Official Quest Screenshot Critique Thread
#1381
Posted 21 November 2011 - 05:25 AM
#1382
Posted 21 November 2011 - 06:24 AM
Seriously, I love and dig what's going on in your subscreen. I got nothing to complain about. Also the heat gauge is a wonderful idea, this would certainly make me stop to think when I'm going to do a spin attack etc.
Beautiful, thanks.
Drat, I was going to edit this into the other one, but Page 70 took root...

The Red Borders of Pending Mortality are back.
Also note, Felix has his own "got hurt" pose, that I programmed in myself. You only see it a split second at a time in the game though. Usually.
And for comparative purposes, here was the old shot of the Death Borders from months ago:

I got many complaints about these ones back then, for being obstructive and distracting. If you'll notice, I took precautions against that when I re-added them by making them smaller and a darker color (the size of the borders in both shots are as far out as they go-- in the game they oscillate inward and outward like a heartbeat). Personally I think the new ones look a LOT better, and I hope people agree and that I did well in fixing what needed fixing.
#1383
Posted 21 November 2011 - 07:34 AM
#1384
Posted 21 November 2011 - 08:29 AM
#1385
Posted 21 November 2011 - 08:50 AM
@Schwa that is not the current version of the screen, this is my new screen
Edited by Nightmeres, 21 November 2011 - 01:51 PM.
#1386
Posted 21 November 2011 - 01:34 PM
Besides the title how is my dungeon generic?
Take Dawnlight's dungeons for example, his are very original and they have a special feeling to them.
Perhaps if you added some more details, like pits, statues, heck even lava would make it look better
#1387
Posted 21 November 2011 - 01:57 PM
Forget I said that, I disagree with you Yoshidude. Sure my dungeons appear mundane. But they have a sparkle unlike most dungeons. Scripted dungeon elements. Hell even my doors are scripted. Anyways, does the statue look out of place or no.
Edited by blackbishop89, 21 November 2011 - 02:10 PM.
#1388
Posted 21 November 2011 - 02:34 PM
#1389
Posted 21 November 2011 - 02:37 PM
I agree that scripted dungeons are pretty darn epic, but the dungeons do look generic and plain - almost no detail and an ordinary-seeming brown palette. If it's just practice for scripting then it's fine, but if you're gonna make a quest, most players like to play quests that have at least some eye-candy.
#1390
Posted 21 November 2011 - 03:02 PM
Would you slap me if I said I liked the original subscreen more?
Yes.
Nah it's all good.
What about the old one makes it better? Other than the fact that it's actually finished?
Also. Guys, do you think I should add a minimap to the (new) Subscreen? If space is an issue, I could actually script a custom one myself if I absolutely had to, so with that in mind, would a minimap improve things or would it be better to limit that to the Active Subscreen?
#1391
Posted 21 November 2011 - 03:08 PM
#1392
Posted 21 November 2011 - 03:18 PM
#1393
Posted 21 November 2011 - 03:20 PM
I think what the issue with your dungeon being generic is that there's no overlaying theme to it. Take the official Zelda games, for example. Ocarina of time had, just in the first three dungeons, a forest theme, a fire theme, and a water/electricity theme. Your dungeon, to be blunt, looks like the general theme is "brick-covered hole-in-the-ground". I mean, you can take your dungeon, and probably just put it anywhere in the game, and it wouldn't be questioned. Near a graveyard, it'll fit. Under a mountain, it'll fit.
Personally, since you're saying that you're going with a lot of scripting in your dungeon, either make scripts that will help incorporate a theme, like going underwater in flooded chambers and having an air meter or something, or just completely cover the screen with the appearance of a theme without changing the play-field. Have huge parts of your floor a see-through mesh, with waterfalls and flooded pools beneath it, swap out some of those solid walls for open-air empty space where we can just see the water and natural beauty of the rippling pools and foaming currents. (This is just a water theme, as an example.)
Right now, all we see when looking at your picture is dirt and bricks. Layout-wise, it looks interesting, but theme-wise, it's just a bricked-in hole.
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@Schwa
The minimap on the passive subscreen never really seemed to be all that useful on its own. I think it would be just fine restricted to the active subscreen, unless you can think of a reason to make it important to have close at hand. If you were to add a compass-like feature to point you in the general direction of your next goal, then it would be useful enough to put in. Personally, I tend to get a LOT more use out of the spacebar-map. It gives more details on where things are, and it's faster to bring up to look through than the active subscreen.
I don't see what problems you've been having in drawing the subscreen, it looks pretty good. I think if I were to recommend a change, though, it's that the health bar seems to blend in with the red background on that part. Could you change the health bar to a different color, so it stands out a bit more?
By the way, I love the idea of the red "pain border" when Felix gets hurt. Are you going to put in a sound effect to go with it? You could have it get slightly louder the less health Felix has.
#1394
Posted 21 November 2011 - 03:23 PM
The subscreen is interesting but maybe a little too random looking? Maybe when it's finished that effect will be diminished somewhat. It's certainly very creative.
Finally the low health effect is pretty cool, actually. It reminds me of some modern FPS games, it helps make you feel like you're about to die. And I agree, it's much better then the original attempt - not only in size but color (hue and intensity). Orange just doesn't fit for this kind of effect.
#1395
Posted 21 November 2011 - 03:27 PM
Yes.
Nah it's all good.
What about the old one makes it better? Other than the fact that it's actually finished?
Also. Guys, do you think I should add a minimap to the (new) Subscreen? If space is an issue, I could actually script a custom one myself if I absolutely had to, so with that in mind, would a minimap improve things or would it be better to limit that to the Active Subscreen?
I guess what I liked about the old subscreen was how calm it felt. The new one is like...WHOA MAN! BRIGHT TRIANGLES IN YOUR FACE!
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