Screenshot of the Week 291
#16
Posted 17 May 2010 - 04:00 PM
#17
Posted 17 May 2010 - 04:13 PM
I went with Russ. What is that screen remade from?
#19
Posted 17 May 2010 - 06:02 PM
#20
Posted 17 May 2010 - 06:50 PM
Russ: Light of the Heavens FTW (if you're remaking it, could you make Lucis slightly less insanely hard? )! I love this screen. I find it funny how people are nitpicking about the rock and the tree and not even noticing the awkward graphical cutoff around the waterfalls...
ChunkeM0nkey: That tileset pretty much makes any screen made with it look horribly broken when it comes to perspective. The mix of top view trees and overworld tiles simply ruins the shot.
#21
Posted 17 May 2010 - 07:17 PM
Russ: Light of the Heavens FTW (if you're remaking it, could you make Lucis slightly less insanely hard? )! I love this screen. I find it funny how people are nitpicking about the rock and the tree and not even noticing the awkward graphical cutoff around the waterfalls...
Ya, I noticed that, and fixed it earlier today. Thanks, it's nice to know so many people like my quest. I am remaking it, and I will see about toning down Lucis a bit, since everybody I've talked to about it hates him.
#22
Posted 17 May 2010 - 08:48 PM
#23
Posted 18 May 2010 - 12:06 AM
#24
Posted 18 May 2010 - 07:26 AM
Also, you shouldn't tone down Lucis. In fact, I think you should increase his difficulty. Especially his first phase (before he transforms.)
#25
Posted 19 May 2010 - 05:42 AM
Dude, Link, learn to swim! Seriously though, this screen looks attractive and playable. It also has a subscreen, which is a small bonus for any entry.
Whoah... I just realized that there is not a single tile on this screen that I haven't edited at some point, except for Link and the subscreen. That's pretty awesome.
Well, I might've just recolored the Oktoroks and the fish without editing any of their pixels. I forget. It's easy to lose track.
Russ:
I sense a measure of frustration in your caption. I would guess that this is because you're trying to use DoR mountains to create a "lip" that separates the water from the edge of the cliff. Yes, DoR was not made specifically to do that, though as you've demonstrated, it is possible. It looks a little cramped, though.
Did you layer SD3 grass borders over the water on layers 1-2?
ChunkeM0nkey:
Wow, those are actual Super Mario World tiles?... Just goes to show how dated early SNES graphics look like when compared to late SNES graphics.... you did a good job ripping and/or using them, though. On the other hand, they're so simple that there's not much I can say about screen design, except "hey, not bad."
I voted for Sephiroth. His use of DoR tiles is sleek and shows a good understanding of several difficult-to-master tile types -- LTTP-perspective DoR mountains, SD3 grass, and MC water. It's spacious but interesting, and it looks pretty playable, to boot.
#26
Posted 19 May 2010 - 06:41 AM
ChunkeM0nkey:
Wow, those are actual Super Mario World tiles?... Just goes to show how dated early SNES graphics look like when compared to late SNES graphics.... you did a good job ripping and/or using them, though. On the other hand, they're so simple that there's not much I can ssay about screen design, except "hey, not bad."
Actually, the mario tileset is made from SMW overworld tiles (which were some of the most plain tiles in the game), Super Mario Bros 3 Advance level tiles, and custom tiles (like the pipe). It also only has about 4 or 5 level palettes...
#27
Posted 20 May 2010 - 09:44 PM
Russ:
I sense a measure of frustration in your caption. I would guess that this is because you're trying to use DoR mountains to create a "lip" that separates the water from the edge of the cliff. Yes, DoR was not made specifically to do that, though as you've demonstrated, it is possible. It looks a little cramped, though.
Did you layer SD3 grass borders over the water on layers 1-2?
Not so much frustration. It just took a whole long time for me to do. DoR might not be made for you, but you can force it to work like that. And it looks good, I think.
Yes, the grass borders are on layer 1 and 2. Why?
#28
Posted 20 May 2010 - 09:49 PM
#29
Posted 21 May 2010 - 04:53 AM
I guess it's fair to point out that Super Mario World has much better tiles. But most later SNES games wouldn't have anything like that in the game at all.
Anyway, it seems like you're using the tiles correctly, regardless.
Yes, the grass borders are on layer 1 and 2. Why?
Well, I'm glad you're patient, but if it takes so long to do, maybe there's an easier way around it. It depends on how flexible you want the graphics to be. Ironically, flexible graphics sometimes take longer to work with since you need to use a wider variety of tiles.
For instance, I realize you are using the SD3 grass borders and water from the DoR tileset "right-out-of-the-box," but it would be possible to combine SD3 grass borders and water into one layer if someone employed 8-bit mode to create some new tiles. It might limit the flexibility, though, so whether or not that is worthwhile depends on how tight you want your control over the appearance to be.
Make sense?...
#30
Posted 23 May 2010 - 12:12 PM
Russ - 20 votes = [44.44%]
ChunkeM0nkey - 9 votes = [20.00%]
Total Votes: 45
Russ
This is what happens when you take a detailed Pure screen and try to turn it into a detailed DoR screen...
Russ wins this installment! Now onto Screenshot of the Month for even greater glory!
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