Ebola Zaire: In the words of Migokalle: JESUS, MAN! THE COLORS! THE COLORS!
•Ebola Zaire: The palette of the swamp felt a bit bright, but in a good way. The main problem was that Link's sword and the enemy palettes were normal palettes with hard black outlines. If you plan to use unnaturally bright palettes, be sure that EVERYTHING is bright, and I do mean EVERYTHING.
I really didn't like any of these, but out of all of them, Ebola Zaire's won my vote.
Thanks for the vote, even if you didn't like the shot that much. Part of the problem is that the work I do in the Gameboy tilesets is mostly for kicks and giggles, so the subscreen is just kinda "eh" and I didn't bother making any edits to the palette beyond CSets 2 and 3. Rest assured that I am aware that the sprites don't go with the palette, but in my mind the subscreen is a much worse offender.•Ebola Zaire: The palette of the swamp felt a bit bright, but in a good way. The main problem was that Link's sword and the enemy palettes were normal palettes with hard black outlines. If you plan to use unnaturally bright palettes, be sure that EVERYTHING is bright, and I do mean EVERYTHING.
I really didn't like any of these, but out of all of them, Ebola Zaire's won my vote.
Ebola Zaire- I love the colors and the trees...but otherwise, meh, I honestly don't see why this is getting so many votes. There's just nothing all that interesting about it. Plus, I don't like how squarish that tall grass looks...it's really bothering me. Don't get me wrong, this is still a fine screen, but not nearly as worthy of winning as ZeeLiam or Sephiroth for my money.
The grass is also an unfortunate result of limitations in current gameboy tilesets and my lack of willingness to fix them. If I was making a quest in this tileset, I would try to find a smoother transition (and in fact am pretty sure how I would do it) but for this purpose I left well enough alone. Gameboy tilesets also suffer from some extremely limited water tiles, now that I think about it.As for why it's getting votes, I think the answer is simple: consistency. In my experience with SotW, consistency (that is, how well the colors fit together, whether you have a lot of style-clashing or not, etc.) is a huge factor in which screens win. Colorwise I focused the screen on three hues; green, blue, and brown, all of which mesh very easily. The contrast is also turned down drastically from default GB palettes (which Daemon and ZeeLiam used) which contributes a lot to the "consistency" factor. I limited myself to one type of small tree, one type of large tree, two grass details, and one bush, and one color for all details.
I like the brightness in Ebola Zaire's pic but the water puddles lacks details (I always use a set of relational style shallow water combos)
I'm not quite sure what you mean by "relational."