Screenshot of the Week 288
#16
Posted 20 April 2010 - 08:58 PM
#17
Posted 20 April 2010 - 09:16 PM
#18
Posted 20 April 2010 - 09:18 PM
In comparison to Jupiters screen it just suffers in importance or a WOW factor. Something that player will be like; oh cool! when they get to that point in the game... a visual reward for being an adventurous player I guess. Whereas he has a (assumingly) dungeon entrance and really cool moon up in the horizon, your shot lacks anything that produces any strong pull.
#19
Posted 20 April 2010 - 09:44 PM
#20
Posted 20 April 2010 - 10:07 PM
#21
Posted 20 April 2010 - 11:01 PM
I think he already won 3 times in a row!
No...last week was the first time I won. This week would only make two in a row (and two for all time). I'm ahead in MotM as well though, which might be why you'd think this....but I will submit something for next week.
Jupiter's is pretty awesome, so it gets my vote, though it really suffers from the white contrast on all sides... In order to properly view I copied it into a ms paint file and surrounded in black. Much better . Not that there's anything you can do about this, mind you, just a stray observation from someone whose submitted dark screenshots before. Everything about this is cool, and while busy I'd smile when I got to a screen like this in a game.
If that were from a game I was making the moon would definitely have a mustache and eyes though. You lose a few points there, but otherwise
Yeah, it actually does look much cooler in the dark in my room with all those stars twinkling. Thanks for the comments. Maybe next time I'll put a quirky face on my moons...a mustache is never a mistake...except for almost always
#22
Posted 21 April 2010 - 02:15 AM
...a mustache is never a mistake...except for almost always
Obviously you have never made graphic for a game set in the Victorian period. Mustaches! Everywhere! On the men! On the women! On the babies!
...and now there's going to be a baby with a mustache somewhere in this game. Inspiration, you are everywhere.
#23
Posted 21 April 2010 - 05:48 AM
Obviously you have never made graphic for a game set in the Victorian period. Mustaches! Everywhere! On the men! On the women! On the babies!
...and now there's going to be a baby with a mustache somewhere in this game. Inspiration, you are everywhere.
What about on fish?
#24
Posted 21 April 2010 - 12:09 PM
#25
Posted 21 April 2010 - 01:04 PM
EDIT: I should say that I voted for Jupiter, but I haven't gotten around to a full critique (as I like to do) yet.
#26
Posted 21 April 2010 - 02:50 PM
However, I just noticed that I forgot to write something about every screen this week oO. Well, bear with me, I'm having exams-week (two done, one more to go). Whatever!
Jupiter: The palette does not exactly work well with the sprite colours. However, it is a nice screen despite it's tiles are clashing style. I'll blame it on DoR. I don't like how green the rock is, but I like the atmosphere the scenery is providing.
lightdestroyer: Had I not nulled, I would have voted for you. It has a certain magical feeling to it, eventhough it's really simple. A calm tune would suit it well, talking of MIDIs. I suggest blocking the lower left cornor, though.
Sheik: Stop boring people with such randomness.
catfriedrice: (weird name...) the mountains are off and I spot an open cornor, but I like how you stick to one style of trees and give the area a sort of "personality" by that, eventhough it's pretty generic. It looks a bit like high-quality GB and little like DoR. However, that's how I like DoR to used: less style clashing. Your subscreen isn't perfect, but it's nice to look at anyways. Good work! =)
#27
Posted 21 April 2010 - 03:10 PM
Jupiter: The palette does not exactly work well with the sprite colours. However, it is a nice screen despite it's tiles are clashing style. I'll blame it on DoR. I don't like how green the rock is, but I like the atmosphere the scenery is providing.
Night scenes would definitely look better if the sprites shaded with them, so I definitely agree. I guess one could accomplish this by using cset 9 or something to recolor Link according to each palette...
Is it that the rock looks out of place? I am using those to block of pathways and such...and like the green for this area because it's supposed to be sort of lush, islandy, jungly area and I guess the green stones look mossy to me...I also edited the bottom line to make it look like it's sitting in the sand...but maybe it'd look better if different.
catfriedrice: (weird name...)
Yes.
...I'm assuming this is a reference to the reputed tendency of some oriental restaurants to use what some think of as pets in their cooking (a lighthearted stereotype). Which makes it clever enough if so.
Edited by Jupiter, 21 April 2010 - 03:11 PM.
#28
Posted 21 April 2010 - 03:33 PM
lightdestroyer: Had I not nulled, I would have voted for you. It has a certain magical feeling to it, eventhough it's really simple. A calm tune would suit it well, talking of MIDIs. I suggest blocking the lower left cornor, though.
Really ? Wow. Many thanks. The MIDI I use is a little rythmic to suit the fields feeling, but a calm enough to make a difference between that bright part and the ruined part of the world. About the corner, I don't know what to cover it with.
#29
Posted 21 April 2010 - 11:12 PM
And that's not just because of the prevalence of DoR tiles, though of course I don't mind seeing them.
#30
Posted 22 April 2010 - 03:58 AM
lightdestroyer: Ah, okay, sounds like a good MIDI from what you describe. That cornor, let's see.. tree, mountain, fence, rock,... there's a lot you could place there. You could also leave it walkable and just make it unreachable. But I think that I'd look best here if you remodelded the mountain a bit.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users