Screenshot of the Week 233
#16
Posted 20 October 2008 - 07:45 AM
#17
Posted 20 October 2008 - 08:42 AM
It's an alright shot- it's too sparse on detail and there are too many vertical lines in the design, though.
Zenith: 8/10
You could've been a it more liberal with the floor detail, but otherwise a well-designed shot.
Angeal: 7/10
Good sot, but I don't have much love for the style. It feels overused and bland. BUT, because you asked:
- Pretty much any default palette in almost any main tileset isn't very good, and this is no exception.
- The mountains are straight and angular, killing any natural vibe from the shot.
- The graphics may be standard Pure, but that house does not look good.
CastChaos: 7/10
The detail is good, but the screen is too sparse on actual objects. It's just flat and empty.
#18
Posted 20 October 2008 - 09:45 AM
CC: For some reason, that mountain looks like it's only one tile high. Try adding clouds around the edge of it.
#19
Posted 20 October 2008 - 04:32 PM
#20
Posted 20 October 2008 - 06:35 PM
CC I think you should take those shadows out or make the shadows a lot smaller. If those clouds are as high as I think they are supposed to be than their shadows would not be that big as the player is supposedly really high up.
Waaait... you think that the clouds are as big as Coral and so their shadow should be smaller than a pixel? No, this is a great height and the clouds are far from the "camera", so their shadow must equal their size.
Perspective error? Sue Nintendo for making ALttP Mt.Death. I took the idea from there. Otherwise it would have been just the blue air, like at BB Mt.DeadEnd. My brother prefers that method, but I need to show plants in a spring overworld...
#21
Posted 20 October 2008 - 10:05 PM
Yes the cloud shadow would be the same size, if not bigger, depending on how close the cloud is to the ground/sun, but you are high up therefore the shadow would look smaller. It's just how those trees get small tree sprites as well.
Edited by LinkMystro, 20 October 2008 - 10:17 PM.
#23
Posted 21 October 2008 - 09:54 PM
You first have to add variety so that one color does not dominate over another. So instead of using the gray road try using the color coded road. Also, for mountains, try not to make it so generic and straight. Make the mountains breathe and come up with inventive ideas of formation. As for ground detail try using flowers or any anything that doesn't make the screen look empty. I hope this helps.
#24
Posted 21 October 2008 - 10:04 PM
Oh and ZS don't use Pure Grass or DoR grass. I like the grass you are using now, but with that grass make sure to make it not look empty but clean at the same time. Although in some parts it shouldn't be too clean By clean I mean not too random, not too patterned.
I suck at explaining.
/me runs
Edited by LinkMystro, 21 October 2008 - 10:07 PM.
#25
Posted 22 October 2008 - 08:40 AM
This is what I have done to remedy the Basiciness of my shot. It looks tons better if you ask me.
#26
Posted 22 October 2008 - 09:08 AM
#27
Posted 22 October 2008 - 10:13 AM
#28
Posted 22 October 2008 - 11:24 AM
[edit] Lolcrap wrong thread. Should say i voted for Zenith so I don't make this off topic. Good, solid cave shot. Can't say there's anything really outstanding about it, but it is very appealing to look at
Edited by Relic, 22 October 2008 - 11:31 AM.
#29
Posted 22 October 2008 - 12:05 PM
A great pure shot overall. I would add some more ground detail, but aside from detail, it's pretty good.
Zenith
A solid cave shot. It could use a little extra ground detail but the design is pretty good, and tile usage is great. *Vote
Angeal
(Commenting on the new shot)
It looks much better than the original, but I'd add a little more ground detail. Maybe some dirt and what not. Maybe a different pallette.
CastChaos
A solid shot. The detail is good, and overall is done nicely. My only problem is that the mountains at the top don't look that high up. They appear more like a small ledge than a really high-up mountain.
Very good this week! All well-done shots, IMO. Keep it up everyone!
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users