Yoshi, you nailed it. And I usually hate transparent overhangs in GB. But you make it look so good. I'm impressed!
Screenshot of the Week 329
#31
Posted 18 July 2011 - 03:16 PM
Yoshi, you nailed it. And I usually hate transparent overhangs in GB. But you make it look so good. I'm impressed!
#32
Posted 18 July 2011 - 04:56 PM
Pabru That shot is dark and evil looking.
Keiichi123 Your shot is good, Nice job on the house tiles love it.
:0
Edited by Rudolph043, 18 July 2011 - 04:57 PM.
#33
Posted 18 July 2011 - 05:41 PM
DEAR GOD what is this
EVERYTHING is the wrong color
even if the colors weren't that bad it's still extremely bland and straight and random and this is probably beyond repair ewffrgeffff 0/10
DigiPro31279
Too square and there's absolutely nothing special about it. There's like no detail at all. 1/10
Lightwulf
It's alright. The black outlines look weird. Other than that it's an acceptable shot but it's nothing too fantastic. 5/10
Pabru
It's toooo squareeeeeeeeeeeeeeeeee 2/10
Yoshidude
It's not bad!
The transparency looks bad because it's GB, and you have some trees lined up directly behind each other. There's some useless clutter up on the mountain, too. Also you didn't transition that shallow water at all. Other than that good job. 7/10
Cukeman
This is the only shot here I haven't seen A BILLION TIMES BEFORE and I love you and I voted for you and keep on being original and maybe ZC will un-die 9/10vote
Jared
I can't even see it.
Like I'm not going to strain my eyes just to look at your shot.
No rating.
Keiichi123
Why i the brush hanging off the mountain? That looks horrible. It kills the whole shot. The palette looks bad for the area too. 7/10
linktopower
Those sure are sidescrolling graphics. Graphics =/= good screendesign.
As for the screen, it's some blocks and some pillars and it looks like no thought whatsoever went into it. 1/10
#35
Posted 18 July 2011 - 08:16 PM
That's like, really rude.
IT'S NOT EVEN THAT DARK.
I not trying to say anything bad but maybe it's hard to see on a lcd screen
because i have to look pretty close the screen to make it out
i have a lcd maybe thats the cause?
Those sure are sidescrolling graphics. Graphics =/= good screendesign.
As for the screen, it's some blocks and some pillars and it looks like no thought whatsoever went into it. 1/10
thats harsh... I tried my best ....
Edited by linktopower, 18 July 2011 - 08:22 PM.
#36
Posted 19 July 2011 - 12:29 AM
That's like, really rude.
Well, however rude it may be, I'm in agreement with Lithium. I can't make out your screen at all, and therefore I'm not voting for it.
Anyway, I went with Cukeman. Pretty solid shot, and quite different. I really like it, actually. The rest of the shots (with the exception of Yoshidude's and Link's), were pretty bad. Nothing special or all that pleasant about any of them. I like Cremeens, but the brush hanging over the edge killed it. Digi's and aaa2's are just plain gross, and Lightwulf's and Pabru's shots I've seen a hundred times (there's nothing completely wrongabout them). I can't even see Lynker's, but from what I can see it doesn't look too special. Linktopower's is fine, and gets third in my book.
Cukeman > Yoshidude > Linktopower > Cremeens > Pabru > Lightwulf > aaa2 > Digi
I'm not going to rank Lynker's, since I can't really see it. From what I can see, I'd probably rank it somewhere between Cremeens' and Pabru's.
#37
Posted 19 July 2011 - 01:34 AM
Nnnnnonononononono. Please, learn to use palettes. And remember that CSets 2, 3, 4, and sometimes 5 are the ones that can be used for overworld and dungeon combos (a.k.a. "room tiles"). Do NOT use CSets 0, 1, and 6-11 for that.
DigiPro31279
There are no design errors, but this screen is far too dull. At the very least, these cave hallways needs some torches. At best, they need far more than that.
Okay, scratch that, there's one design error: the item window subscreen frames are not designed for that CSet.
Lightwulf
Looks all right for Classic, but the screen feels just a little bit cramped. For starters, I'd move the pound combo down three squares.
Pabru
The tiles are a unexciting, and that throne looks a little too close to the center of the room IF this is where a boss fight is going to take place. But otherwise this is pretty decently designed. Not sure about those walls in that palette, though.
Yoshidude
Not bad! Not bad at all! Ummm, I'm not sure what else to say here. It's just simple, well-done GBC. The canopy shadows add a lot in this case.
Cukeman
I realize you're going for an Escher-esque thing here, but instead it just looks generally wrong. It would take more complex graphics than that to really achieve the look you want. I've seen the Escher thing done in a game before -- Castlevania: Portrait of Ruin, I think -- but it's a LOT harder to make it work in a 3/4s overhead perspective like most Zelda games use.
Jared
Overall, this is generally a well-designed screen (I think), but at this size, against a light background, it's nearly impossible to make out the details, meaning it's not the greatest choice for a screenshot. The reason I say "I think" is because I can't make out all the details even when I get up close and squint. So: screen design gets roughly an A, but choice of screen to display gets a C.
Keiichi123
Ahhh, very nice use of DoR. Creative use of walkable space to make the visible areas feel natural. Also, it's rare and nice to see LTTP mountains being used WITH those "treetops in the distance" tiles.
There's just one problem: in the upper-center, where two mountain ridges meet, there are some incorrect tiles used. In order to make it work correctly you will need to make use of layer 1. Aside from that, some very nice adaptation of DoR tiles to suit your specific purpose for this screen.
linktopower
Hmmm, a basic Zelda 2/Classic hybrid side-view screen. It's okay, but I find that you're mostly just imitating a basic Zelda 2 screen. You might want to take care in remembering that some Zelda 2 tiles will look too big next to Classic sprites. That dog-head statue sorta dwarfs Link.
Okay, all told, it came down to Yoshidude, Jared, and Keiichi. Keiichi had that mountain tile error, but I felt it was a smaller problem than the extreme darkness of Jared's screen. Yoshidude basically didn't do anything wrong; the only difference is that it's easier to build screens in GBC than DoR.
So I ask myself, "which screen makes me want to play that quest more?" And the answer is Yoshidude's. It looks vibrant, interesting, expansive, and has stuff going on. So he gets my vote.
P.S. -
That doesn't sound very hard. I did that for BS water and Sun Tower ocean surf. If you show me an image file with the tiles you want transitioned (or some other type of example first if you prefer), I might be able to help you there.
#38
Posted 19 July 2011 - 06:58 AM
Jared got my vote like the dark feeling it`s not to dark.
#39
Posted 19 July 2011 - 11:02 AM
#40
Posted 19 July 2011 - 12:13 PM
IT'S NOT EVEN THAT DARK.
To be fair I did have to strain my eyes just to see some of the detail... it'd be good in-quest, but for a SotW entry... maybe not.
#41
Posted 19 July 2011 - 12:35 PM
#44
Posted 19 July 2011 - 04:04 PM
#45
Posted 19 July 2011 - 04:13 PM
Jared, suggestion: Delete all the black transparent tiles and place white transparent circles over those torches. Same effect, pretty much the same atmosphere, but you can see what's going on. You can make the palette a little darker, maybe, but those shadows are overkill in my honest opinion.
Edited by Sheik91, 19 July 2011 - 04:19 PM.
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