how could I do more detail?
#16
Posted 24 February 2006 - 06:28 PM
#17
Posted 26 February 2006 - 10:27 AM
You can freeze little lakes over, make little ice puddles, put snow all over boulders and assorted cacti, etc. You're right though, deserts don't need as much visual detail as in everything else. However, it's still CRITICAL to have a good midi for the mood. Without that midi, you may as well be walking through one long boring hallway.
#18
Posted 01 March 2006 - 10:39 PM
I'm teh new show-off!
I bet I inmproved right?
you can see my new screens at the official screenshot thread just to tel u
Edited by XdragonSB, 01 March 2006 - 10:40 PM.
#19
Posted 01 March 2006 - 11:26 PM
I like that picture, Adventure Tileset right? Anyways, you are on the right track now, I will take a look at your screenshot thread also.
#20
Posted 02 March 2006 - 02:27 AM
#21
Posted 02 March 2006 - 08:31 AM
Overworld:
- Mix up the trees. I can't stress this one enough... Using only one type of tree throughout the quest gets REALLY boring.
- Vary your flower colors. This is also another big problem.
- Don't clump in too much detail. Some looks alright, but having every tile as a flower or something gets really old.
Dungeon:
- Floor borders. These are really important in many quests... as dungeons look much less sloppy with them.
- NEVER make all square (or rectangular, in ZC's case <_<) rooms. They're boring.
- Use some off-center doorways, and maybe even some "long" doorways. (Where you enter the doorway before the end of the screen, and walk under some ceiling.)
- Don't forget your wall decorations.
These are just some pretty basic tips, though...
#22
Posted 02 March 2006 - 08:32 AM
I'm teh new show-off!
I bet I inmproved right?
you can see my new screens at the official screenshot thread just to tel u
Its better than most of the stuff youve made, but could still use some "sparkle", as in maybe some more floor tiles, I really dont like the color you used for the 1st level celing... make it the same color as the rocks its touching! And the doors on the sides are just awful, although thats more the adventures fault than anyones... a quick edit to at least make the rocks look like they are moved should make this all better.
#23
Posted 02 March 2006 - 11:10 AM
#24
Posted 02 March 2006 - 07:20 PM
You can freeze little lakes over, make little ice puddles, put snow all over boulders and assorted cacti, etc. You're right though, deserts don't need as much visual detail as in everything else. However, it's still CRITICAL to have a good midi for the mood. Without that midi, you may as well be walking through one long boring hallway.
Well, I'm using Cloudtops from Minish Cap for the overworld... I mean, Yeah, I'm trying to make it so its not just the overworld from LoZ, but that it has been ravashed and destroyed, so that some parts of it won't be accesible til later. I don't want to use Gerudo's Desert from OoT in this game, its too overly used. I was thinking World of Ruin overworld from FFVI would be cool (at least after you get the airship there) and hey, an idea, a dungeon that's in an airship, whew, my mind just pops ideas quickly. Also, how do you do layering so trees don't have a black backround?
#25
Posted 03 March 2006 - 11:05 PM
This is where Link starts in the strange land. The bed of flowers breaks his fall from the sky, kinda like Cloud from FF7 after the Air Buster fight.
And is there anyway I can get "Life" to appear on the top of Link's hearts?
#26
Posted 04 March 2006 - 01:17 AM
#27
Posted 04 March 2006 - 04:03 PM
The DoR tileset has them. I'm sure of it.
And Icedragon, not trying to rent-a-mod, but I believe that you should of probably posted the screenshot in the Official screenshot thread. And, what happened to the little swirles (Circles) on the big tree? Is it meant to look like that on purpose?
And, I don't think LITTLE flowers would cushion his fall. Try using those cuttable flowers, making them un-solid.
And, XdragonSB, your screenshots look stupendouse. In otherwords, awesome.
#28
Posted 09 March 2006 - 07:29 PM
#29
Posted 09 March 2006 - 08:53 PM
Also, try to edit the tiles so they look "fall apart", like you want it too.
#30
Posted 10 March 2006 - 04:32 PM
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