How ON EARTH can you mistake Gashin's tileset for the Pure set?
Stop overcrowding the screens
#46
Posted 12 November 2006 - 10:35 AM
How ON EARTH can you mistake Gashin's tileset for the Pure set?
#47
Posted 12 November 2006 - 10:46 AM
My mistake
#49
Posted 12 November 2006 - 11:11 AM
Another reason why you can't compare ALTTP to ZC is because, well, the resolution. And Link. Link was a bigger guy, therefore needing more space to roam around. The resolution was also different, giving the illusion of open spaces.
One more thing to add, in ALTTP Nintendo could put anything anywhere, to make the screens better. IN ZC, we don't have that free-roaming ability, therefore have to organize screens differently, usually trying to fin more into a smaller space, due to the limitations. If we put anything anywhere we want, there would be so many glitches the quest would be virtually unplayable.
#50
Posted 12 November 2006 - 02:21 PM
Overcrowding in ZC is good it makes the quest look better (well is everything looks right)
#51
Posted 12 November 2006 - 05:58 PM
Take a screen from Hyrule's darkness (my quest) and it is bland now take a HOD or Link's birthday DX and it looks great
Overcrowding in ZC is good it makes the quest look better (well is everything looks right)
...You're joking, right? Overcrowding screens is NOT good. There IS such a thing as too much in ZC, you know.
#52
Posted 12 November 2006 - 06:44 PM
1: You can overcrowd the screens a LITTLE (Notice the italicized LITTLE), but that's only detail wise (Like shadows, little streams, grassy grass, ect.) Don't make it nearly impossible to traverse around the map.
2: Don't leave them bland, though. It'd get boring to go screen after screen with little to no activity. Add some... suprises on each screen, clever secret combo's, ect. (Like a tamed Leever going back into its hole-thingy after you hit it with the hammer. Of course, you'd have to use secret combo's, ect.)
...there's my 2 cents.
#53
Posted 12 November 2006 - 07:47 PM
Remember to think about what kind of environment your screen will be in, as well. If it's a mountain, make it mountainous. If it's a plain, make it nice and open. If it's a town, put in a fair amount of people, but not too few or too many.
#54
Posted 13 November 2006 - 11:09 AM
but too much space i made that mistake before everyone hated the quest
#55
Posted 13 November 2006 - 12:43 PM
#56
Posted 14 November 2006 - 03:36 AM
However, the designer must consider different aspects of the game.
1. Playability. Does the screen, and those surrounding play well? Do they serve to be interesting, unique.
Or do they force a player to go round in circles for nothing? I call that linear play.
I like a game that allows non-linear play. Where I as a player have the illusion that I'm guiding the game along.
2. Visibility. What does the screen look like? Is it eye pleasing? (After all a video game is sound and graphics. Take away either, and you have black and white dots fighting each other...)
These two aspects create a tension. You want your qst to look good, but you want it to play well, too.
Overcrowded screens look good for screenshots, but are scummy to play.
That's my two cents on the subject...
Tom
#57
Posted 14 November 2006 - 10:05 AM
#58
Posted 15 December 2006 - 06:17 PM
I've played a few quests, though I only just discovered ZC recently. From what I've seen, a lot of the quests are very well done. Some are not so well done.
Less is often more, especially with animation involved, and more detail is not always a good thing. Working with 2d/8bit/16bit tile graphics is an art form, and by no means does having spacious screens make your world appealing to the eye. Guiding the eye with well designed screens, to lead the viewer/player here and there, it's all important. Just because you have the detail, doesn't mean you should use it. Sure, some things in life are busy, there's no denying it, but not everything is busy.
I don't know, obviously space in the game is limited, and even I find myself making screens and later being disappointed by them either while playing or editting things. Anyway these things are just my opinions, not saying I'm completely right.
Here's a screen I designed, not a lot of walking room, but there are no enemies:
#59
Posted 16 December 2006 - 12:40 AM
I also have to say...WHO CARES IF THE SCREENS ARE OVERCROWDED! If theres no then the room is fine with me. You know, sure, sometimes space is good but other times space can be a pain in the @$$.
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