EZGBZ 2.0 (by Akkabus)
#16
Posted 28 July 2010 - 06:06 PM
#17
Posted 28 July 2010 - 09:34 PM
http://i81.photobuck.../zelda013-4.png
http://i81.photobuck...at/ruinsmap.gif
#18
Posted 29 July 2010 - 12:14 AM
EDIT: I reuploaded a new version of my previous village image. Go check out the first page for the new updates!
Edited by DarkFlameWolf, 29 July 2010 - 04:08 AM.
#19
Posted 30 July 2010 - 02:33 PM
With Ganon's Claim down, does that make it a collector;s item? Just kidding, of course.
#20
Posted 30 July 2010 - 05:29 PM
EDIT: Ganon's Claim, I guess you could say that.
Edited by DarkFlameWolf, 30 July 2010 - 05:30 PM.
#21
Posted 30 July 2010 - 06:19 PM
#22
Posted 31 July 2010 - 02:25 AM
hi dfw, i'm flattered you're using my tileset! i wish i could give you some examples, but i'm still trying to figure out the set, too. however, if you want some bad examples, just ask, i'm quite skilled!
hint: one thing you might want to try, for overworlds, is to treat the green grass as a type of border for other objects. also, if you have a wall of mountains, try breaking it up into smaller sections with waterfalls or those thin-mountain tiles, which seem to be used a lot in the official gb games.
also, try blindly copying the real game maps to get a feel for the set:
http://www.vgmaps.co...aLinksAwakening
though for some reason, the screens look good in the real games, but they look plain when i draw them out in zc. maybe because of the screen dimensions...?
why are you flattered that he/she is using it and no one else?
#23
Posted 31 July 2010 - 02:25 AM
#24
Posted 31 July 2010 - 04:34 AM
well, I need help because I want to do better than I did last time. I didn't feel Ganon's Claim was that good so I took it down. (if you hadn't noticed) and I'm 'planning' on replacing it with something else. But no promises yet. (so don't get excited)
Funny you say that because Ganon's Claim was one of my favorites. Maybe I have bad GB design taste, but I think you have it down pretty good. My only problem with it was that the overworld felt too flat. I've noticed that a lot of my favorite GB screenshots have two or three levels of elevation.
#25
Posted 31 July 2010 - 10:22 PM
#27
Posted 01 August 2010 - 01:20 AM
edit: here's some examples.
1. two-level dungeon.
2. one chest, many colors.
3. mixing overworld with dungeon tiles.
4. standard style dungeon.
Edited by Akkabus, 01 August 2010 - 03:37 AM.
#28
Posted 02 August 2010 - 08:37 PM
#29
Posted 08 August 2010 - 06:04 AM
EDIT: All right everyone, the town: Valhalla is finished. Tear it apart and tell me what you think:
I made it so there is enough mystery involved in just the town itself, revolving around HC Pieces teasing you straight from the start, two magic upgrade locations, a dungeon location and various paths leading out of the village and that mysterious bird statue/windvane. Lots of stuff crammed into this small area, you just have no idea yet.
I still feel like I'm struggling to make these screens as detailed as possible. Like I'm not doing enough to make them interesting. Maybe it is just me and my high expectations of myself now. I'm still not sure I have it in me to create a full quest anymore. But we'll see, I'll keep working on it slowly, bit by bit.
Edited by DarkFlameWolf, 08 August 2010 - 07:37 AM.
#30
Posted 08 August 2010 - 08:32 AM
However, why is you village so small? I hope there will be other villages, and bigger than that... :/
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