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Screenshot of the Week 746

Twilight Knight Aslion Bagu Hubydweyer Mani Kanina Mitchfork

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Poll: Screenshot of the Week 746 (41 member(s) have cast votes)

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#1 Aevin

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Posted 04 January 2021 - 03:15 PM

With a brief delay, you guys pulled through with six shots! This should be a lively one for the first contest of the new year. Drop a vote for your favorite, and consider leaving some feedback, too.

Aslion
Aslion.png
jumpoutthehouse jumpoutthehouse jumpoutthehouse jumpoutthehouse jumpoutthehouse jumpoutthehouse

Bagu
Bagu.png
Mines are dangerous...? Noooo, never :)

Hubudweyer
Hubydweyer.png
It's endless
It's mapless
No compass
No north star


Mani Kanina
ManiKanina.png
A dungeon with some green pegs as well as maybe something more?

Mitchfork
Mitchfork.png
I can see this sword behind glass, in a living room or den, in middle America... put over a hearth, or furnace, or whatever you have. I would see this over my work area down in the basement where I can come down, alone after an argument with my wife and look at the sword.

Twilight Knight
TwilightKnight.png
Don't look down!


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#2 Bagu

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Posted 04 January 2021 - 03:41 PM

I don't know what it is...
...but GB style quests are a bit too monochromatic, for me.
I like intense colours.

This week, my vote goes to Twily :)

This shot is PURE ART!!!
...and his entire quest looks very great.


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#3 Anthus

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Posted 04 January 2021 - 06:39 PM

Wait, wait, wait. Don't tell me your guys are working on Peril of Rectangle Country again. That's hype :D

 

Voted for Aslion.


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#4 Professor Bedwetter

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Posted 05 January 2021 - 01:04 AM

Wait, wait, wait. Don't tell me your guys are working on Peril of Rectangle Country again. That's hype :D
 


At press time, Aslion, hubydweyer and mitchfork only had this to say: "no comment"
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#5 Twilight Knight

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Posted 05 January 2021 - 06:10 AM

The graphics in Bagu's quest are coming along really nicely and it's interesting to see how you make those colours work together for shading. I especially like the character graphics, they look great.

Mani's shot looks great too, albeit simple, but this seems like a fun GB styled dungeon. Green switches in addition to blue and red switches? How did nobody think of changing the color before, blue & red are overused...

 

The quest Hubudweyer, Aslion and Mitchfork are working on looks great. Though I think that "ceiling" in the cave looks a bit too busy and makes it look like it's a part of the walkable part of the screen. That painting ghost in the graveyard is also pretty awesome. Vincent van Ghost?
 


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#6 Rambly

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Posted 08 January 2021 - 05:52 PM

Hubudweyer


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#7 Rambly

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Posted 09 January 2021 - 10:17 AM

actual post now:

 

- Aslion: probably my favorite here.  something about the "feng shui" of the screen and the tile variety here is really solid i think -- it feels colorful even tho there's no color.  unfortunately in the upper left corner there's a tree that's on the same point on the vertical axis as the next tree down, so it's actually the worst screen i've ever seen in my life.  voted here

 

- Bagu: mixed feelings, but weirdly i like the aesthetic kinda.  the mountains look like some weird coral/gemstone mountains, which is neat.  the screen design feels so empty and depressing tho, it's like, too open

 

- Hubudweyer: really good.  the detailing is pretty much perfect and it feels like the outer bit of a cemetery that's less developed than the rest, which i guess is what you were going for, probably?  i keep thinking the mountain size is uneven but it's not and i just am incapable of spatial comprehension

 

- Mani Kanina: it's all right.  i actually don't think as far as dungeon screens go that this is your best work.  the fact that the left side is a tile larger than the right side probably works fine in-game but in SotW as a screen to be presented it feels off.  something about that particular floor tile being used as the exterior of the dungeon makes the screen feel a little... busy.  in general i think the screen suffers from a lack of focus -- the floor tiles don't mesh that well with each other and nothing about the screen really draws me in.  sure there's pegs, but a lot of dungeons have pegs.  overall, it's serviceable, but not amazing.  i do like the palette tho

 

- Mitchfork: i actually think, by a hair, that this is probably the weakest of the 3 game boy screens -- i don't think it's because this screen is bad, or that you've gotten worse, i just think Hubydweyer and Aslion have gotten really, really good at making screens.  that said, this is about the best expression of a stony cave you could ask for -- it gives me a monochromatic, hard-edged austere feeling and manages to accomplish that without color, which is good -- there's an entire exploration about what about the shape of a screenshot makes a screen feel "monochromatic" vs "colorful" here in these three shots.  the fact that that information is still being conveyed somehow is super interesting to me

 

- Twilight Knight: ooh, i like this one -- i always felt like you were really good at making screens that feel dense without feeling crowded, which is like super impressive considering you're using DoR.  i think the idea of a floating island that's actually sort of part of the clouds is under-explored in zelda classic, more jack-and-the-beanstalk than final fantasy, i guess... the giant "A" button fascinates me and makes me super curious about what gameplay purpose it serves.  i guess my only criticism is that even tho the cloud serves as a border -- a good idea in and of itself -- the ground below still kind of feels like it's not distinct enough from the land above.  i'd add the subtlest of lighter shading to the ground, like a super thin layer of fog, the kind you see when you're super super far above something.  a little would go a long way here.


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#8 Aslion

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Posted 09 January 2021 - 03:48 PM

I attest the tree thing is fine, it's only a sin worthy of eternal damnation in the deepest layer of hell if the trees line up on the vertical axis and are layered on top of each other without a tile of space


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#9 Twilight Knight

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Posted 10 January 2021 - 06:13 AM

 

- Twilight Knight: ooh, i like this one -- i always felt like you were really good at making screens that feel dense without feeling crowded, which is like super impressive considering you're using DoR.  i think the idea of a floating island that's actually sort of part of the clouds is under-explored in zelda classic, more jack-and-the-beanstalk than final fantasy, i guess... the giant "A" button fascinates me and makes me super curious about what gameplay purpose it serves.  i guess my only criticism is that even tho the cloud serves as a border -- a good idea in and of itself -- the ground below still kind of feels like it's not distinct enough from the land above.  i'd add the subtlest of lighter shading to the ground, like a super thin layer of fog, the kind you see when you're super super far above something.  a little would go a long way here.

Thank you! I've been thinking the same about making the background a bit darker. I already made it slightly darker than the rest, but I think some more wouldn't hurt.


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#10 Bagu

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Posted 10 January 2021 - 07:16 AM

 

 

- Bagu: mixed feelings, but weirdly i like the aesthetic kinda.  the mountains look like some weird coral/gemstone mountains, which is neat.  the screen design feels so empty and depressing tho, it's like, too open

 

I'm still working on most of my custom tiles and palettes...
...most of this is made overnight. Didn't want to depress anyone :)



#11 Sheik

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Posted 10 January 2021 - 08:00 AM

I attest the tree thing is fine, it's only a sin worthy of eternal damnation in the deepest layer of hell if the trees line up on the vertical axis and are layered on top of each other without a tile of space

this is accurate


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#12 Mitchfork

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Posted 11 January 2021 - 03:30 PM

- Mitchfork: i actually think, by a hair, that this is probably the weakest of the 3 game boy screens -- i don't think it's because this screen is bad, or that you've gotten worse, i just think Hubydweyer and Aslion have gotten really, really good at making screens.  that said, this is about the best expression of a stony cave you could ask for -- it gives me a monochromatic, hard-edged austere feeling and manages to accomplish that without color, which is good -- there's an entire exploration about what about the shape of a screenshot makes a screen feel "monochromatic" vs "colorful" here in these three shots.  the fact that that information is still being conveyed somehow is super interesting to me

 

I think a large part of this has to do with the ground terrain between shots.  Mine has very uniform floor shading (even the "fancy" tiles around the chest are pretty subtle), and the other two have a lot more differentiation on them.  Individual tile detail matters of course but this kind of shade blocking is one of your primary tools when building in 4 colors.


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#13 Ghost

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Posted 17 January 2021 - 03:10 AM

Bagu a mile away. Unique graphics, characters on screen, custom header interface. Just love it.

Ya'll should vote and support them over the yet another slapdash of LA tiles in my humble opinion  :whistle:


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#14 Shane

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Posted 17 January 2021 - 08:45 AM

Ya'll should vote and support them over the yet another slapdash of LA tiles in my humble opinion  :whistle:

Most people vote based on screen composition over what has the fanciest graphics. Also LA tiles will never get old. ;)

 

I voted Twilight Knight, really nostalgic for this screen. :D


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#15 Bagu

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Posted 17 January 2021 - 02:05 PM

Bagu a mile away. Unique graphics, characters on screen, custom header interface. Just love it.

Ya'll should vote and support them over the yet another slapdash of LA tiles in my humble opinion  :whistle:

Thank you, very much





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