Screenshot of the Week 132
Posted 24 July 2006 - 12:52 PM
"I-i-i-i-t-t's-s-s c-c-c-c-cold up-p-p h-h-ere" I like this one better than my other personal runner-ups...
"Link battling Moblins...again!"
Hiro stumbles upon an eerie grave site...
Mock up of new ZP graphics. 100% custom... oh yes...
sorry for not getting this posted sooner. I had a project going on yesterday, and completley forgot
also, I had a bit of trouble uploading the images, so if somone has a problem with viewing them, let me know
and by the way, I voted for Linkus
Posted 24 July 2006 - 01:01 PM
Posted 24 July 2006 - 01:09 PM
Lecayle - Another nice looking facade. The balcony looks well planned out. I am not sure what else to say.
Linkus Mastii - I continue to like what I see from your tiles. As I may have said before, I can find plenty of beauty in ruins. Somehow I think it could use a little more of those overgrown weeds, since I like where you are going with that. But it is completely up to you. You may see things that I don't. Those walls and pillars could probably use some more cracks, but that is just in my eyes. Overall well done.
Mighty Darknut - I like the whole idea, and that dead tree to the lower left sure looks odd, which I am guessing is for a reason. The water in the lower right seems a bit artificial to me. But outside of that, I think it is pretty good.
NoeL - I already commented on this in the quest screenshot thread, and as I said, I think it is absolutely breathtaking. The only thing I don't care much for in the screen is that roof, as it looks kind of plastic to me and is out of place with everything else. Those trees, the flowers, and all other plantlife is absolutely beautiful, as is the water and the cliffs. My vote goes here.
Posted 24 July 2006 - 10:32 PM
Linkus has a great shot... simple... love the pavement.
Oh sweet! I'm up by 7 already!
Edited by NoeL, 24 July 2006 - 10:33 PM.
Posted 25 July 2006 - 02:05 PM
I think Linkus Mastii and Mighty Darknut have come a long way. Wow! But it just didn't beat out Noel's in my opinion.
Posted 25 July 2006 - 03:27 PM
Lecayle - Clouds look horrible. Link has a messed up palette. Flowers look odd.
Linkus Mastii - The ruin graphics blend into the brick ground a little too easily. The moblins look unusual.
Mighty Darknut - Near the bottom left corner, in the pond, a piece of ground is missing. The "smooth" graphics clash with the "grainy" graphics. The puddles of water and the grass look terrible.
NoeL - Link looks retarded, for lack of a better term. The treetops look atrocious; as the colors are too bright and have black shading mixed in among them. And did I mention how much I loathe the top tiles of houses being able to be walked through? It makes absolutely no sense whatsoever on a 3-Dimensional scale. Despite that, this is the best screen here.
Posted 25 July 2006 - 07:48 PM
Wait just a tic... I got an idea. What if I put my mouse pointer over it?
YES!!! That's it! It looks awesome now. Me votes for Noel.
Posted 25 July 2006 - 07:49 PM
Linkus Mastii: This shot looks pretty nice, too. It seems a bit minish cappy. One thing I'm not a bit fan of is how various elements of the shot clash with each other. The yellow dirt and the green grass are fine together, but the stone in the picture clashes with them. The trees clash with the grass, as well.
Mighty Darknut: Looks kind of Pokemonish, for some reason... it looks laid out well. I believed that system error was right about the waters not matching in the shot. And I've noticed the mountain tiles (and the tiles the player is standing on) seem to be much more complex than the tiles below where the grave is. You may want to make some custom tiles to pull weeds of some sort onto the grass there. Also, the torch on the second level, and the tombstone below, seem to stick out a bit; they don't look as well shaded as the rest of the shot. It doesn't matter all that much, but it might be worth trying to reshade those tiles a bit.
NoeL: I really like this shot. I agree with System Error here, though. The link sprite does look a bit unusual, and those treetops contrast too much from their environment. (That waterfall and the water below is incredible, by the way. I'll give you my vote this week.
Posted 25 July 2006 - 10:21 PM
Yeah, I'm not that satisfied with the treetops either, I just haven't been bothered to detail every leaf individually yet. As for the top of the houses not making 3D sense... you must be one of the only people to think this. Do you only have one eye and hence no depth perception? You see, Zelda is set at an isometric viewpoint, which means anything behind "tall" objects become obscured by them. So just as Link can walk behind trees, why doesn't it make sense to be able to walk behind a house?
Posted 26 July 2006 - 06:50 AM
No. Think of it this way. What would that house look like from the side? Now, look at the front of the house. The roof overhangs in your screenshot, although only slightly, but as for others, the roof does not hang over at all. So like the front of the house, the back of a house should have brick right below where the roof should be, but even in your shot and taking isometricness into account, the angle is still not enough to warrant the whole tile behind it being able to be walked on. An 8x16 strip, yes. But not a full 16x16 one. The most recent Pure update (and not the crappy 2.10 one) is an even worse offender, as the entire roof of a building is set up to be layered over things, which would give the building a flatish look when viewed from the side.
Posted 26 July 2006 - 08:03 AM
The entire roof isn't meant to be walk-through. That's what the solid ground combos are for; The houses are supposed to be set up like this:
Posted 26 July 2006 - 11:06 AM
I always thought the solid combos should be only the bottom part where the door, is.
but it's true what MD said!
anways I voted for linkuss for his uber custom tiles
Posted 26 July 2006 - 11:27 AM
first off, NoeL said nothing about having a full 16x16 walkable tile behind the house. even then it would make sense. it looks as if it's a 16x16 tile for the front of the house, then the tiles for the roof. imagine that the screenshot was a true top-down perspective. if Link had a full tile behind the house to walk on, he would be right next to the wall on each side. if he only had a half tile to walk on behind the house, he would appear 8 pixels away from the back. now, I think most of us remove half of the tile's walkable areas simply to prevent Link from being hidden back there
second, it looks like a cliff and water behind the house, so it dosen't matter how much space Link has to move back there; he can't get there anyway. even if he could, the house would be raised up from the water, allowing even more space behind the house for Link to move behind
Posted 26 July 2006 - 12:57 PM
Lecayle - I actually almost voted for this shot. It just flowed everywhere. The tiles were well placed.
Linkus Mastii - I liked the tiles in this one. I just liked how it was all placed.
Mighty Darknut - I liked the shot, but why is there grass in a graveyard thats underground?
NoeL - Amazing custom tiles. Just didn't have the "magic" for me.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users