Screenshot of the Week 248
#1
Posted 16 March 2009 - 10:49 PM
After many adventures, Link and Zelda decide to return to their studies. This resulted in an explosion in the science labs, and the firing of Miss Marie.
T. Platinum
In a land where North is South, Link must find a way out.
Link R us
Link sits by a fire at night on the beach, in the first screenshot of Kingdom of Hearts.
#2
Posted 16 March 2009 - 10:59 PM
#3
Posted 16 March 2009 - 11:14 PM
#4
Posted 16 March 2009 - 11:26 PM
#5
Posted 16 March 2009 - 11:54 PM
Link R Us's is empty...
T.'s is too square.
Edited by Alestance, 16 March 2009 - 11:55 PM.
#6
Posted 17 March 2009 - 12:01 AM
Good luck to T. Platinum and Link R us!
#7
Posted 17 March 2009 - 12:16 AM
#8
Posted 17 March 2009 - 01:01 AM
T. I really do not like the way the grass looks, the cset you are using is off.
link R That shoot is to open, and yet everything is kinda crowed at the fence.
#9
Posted 17 March 2009 - 03:12 PM
#10
Posted 17 March 2009 - 03:58 PM
This, quite frankly, has way too many people sprites on it. I suggest you take off 1 or 2 of the "people clusters" on this screen. Also, you could add a few more cucoos. I also think you should extend that brick ground from the top of the screen, to maybe about midway into the grass patch on the screen. One thing, this isn't really a design problem, but I think you should layer another "big rock" on top of the "big rock" you have on the bottom right of the screen, so maybe it doesn't look so much like just a big rock mat, but it would look more natural.
T. Platinum:
Transparent water doesn't always mean good water. If you're going to use transparent water, it should be animated to make it really muddled so it isn't incredibly easy to what's underneath. Water in nature just isn't that clear. Honestly, I think opaque water would work better for this shot. I also suggest you use a more enhanced palette. I know there are like... a million that have been made. Also, solid objects should pretty much never be placed less than 2 combos away from the screen, otherwise, when you move into the screen, you just crash into the tree. All the trees but the one on the far left have this problem. One thing I also think would greatly improve the design of this shot is having large, solid objects that "run off" the screen. Such as trees that you only see half of in this screen, and half of in the screen next to it. Big rocks would work well with this kind of thing as well. If you also add maybe another layer of elevation to the screen, it could potentially look more interesting.
Link R us:
For this, I'd suggest a more organic looking coastline. You're coast has a serious straight-edge on it, and if you were to add a bunch of bumps and curves in it, that would improve the design greatly. This also goes for the design on the cliff parts on the top of the screen, you should add a few bumps and curves into that as well. Organic shapes and lines make a screen look natural. Your top left corner is really empty, you should put some stuff in it. In fact, you should add a couple of more subtle grass details. All you have in it so far are really bright flowers and bushes. If you were to put a few darker flowers, maybe a dirt patch, it would look easily better. I suggest also, you make the dirt to sand transition part more organic and shapely. A few more sand details would improve the look of the sandy part. If you add a few solid rocks, that could improve your design there.
I null'd
#11
Posted 17 March 2009 - 05:53 PM
#12
Posted 17 March 2009 - 10:26 PM
I'm using the same CSet for everything...how is it off?
Also, solid objects should pretty much never be placed less than 2 combos away from the screen, otherwise, when you move into the screen, you just crash into the tree. All the trees but the one on the far left have this problem.
#14
Posted 18 March 2009 - 12:03 AM
jimmyb:
This, quite frankly, has way too many people sprites on it. I suggest you take off 1 or 2 of the "people clusters" on this screen. Also, you could add a few more cucoos. I also think you should extend that brick ground from the top of the screen, to maybe about midway into the grass patch on the screen. One thing, this isn't really a design problem, but I think you should layer another "big rock" on top of the "big rock" you have on the bottom right of the screen, so maybe it doesn't look so much like just a big rock mat, but it would look more natural.
This screen was more of a showcase of the various sprites I have made. In game, the sprites are spread out across the village, with only a few in the 'school grounds'.
And I will try the big rock on top of the big rock, and see how thats looks.
Thanks for the feedback! It's greatly appreciated.
#15
Posted 18 March 2009 - 10:35 PM
Neat. Nice scene and details to go with it. Love the subscreen part too. This also goes to show that sometimes just one tree is enough to cut it. Excellent caption.
T. Platinum - 6/10
Good detail throughout the screen, but nothing too interesting. It's a great screen to be one among many in any quest, though.
Link R us - 5/10
Too much of the screen is dominated by the same beach tile, and the coast on the right is too straight to be natural looking. If you can do more with the sand itself, I think that would be your best bet of something better without changing what the screen is about.
Forgive me if I didn't read any other posts, if it matters.
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