Screenshot of the Week 349
Posted 18 December 2011 - 07:15 PM
It was a dangerous journey, but Link managed to reach one of the Slime Dungeon's entrances. He trembles at the sight of the door that leads to the massive labyrinth far below, but knows that he must go inside to claim for himself a sword. Luckily, he won't be in here for very long... this time.
Another boring screen...
Link explores the ruins of the Desert Island Gardens at sunset.
Liam's here with his first real beach shot.
ZX Spectrum experimentation.
my screenshot is good because its caption has a japanese emoticon!! (*・ω・)ﾉ
Posted 18 December 2011 - 07:25 PM
Edited by Adem, 18 December 2011 - 07:25 PM.
Posted 18 December 2011 - 08:42 PM
Nolornbon: Interesting... I like the idea of slime "lava" and is fairly well designed, but the screen is wholly designed around a dungeon entrance, which I find rather uninteresting as there is nothing to do other than enter/exit the dungon here. I would also have liked to see a custom subscreen. Good, but not SotW-worthy. Seal 1 for design, no seal for functionality, Seal 3 for concept and no seal for other asethics. 2/4 seals: Aluminum seal of approval.
Jared: The typical DoR screen. It suffers from the same problems as Nolornbon's but it is also generic. Give Link other things to do, even things like cutting bushes for instance, than just enter/exit the house will help with the functionality of the screen. Okay, but that isn't really SotW-worthy. Frankly, I placed my vote here. No seal for design, no seal for functionality, no seal for concept and no seal for other asethics. 0/4 seals: No seal of approval. Just the average DoR screen.
Cukeman: Another dungeon entrance. This one has a major design flaw - the ground is cut-off at the horizon without any mountain behind it. Well designed otherwise. The sunset is a nice touch, and it has some function other than a dungeon entrance. And, yeah, include a subscreen next time. No seal for design, seal 2 for functionality, seal 3 for concept and no seal for other asethics. 2/4 seals: Aluminum seal of approval.
William: The third GB shot this round. This is not actually bad here, I can't pick out any flaws, but this is standard GB cannon. I would also like to see a subscreen. No seal for design, seal 2 for functionality, no seal for concept and no seal for other asethics. 1/4 seals: Wooden seal of approval.
Skateborder11: Woah, this is trippy! However, it sticks out badly designed. I like the concept you are going for here, but this is just a walk-through screen. A custom subscreen would be nice. No seal for design, no seal for functionality, seal 3 for concept and seal 4 for other asethics. 2/4 seals: Aluminum seal of approval.
Rambly: Well done for the BS tileset, I can't see any flaws nor it is a standard screen, but it doesn't really sitck out to me that much. Seal 1 for design, seal 2 for functionality, seal 3 for concept and no seal for other asethics. 3/4 seals: Iron seal of approval.
Please note that my rating system is entirley obective of what I vote for, as someone with no seal of approval can get my vote and not someone with the Titanium seal of approval (all four seals). What I vote for is what I consider to be my favorite, and not nessarly the best.
Posted 18 December 2011 - 08:49 PM
Edited by Jared, 18 December 2011 - 08:50 PM.
Posted 18 December 2011 - 08:54 PM
An interesting screen to be sure. I'm not sure if the statues should have that border around them or not.
It makes them look inset instead of on top, but maybe that's how they are supposed to be.
The NPC in the muck has all my curiosity though.
A terrific sense of elevation in this shot, and the house looks nice as well. The bushes and
grass look a little off since the lightest color is on the bluish side, while the next color is
a yellow-green. Also the upper left corner looks a little unresolved. Very nice though.
That dungeon entrance is a very extravagant tile in my opinion, and setting in in that position
seems to diminish its usual importance.
What exactly is the ZX Spectrum?
I really like this environment, the damp cavern with pools of water, and very nice floor tiles.
The only thing that bugs me is the keese being out of bounds, so to speak.
I nulled since I entered.
This is not Subscreen of the Week. I did not like the default subscreen that came with this tileset,
and custom subscreens take me longer than a week to create, so it's really a moot point.
I understand your confusion, but it's not actually a perspective error. Have you ever seen a slope which
blocks your view of the horizon? http://image.shutter...sky-2941980.jpg
That's what I've done here. And in all honesty, if someone was 100% consistent with the GB perspective
you would never get to see the sky - except in the occasional side-view areas.
Edited by Cukeman, 19 December 2011 - 02:05 PM.
Posted 18 December 2011 - 09:00 PM
Yes, because everyone HAS TO USE 2.5 or it's off to the brig.
I voted for Rambly because dammit I'm a sucker for good BS design. Plus his player sprite is sexy *runs*
Posted 18 December 2011 - 09:16 PM
Posted 18 December 2011 - 09:22 PM
Posted 18 December 2011 - 09:26 PM
The ZX Spectrum is a home computer, popular in the 1980s across Europe. It had a 16 (well, 15) color palette, and each 8x8 tile could use only two colors. (This explains a bit of issues in the colors of some of the tiles - for example, the green 8x8 used in the trees doesn't cover the whole leaf, and even hits the tree a bit.) There exist clones of the Spectrum that allow usage of up to 64 colors, but these aren't exactly the original system. The reason everything seems so monotone is that, in this case, black is one of the two colors I tend to opt to use (it's that or we'll get something that looks like chunky vomit... seriously, check out some Spectrum games - it can be a neat effect when done right, but sadly, so many games did not use it well.), so I only have one color remaining to use. The water is an exception, here - away from the edges, the tiles are purely water, so I'm able to use blue and a second color - in this case, cyan, to preserve the appearance of the original NES water as closely as possible. (The edges are stuck with black, however.)
As for the lack of subscreen... I stick to 1.92 beta 184 for now, so I don't even have the option available to me. Once 2.5 hits its final release, I'll begin using it for development. I'm not quite sure what Orin meant by a "walk-through" screen, either...
As for the actual SotW entries... I placed my vote for Rambly's. Usually I wouldn't vote, having entered myself... but this one was incredibly eye-catching - he's got a knack for palettes, and a shot that uses the BS tileset well is always welcome!
Posted 18 December 2011 - 09:53 PM
What I define as "walk-through" is a screen with very little to do but walk through it. If there is no or very little in the way of enemies/interaction, then I would call it "walk-through" Two armoses don't count for much interaction FYI.
As in the comments about custom subscreens not doable w/o 2.5, I would like to see even a slightly modified subscreen. Heck, even changing the tiles they used would count as custom, espically under Quest->Graphics->Map Styles (up until 2.5, it was the only way to customise the subscreen). Ti;dr: I would like to see something other than the default subscreen for the tileset you use.
Posted 18 December 2011 - 11:59 PM
Posted 19 December 2011 - 12:34 AM
As in the comments about custom subscreens not doable w/o 2.5, I would like to see even a slightly modified subscreen.
Wouldn't that be a modified subscreen and not a custom subscreen?
Hm nice screenshots this week, I haven't picked yet, but I may end up voting for Rambly.
Posted 19 December 2011 - 02:04 AM
Posted 19 December 2011 - 09:43 AM
Posted 19 December 2011 - 10:36 AM
Everybody's is pretty good this week.
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