Screenshot of the Week 372
Posted 24 June 2012 - 08:43 PM
ITS A SECRET TO EVERYBODY!
Nikki's journey has taken her into the depths of a large sewer with a village in it.
Far from home.
Posted 24 June 2012 - 09:07 PM
Marco is in a close second place. Very beautiful palette and all around screen design!
Everyone else is good, but nothing cough my attention.
Posted 24 June 2012 - 09:31 PM
What's the "secret," where Link is hiding?...
Nice, basic outdoor screen, but without any subscreen, player character, enemies, or other details, it's too generic to think much else.
That's a nice Classic-style screen you've got going there. Simple, but good. Could be a little cramped, though, depending.
The subscreen needs work. The "Hit Points" label is closer to the tech bar than the hearts. Heck, you might just want to do away with both labels. I would put the tech bar below the hearts either way, though. That's how almost all games do it. And spread out the icons on the right half of the subscreen to look less cramped.
Hey, does this use a side-view ladder script? Very nice. This is a screen I'd love to see in action, because if it does what it looks like it does, that'd be tough to pull off in ZC. I hope you succeeded.
Nice graphics, too. The bats are very hard to see, but I'm going to assume that was intentional.
Hmm, interesting pale palette there; it's a little purplish. This is a nice Classic screen, to be sure, but there's not much to distinguish it.
A village in the middle of a sewer...? They'd better have a darn good reason to be living there, because that's pretty nasty, and extremely unhealthy. Even for a video game.
The design isn't bad, but it's a little too "busy."
Ahh, I see you've made some changes to a few commonly used Pure graphics. That's nice. Some DoR graphics in there, too. This is a good-looking screen, though the walk flags are not very obvious, so I suppose its functionality depends on whether the flippers are a part of your quest.
Wow, very impressive. Your tile-drawing skills continue to show through. This is a simple transition screen, but still... Link is there, and it has a presence of sorts.
I'd still prefer to see some enemies or a subscreen or something, but everything else is so well-done that it wins my vote anyway. So there ya go.
Posted 24 June 2012 - 09:34 PM
The fancier screens felt like, been there done that to me.
Posted 24 June 2012 - 10:07 PM
Posted 25 June 2012 - 02:57 AM
Posted 25 June 2012 - 03:16 AM
Hergiswi: I'm interested in seeing this one in action! It has better tile placement than the previous shot I'd seen from you. Also, captures the Gameboy feel fairly well. Well done.
Posted 25 June 2012 - 06:05 AM
Marco, you've got a very close second, though.
Posted 25 June 2012 - 06:29 AM
Design and palette area great, and it looks like it's from somewhere in the beginning, with bushes blocking the path. Do the rocks have any purpose?
Standard PZC Classic screen. :)
The ground detail may be too crowded.
Look's interesting, what is the blue thing?
I wanted to do something simple, making a classic screen with classic design, I combined my favorite design elements from the game and made a custom palette on top of that. Didn't intend to win. :P
Looks like houses inside a dungeon :p. The orange is a bit repetitive but the green looks okay.
Looks like most of your screens, feels a bit too open in some places. Otherwise good design.
I like those bridges a lot, and the design is good as usual. The purple water blends in good with these tiles too, compared to the light blue water used last time.
Posted 25 June 2012 - 10:15 AM
Posted 25 June 2012 - 10:58 AM
vote ma brotha
dat gonk design.
This. Just made my day.
Shane: You already posted this screen, so I'm not fond of seeing it again here. 6/10
Ventus: The design is pleasant, but the palette is below par. I feel more contrast would be better. 2/10
Hergiswi: I see what you aimed for but, I don't know I don't like the design or screen. It feels empty without order. 2/10
Gonken: Simple, open and flowing. Exquisite palette and harmony. 5/10
Nolornbon: Your screens often clash in perspective and the palettes are horrible. The design is crammed and the color is loud. 1/10
PrinceMSC: Damn. 10/10
Posted 25 June 2012 - 10:59 AM
Pretty nice what you have here. Would be even cooler in the player.
Ventus - B-
It's not bad, although something about the flower arrangements bother me. Perhaps it doesn't feel right colorwise when combined with that plain ground color. I dunno.
Hergiswi - A-
That looks like a lot of fun. The hint of bricks near the torches is a very nicely added touch as well.
Gonken - C+
Nothing wrong with using classic, but this screen is nothing special. It works, but I can't really go with anything beyond that.
Norlonbon - A-
Very nice! I can see you getting mixed responses on the coloring, although I really like it.
Marco - A-
Fantastic usage of an autumn setting, and thus where most of my rating goes. Might be one too many tree colors though, thus slightly overdone in that aspect. I find it distracting once one screen uses more than three colors for tree leaves, but again, not a huge deal.
PrinceMSC - A
Now this just reaches for perfection, thus my highest possible rating. (Colleges don't do A+, kids ) When you know you really like something to the point that you barely have to say anything, it's among the very best.
Prince easily gets my vote. The rest is a competition for second, although there were still many other great screens this week.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users