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Some Screens (DoR)


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#1 LTTP

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Posted 19 May 2013 - 10:48 PM

I'll just post a link to my Zquest album so I don't plaster this post with SS
http://imgur.com/a/5ihF9

(leme know if u for what ever reason cannot get in it?, you should tho)

So, these are just random screen's I been working on, so far they look quite nice at least to me.
I finally got the cliff's down (Mostly)

SO I am just looking for tips on what I can do to improve!

If you got suggestions for titles to use to help improve the details, leme know :3

2nd:

5BFGLFb.png

 


I am trying to use cliffs to make a hole in the ground for transparent water, like the image on the right of it.
I just cant get the down view right with cliffs, nothing I do works...>

So maybe someone can do an example?

Would help!

Thanks!



#2 Russ

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Posted 19 May 2013 - 10:54 PM

Whoa. These screens are amazing. The last one in particular is fantastic. I LOVE the way you used that backdrop. You've got a unique style for the tileset that looks really nice. Honestly, aside from a tiny tile error to the left of the log in the first shot, I can't think of anything to criticize.

 

As for the cliff problem, DoR mountains are notoriously difficult to use. Basically, they use a certain ratio for the heights. Front:Side:Back ratio is 4:2:1. So if you use those 1 tile high back sides you've got down, the top side of the hole has to be 4 tiles high. Alternatively, you can use the half height back tiles and the top would only need to be two tiles high (although this might like weird with transparent water). Here's two examples included with DoR to try to help explain:

 

zelda200-1_zps59ad827c.png

zelda201-1_zps18729420.png

 



#3 peteandwally

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Posted 19 May 2013 - 11:00 PM

I think the extra shadows really make a difference to help make the top-down view work.



#4 LTTP

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Posted 19 May 2013 - 11:22 PM

Thanks for the quick reply's!

As for the log error, already fixed, just didn't update screen!

Thanks for those screen's of the cliffs, this will sure help out!

I'll test it out and let you know how it turns out!!

 



#5 Jared

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Posted 20 May 2013 - 01:13 AM

Link's Awakening remake? I can tell cause I was just watching a it of a LA video thing. And I remembered. :blah:



#6 LTTP

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Posted 20 May 2013 - 01:28 AM

No not LA remake XD

AND
 

it turned out way better then I though!

Ty Russ!!!!

Tips for this screen or any other is welcomed!!

OeJLjLU.png

 

 

DjSy4rP.png

 


OK tried this out!
Looks ok for now, but its really lacking... i dono in what tho..>
ALSO: Its not walkable where I marked because of the walls, how would I go n make this walkable with out having to make those wall titles walkable??? if its possible..


ALSO
Something thats been their forever, that weird gray grid thingy (highlighted bottom right)
its kinda annoying at times, wats it for n can I remove it?


Edit:

Instead of starting a new topic:
I think I am getting close to ready to starting a quest off.
THO I have no idea where to start.
So question: How you you design your quest?
More or less, the over world!
How do you plan it out?

Lets stick to that for now!
Thanks!


Edited by LTTP, 25 May 2013 - 05:36 PM.


#7 Russ

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Posted 21 May 2013 - 02:24 PM

Okay, let me try to address this big ole post bit by bit.

 

The screenshot at the top: It's incredible. Really, I don't have a single complaint or criticism. It's amazing.

 

The cliffs: I did something a while ago for my quest that (I think) is similar to what you're trying to do. Hopefully this'll help show you how to use them:

 

zelda202-1_zps70deb0e4.png

 

 

The walkability: Unforunately, the only way to make that walkable is to make a new combo that looks like the wall, but is actually walkable, and to put that on layer 0 underneath the mesh. It's kinda annoying, but it's just how ZC works.

 

The grid: Are you referring to the favorites combo list? It's just a place to store combos you use a lot, so you have easy access. You can kinda remove it... sorta.  There's an option in ZQuest called "Use small mode". That makes ZC use a smaller, more compact editor. I prefer it honestly, as it removes some of the unnecessary fluff like favorite combos and commands and makes the editor take up MUCH less screen space. You'll probably wanna use ZLaunch though, and set it to use 2X resolution, as 1X is kinda too small.

 

Designing quests: This is something that everybody does differently. Me? I generally get an idea. I create a story based off the idea. As I'm developing the story, I think of a gameplay mechanic or gimmick to use in conjunction with the story. Once I have my story and my gimmick, I try to get an idea for the general overworld shape, how many dungeons I want, and what I want their themes to be. Then, I plan out the overworld on paper, start building it in ZQuest, and build the dungeons as I get to them in rough chronological order (after planning them out on grid paper).



#8 LTTP

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Posted 23 May 2013 - 10:13 AM

Geez!
You are making my life to much easier with zc!!

 

That actually really helps!

Owell i will just make those tiles walk able then! No biggy!

Thanks!!!



also i know the Fav combo thing XD
I mean this:
NybVEsj.png

(the thing around the black highlight bottom left)



Ok next:
N2VhRXJ.png

I pretty much got it now!
But I tried something else.
On the left I tried attacking a cliff to the side thats lower then the rest.
I think it looks kinda ok, but i am not 100% sure!

Also thanks for the motivation!
Really helps and makes me wana keep on going :D

Question also: Is there a faster way to put tiles into combo page instead of going 1 by 1?
It wouldn't be SO bad if it DIDN'T go back to page 1 every time u go to put a new tile......


Edited by LTTP, 23 May 2013 - 10:55 AM.


#9 peteandwally

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Posted 23 May 2013 - 11:47 AM

the cave perspective still looks strange. I think you need to make a new tile that's 1/2 the height (8pxl) and have an overhead combo on top of the bottom half of the tile. It should still stick out from the face of the wall as long as you place some rubble or a floor mat or something to indicate it is there. Having it be bombable would make it difficult to detect though.



#10 LTTP

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Posted 23 May 2013 - 11:49 AM

I kinda see what you mean but not 100%..


Edited by LTTP, 23 May 2013 - 11:51 AM.


#11 Russ

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Posted 23 May 2013 - 12:36 PM

Oh, I see what you mean. No, there's no way to get rid of that grid. When you actually play the quest in ZC, the bottom 8 pixels of the screen get chopped off, so that grid's there to show you what parts of the screen you won't actually be able to see in-game.

 

I think you've got the mountains down now and it looks really good.

 

For combos, there sorta is. If you go to the tile editor, use shift to select a big row of tiles, then press M, you can choose a blank combo and it will turn all the tiles you selected into combos. It's not the easiest to use though, as all the tiles have to be laid out in a row.



#12 LTTP

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Posted 23 May 2013 - 01:03 PM

O dang!!
Thanks!
That made putting tiles easy :3

And thanks for the cliff help :3

I'll be sure to post here if I need ur help again ^_^


O ya:
Kz3guK1.png

 

 

 

working on a palette 
So far its kinda odd looking a bit, but I dono, what do you think??
What should be changed?

So I changed back to Summer palette for now.
I didn't like the one I was working on.
Please suggest some palettes for a town :)

 

 

15rpFRA.png

 

VS:

 

FkhKVe2.png

 

 

NEW SCREEN:

I used the other cliffs and used some new tiles I added.
Looks pretty nice IMO!
BUT look new the waterfall...
Looks somewhat wrong to me?

Advice?


Edited by LTTP, 26 May 2013 - 02:23 PM.


#13 Avaro

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Posted 25 May 2013 - 05:22 PM

You're very good at screendesign in DoR! I'd say the waterfall looks okay, as long as it's transparent. But the non transparent water shot looks more detailled..



#14 LTTP

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Posted 25 May 2013 - 05:34 PM

Well i COULD make the transparent water more detailed, but this screen was more of a test for those types of cliffs, trees and making a waterfall.
I am still thinking on where to put transparent water and putting none.

Only thing about the transparent water i dont like is the waterfall, it looks odd transparent.
So i might keep water that's "moving" like so with none transparent, and the ones like http://i.imgur.com/OeJLjLU.png

 with transparent. 



#15 Russ

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Posted 25 May 2013 - 05:49 PM

While normally I'd say go with opaque, given the unique visual style you've got going on there, I'd say use the transparent, and use some of the underwater details like in that other screen you just referenced.  BUT, you do bring up a going point with the waterfall... I think I've seen people make waterfalls specifically to use with transparent water before. You might wanna ask around in Developer's Exchange and see if you can't find any.




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