Read-only archive of the Armageddon Games Forums Archive (2000–2026) · About this archive

Post screenshots of your quests here. [1.0]

863 replies · 325,042 views · Started 22 October 2004

There are a ton of excellent screenshots being posted.... Ever think of having an official AGN SotW/M? We've been sort of planning for an AGN Expo here and I sort of brought up the idea of the Expo having a screenshot contest. Others then suggested that we'd have a regular screenshot contest that wouldn't be part of the Expo. Since you guys are rather active in this thread, do you think it would be a good idea? My only fear is that submitted screenshots would be copies of PureZC's SotW/M screenshots.

Joe123 wrote:User posted image

Sucks to Pure!

There are plenty of people here that don't go on Pure.

Neat. My only conern is that you are using the thief tiles for moblins. They don't really look that good. But the MC octorok is a nice touch. The variety of the tree colors really makes the screen look interesting.

[QUOTE]And why are you using the thief tiles for the moblins rather than the ones that actually look like moblins?

And I'm not just using those tiles, Russ, we have 3 Moblins now

The original ones were disgusting, so I recoloured GB, so we have GB Black and Red Moblins, plus 'Moblin (Chobin Hood)' enemies.

I did that with a few enemies I liked that didn't really look like Zelda enemies, the frog, the Helmasaur (well, that looks like Zelda but then we can't have enough Darknuts) the Chobin Hood and something else I think.[/QUOTE]

Pfft =P

Here are some screen shots of my first quest( details in my sig)

User posted image
Rocky Falls

User posted image
Dungeon 1

User posted image
Dungeon 2

User posted image
Dungeon 3

User posted image
Dungeon 4

User posted image
Paths to Dungeon 1 and 2

I have one of every dungeon so far and 2 overworld pics
since its my first quest i decided to use classic graphics

Looks good. Although I wouldsuggest you use ladders on the screen with the waterful. If water is falling down it, how can you be walking at now incline and be going up compared to the waterfall?

russadwan wrote:Looks good. Although I wouldsuggest you use ladders on the screen with the waterful. If water is falling down it, how can you be walking at now incline and be going up compared to the waterfall?

good point...thanks
User posted image
Much better 😃

After I finish my quest I am going to make a DX version and...well heres the difference:

User posted imageUser posted image

Same room, just a little different lol

I prefer the DX version.

EDIT:
Come to think of it though, surely you could spruce up that DoR screen a bit?
Use some bigger trees/brush for the top screen boundary, and try to add a bit of wobble and zing to your mountains.

The green rocks are also perhaps a little unusual.

Have you seen DoR 2.0 though?
It's a lot nicer than 0.9, but it's not in the database yet.
If you go into PureZC's forums, it's in Radien's Quest Project Forum.

Joe123 wrote:I prefer the DX version.

EDIT:
Come to think of it though, surely you could spruce up that DoR screen a bit?
Use some bigger trees/brush for the top screen boundary, and try to add a bit of wobble and zing to your mountains.

The green rocks are also perhaps a little unusual.

Have you seen DoR 2.0 though?
It's a lot nicer than 0.9, but it's not in the database yet.
If you go into PureZC's forums, it's in Radien's Quest Project Forum.

Well its only the second screen but i guess i could change the green rocks lol.
and ill go check that 2.0 out thanks

Revfan's super short guide to screen design:

User posted image

Ahh, here's a nice shot (Pure graphics or not). But here's the question, why does it look so good? Well, it follows this template fairly well:

User posted image

Now let's layer this template over my previous shot and let's see how it matches up...

User posted image

See how it works? A lot (If not all) of the objects rest on those lines, and the main focal points of the screen are within the circles (Well, almost. Due to ZC's limitations of only being able to put things in 16x16 tiles, it's almost impossible to make things completely perfect). Note how it brings all of the attention toward the center of the screen without much actually being there at the center (Then again, there's also the factor of how the shadows let up in the middle, but that's not the point :P). Of course, the screen shouldn't completely conform only to the guides, it should have flaws. Flaws are what make things interesting and exciting. You also won't be able to follow the guides at all with some screens out of pure neccessity due to the function of the screen.

Of course, there's more to making a good screen than that (Tiles, Palette Colors, and Screen Detail factor into that as well), but that's the jist of laying the combos out properly...

Looks sweet Revfan, nice work there.

...and speaking of geometric shapes:

User posted image...User posted image
A spiral, and a, ...uh, a circly thingy.

It's really neat watching the spiral one swirl around. Oooohhh, Aaahh.....
..while the second one is not as fun because it usually kills you.

Can Anyone say "Custom Patra!" Yeah. Naturally one is now in the works. Gonna take some brainstorming though as each wave of eyes can do pretty much anything.

Gleeok wrote:Looks sweet Revfan, nice work there.

...and speaking of geometric shapes:

User posted image...User posted image
A spiral, and a, ...uh, a circly thingy.

It's really neat watching the spiral one swirl around. Oooohhh, Aaahh.....
..while the second one is not as fun because it usually kills you.



Can Anyone say "Custom Patra!" Yeah. Naturally one is now in the works. Gonna take some brainstorming though as each wave of eyes can do pretty much anything.

Gleeok, you are pure evil. But it looks awesome.

Revfan, I hope you don't mind if I post that screen guide you made on the Pure ZC forums. There are a lot of people there that need that kind of guide.

Of course I don't mind. It's not as if there's much there to post anyway.

Gleeock: That looks... Like a pain in the ass to script. Unless there's been some new features added to the enemy editor that I don't know about, I really need to keep up more (I THINK it's scripted, that's the only explanation I can think of as to why the fireballs are going overtop the subscreen). I really don't do much in ZC outside of tileset building.

As for the screen design, it looks... Busy. And empty. It's understandable that you wouldn't put tons of objects everywhere on a bossfight screen (Are those bossfight screens? Otherwise, shame on you.), but come on, a blank, black floor? I doubt it would be difficult to just put some floor tiles down...

Yeah, it's 100% scripted. You can't get 100+ ffcs on the screen at once.

These would be great for adding shooter genre games to ZC. I'm still sad that there is no tileset to make it work though. 😞

My offer still stands. If anyone wants to make a basic 2.5 tileset, I'll do the scripting for it.

Gleeok wrote:
These would be great for adding shooter genre games to ZC. I'm still sad that there is no tileset to make it work though. 😞

It's not Gradius III or anything, but what do you think I've been doing for the last six months? Farting in a bag for posterity?

Well it just doesn't seem right to use your tiles before your quest is released.....although I guess it's been done for years if you look at the DoR tileset. You do good work though.

I guess you have a point.

C-Dawg wrote: what do you think I've been doing for the last six months? Farting in a bag for posterity?

Hey what you do in your own time is your business.

To assuage your guilt, you can help me out.

I've figured out a way to make scrolling backgrounds that shouldn't cause too much slowdown. But I need looooong tilepages of backgrounds for the corridors to make it work. We have enough tilespace, I think, but someone has to go and make the backgrounds. You want to do that? They need to be long enough to scroll at 1 pixel for up to 14000 tics, which works out to... uh... 14000 / 16 tiles high. Is that even possible..?

migokalle wrote:Hmm... Why not, eh?
User posted image
I know it's a jpg, but meh... get over it :P

Gorgeous. No matter what else one might think about PureZC, you folks do produce some lovely tilesets.

People don't like PureZC? Why?
The only thing I notice, is the lack ofsome peoples maturity...
But only SOME... anyways, I need to comehere more often... I used to love it ''back in the days'' :P

C-Dawg wrote:They need to be long enough to scroll at 1 pixel for up to 14000 tics, which works out to... uh... 14000 / 16 tiles high. Is that even possible..?

😮dd: What!? ...Are you serious? Are you talking about looping an animated 16 frame tile ...over 900 times, or having a long string of tiles that have different animation as the cycle through? Does combo animation slow down ZC that much?

migokalle wrote:Hmm... Why not, eh?
User posted image
I know it's a jpg, but meh... get over it :P

Awesome shot.

migokalle wrote:People don't like PureZC? Why?
The only thing I notice, is the lack ofsome peoples maturity...
But only SOME... anyways, I need to comehere more often... I used to love it ''back in the days'' :P

The main reason is this: While most people at AGN are older, most members at Pure ZC are younger. That alone is enough to cause a segregation.

Gleeok wrote:😮dd: What!? ...Are you serious? Are you talking about looping an animated 16 frame tile ...over 900 times, or having a long string of tiles that have different animation as the cycle through? Does combo animation slow down ZC that much?

The combo animation isn't a problem, it's just boring. Very hard to do a full landscape that way. Heck, my backgrounds are light years behind even the original Guardian Legend.

What I'd like to do is put an FFC at -16,-16 and use a script to draw a full screen's worth of tiles to layer 0 in one command. Then, the FFC will move south at speed of 1 or something. When it gets to 16,16, it will snap back to -16,-16, but change the drawtile command to point to the next tile in the tile list.

The effect should be one drawtile function slowly scrolling through a vertical line of tiles on the tilesheet, which means I can draw whatever I'd like to be the background.

The obvious issue is tilespace.

Ah, what about combo cycling to recycle the same animations all over again. Then having a "transition" tile animation to go between them. You could then use a script to change them when you wanted to. Alot less tiles, but alot more scripting.

...Actually _L_ did something similar...you could set all the tiles on layer 0 in one for loop every so often. Hmm...still have to use up some tile pages, but nothing crazy. You're not thinking of Screen->DrawTile I hope.

anyways, I need to comehere more often... I used to love it ''back in the days'' :P

I remember oregon trail back in the day. 😉