@ Russ: Yeah, Jane wants to leave the original game feeling, so she wasn't really eager to place doors on other places than in the usual four directions inside a dungeon. The second quest is already in work.
Post screenshots of your quests here. [1.0]
I got a screen to show from EoT Redux:

It seems like it's missing something, but I can't quite tell what. By the way, if you want to know what it looked like in the original EoT, imagine a square room with two open doors, and locked door, and a boss door.
? I don't understand the purpose of the lock block.
When you put the key in it, the other two yellow blocks go down, letting you go to the right. In the original, it was just a wall with a locked door, so I consider it to be a condsiderable improvement.
Ah, definitely a lot better.
russadwan wrote:I got a screen to show from EoT Redux:
It seems like it's missing something, but I can't quite tell what. By the way, if you want to know what it looked like in the original EoT, imagine a square room with two open doors, and locked door, and a boss door.
Moar details on the floor?
The door looks weird. Scrap that entire concept, or make it wider. There's also a walk-off on the right side of the screen, fix that.
Revfan9 wrote:Moar details on the floor?
The door looks weird. Scrap that entire concept, or make it wider. There's also a walk-off on the right side of the screen, fix that.
Will do.
Why have you put my tree backwards? =(
It looks not very good backwards....
The perspective is all off that way round >_<
Also, the door on the end of the pyramid looks reallllly weird.
Joe123 wrote:Why have you put my tree backwards? =(
It looks not very good backwards....
The perspective is all off that way round >_<
Actually, I have it both ways, and I think it looks good forwards and backwards. Seriously, if you had a kind of tree that spiraled, do you think every single one would point east? I doubt it.
And I guess I'll make the part with the door wider. I really don't see anything wrong with it though.
I don't see anything wrong with the door... Maybe people are just too used to doors being square.
Yes, but it's not whether it points east or west, it's the shading and the perspective.
Which is wrong if you just flip it.

I like it. Custom palette and stuff. Maybe could use some more ground detail.
Dark colors + High saturation = Eww.
Dark and gloomy palettes are fine, but make the colors more faded out.
So, essentially add more gray to the colors? Just make the colors not as bright?
Pineconn wrote:
I like it. Custom palette and stuff. Maybe could use some more ground detail.
It looks great. But just a quick question: is that from EoT, or just a random screen?
Random screen. I needed something for SotW 3, so I whipped that up.
Pineconn wrote:Random screen. I needed something for SotW 3, so I whipped that up.
Oh. Thank Goodness! Well, it makes it harder for me to win SotW, but at least I don't have to worry about remaking my EoT overworld a third time to get anywhere as good as yours. 😊
Here are the six presentation screenshots of Janine's New Quest (2.50 Beta).






Matthew Bluefox wrote:Here are the six presentation screenshots of Janine's New Quest (2.50 Beta).
It looks to much like Zelda 1. Try changing a few things. Also, the bombable cliffs stick out a little to much.
That's only for the super-bombable cliffs, so the player doesn't even think of wasting normal bombs on that wall. Same with the red bushes for red candle usage or higher only (higher meaning the wand with book power). And as I said, it's supposed to be an enhancement to the original Zelda quest. Jane and I didn't intend to create a completely new tileset. 😊
The changes are mostly in the game rules and also in the basic color, basic item and basic enemy settings. Once you play it, you will discover the changes quite easily. For example, if you pick up a bomb an enemy is leaving you behind, it adds not four, butt only one bomb to your counter. If you wanna get a bunch of bombs in one hit, you need to either buy bomb packs in 5 or 10 for 40 / 80 rupees, or you go to the dungeons and receive some bomb packs as room items. 😊 And if you use the blue candle, the flame will be blue! That wasn't possible to change in 2.10 anyway.
And of course there is new MIDI sound in the game, however it's not self-composed, it's known material from Zelda 2. And yayness, we finally managed to have enemies dropping clocks (Alphadawg will probably like that feature).
BTW: Can you only quote the text, butt not the images? That needs a lot of space just to show the screenshots from my above post again. ^^ And sorry to all if I went a bit off-topic when answering to the above post.
Okay, sounds interesting. But still, you should try changing the way the screens look a little bit.
Well, what can I do except making the screenshot and presenting it 1:1 like it is in game? What is your idea? I'm open for suggestions. 😊
Well, to stray from the original, you could move some rock formations a little, add some stuff here and there, and then completely remake some screens to look like other screens to confuse people who have beaten the first quest.
Okay, I get what you mean. Maybe in a second quest, I'll consider this input. 😊
The first screen from level 1 of Key to the Heavens:

Comments?
Take that palette. Then strangle it until it stops struggling, and flush it down the toilet afterwards.
Then, replace with better palette.
Also, add more mountain variety (use diagonals! Having vertical and horizontal lines everywhere is boring!) and add more ground detail. It's just so blank and boring, looking at it feels like watching an episode of Gilmore Girls.
First, Joe made that palette, and everybody likes it, so if you have something better, post it.
Second, I'm not sure if there are diagonals. They are gameboy style mountains, but they might. I'll check.
That's the desert palette that you made with the colours toned down slightly for a transition area.
Gameboy style mountains?
DoR mountains are not gameboy style mountains....
But those ones are. look at them carefully Joe. They are gameboy style. There are gameboy style DoR mountains right under the LttP style ones.
They're part of the same set.
Interchangeable.