Updated 8th of May 2012 with what should be the final version.
Awwwwctorok! So cute :o
Great cartoony mock-up of a timeless classic. I especially like the HUD and the saturated colours. Some thigns bother me with the wonky perspective, but to hell with it. This is a LoZ mock-up after all and those games had no sense whatsoever in their perspective. I learned that while doing my own Zelda mock-ups.
Though . . . LTTP never puts enemies in houses.
You gotta shade at least one wall darker.
I did try making corner pillars at one point, but I thought it actually made things look stranger. The reason there is an owl statue on the left wall (aside from it being a throw back to ALttP) is because it hurt my brain to look at the room without something on that wall. I think the stack of boxes on the right do a decent job of breaking things up on that side, but the Octorok alone wasn't enough on the left, and any more boxes would just look ridiculous.
I had originally planned to do more with the walls, but in the end I just wanted to get it over with. Of course I could have saved myself a lot of trouble by not trying to make a room with even weirder perspective than the real Zelda games. In my head I had it all planned out that I wouldn't reuse any elements and everything would be tailored to the perspective relative to its position in the room (you can see this with the doors, the Octorok, and the Owl Statue) but in the end laziness won out. I do hope to revisit it someday.
I think I just realised why Nintendo usually put large beams in the corners of tile sets. If the beams were there you wouldn't have to force the perspective to make any logical sense, as the walls would never meet. I think that's the only real issue with this piece.
Light doesn't really go through glass in a straight direction. It comes in from many angles like a fan, so the resultant light footprint (really bad analogy but I hope you get my meaning) can be wider and taller than the object it's passing through depending on time of day and various other factors.
Here's an example:
This work could get the prize)
This piece is great! I especially like little "HUD" in the corner. One small concern though... The sunshine from the bottom window doesn't seem to match the size and shape of the top window, although the frame indicates they are the same kind of window. It's kinda assumed the bottom window also has curtains.
Regarding colours... Just imagine what platform you would be making the game to. NES or C64? 16 colours. Snes or Amiga? Like 256 colours? See where I'm going with this? ;-)
I just don't like adding a colour that's barely going to be used. I know there aren't any hard constraints on any medium anymore, but it's an old habbit.
You know, I don't see why not just add another color. You already have 43 :P
So I've removed two shades of grey and added a colour to AA the stripes with mixed success (and it feels really wasteful T-T). I've also changed the blue 'A' button to a green 'B' button, and changed the arrow on the other button. That's probably all the changes I will make.
I'd like to thank everyone who's replied so far for their kind words. It makes me feel a bit better about the piece even though I'm still not satisfied with it.
Too saturated, it burns against the color of the wall. Fantastic piece btw.
Well it works on my monitor! (which is not even close to calibrated)
This is beautiful btw. I wish the 2d games actually looked like this.
The only colour in my palette I can use to AA the stripes on the wall is a fairly bright orange that I'm not sure would work on all monitors. Let me know what you think:
Wallpaper could use some AA though.
God damn amazing.
A million stars.
Sword equipped to A button?!