Sometimes it is amazing how many images are required for even a small video-game
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Re: Sometimes it is amazing how many images are required for even a small video-game
#2Re: Sometimes it is amazing how many images are required for even a small video-game
#3What's the value in having enemies have slight differences in appearance as they get close to death? Will players actually notice or care about this? In a 2D games, it probably makes a lot more economical sense to add some kind of procedural effect to show this, such as tinting them red, making them flash, or showing a bright red outline.
Re: Sometimes it is amazing how many images are required for even a small video-game
#4Proper planning is key, both to ensure that you don't find yourself suddenly and unexpectedly needing 500 new images, and to find areas for optimization. What's the value in having enemies have slight differences in appearance as they get close to death? Will players actually notice or care about this? In a 2D games, it probably makes a lot more economical sense to add some kind of procedural effect to show this, suc…
Re: Sometimes it is amazing how many images are required for even a small video-game
#5This is incredibly true. I've been making a flash game recently, and it's my first, but I've just been overwhelmed with how many images are required. At every step I'm realizing, "Oh damn, I need images for this. Finds my graphics buddy "
Re: Sometimes it is amazing how many images are required for even a small video-game
#6Counting frames is often not productive though, cut-out animations (which PvZ appears to be using) allow artists to render many frames from one base illustration and some extra work. They're not necessarily easy but they're often a large time savings over frame by frame.
Re: Sometimes it is amazing how many images are required for even a small video-game
#7Re: Sometimes it is amazing how many images are required for even a small video-game
#8This is why video game companies hire more artists than programmers. Counting frames is often not productive though, cut-out animations (which PvZ appears to be using) allow artists to render many frames from one base illustration and some extra work. They're not necessarily easy but they're often a large time savings over frame by frame.
Re: Sometimes it is amazing how many images are required for even a small video-game
#9This is why video game companies hire more artists than programmers. Counting frames is often not productive though, cut-out animations (which PvZ appears to be using) allow artists to render many frames from one base illustration and some extra work. They're not necessarily easy but they're often a large time savings over frame by frame.
Re: Sometimes it is amazing how many images are required for even a small video-game
#10Proper planning is key, both to ensure that you don't find yourself suddenly and unexpectedly needing 500 new images, and to find areas for optimization. What's the value in having enemies have slight differences in appearance as they get close to death? Will players actually notice or care about this? In a 2D games, it probably makes a lot more economical sense to add some kind of procedural effect to show this, suc…
That can work (as I'll dot that for frozen aka slow characters or rage aka fast characters) However certain things just can't be replaced, like a big bite out of a plant or a black eye on another character with blood on the corner of their mouth.