This 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.
Yes, my idea behind it is generally draw a sprite, copy it into a new frame, move some parts of it, then reconnect and clean up the ugliness that results from an arm being completely disconnected from a shift in the rest of the image.
Sometimes it is amazing how many images are required for even a small video-game
11–16 of 16 posts
Re: Sometimes it is amazing how many images are required for even a small video-game
#121. http://ifarchive.jmac.org/ 2. http://eblong.com/zarf/glulx/
Re: Sometimes it is amazing how many images are required for even a small video-game
#13Proper 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…
He's not making a data-driven business app, where a shadow here or a custom icon there are nice but ultimately unnecessary. He's making a piece of software in a field where the small details can often be the difference between obscurity and massive success.
Of course, there are exceptions to the rule (Dungeon Raid, Doodle God, etc), but they became successful in spite of their lack of polish by having excellent and novel gameplay. When you're "borrowing" someone else's successful formula, you're competing with all of the crappy clones out there and need to put in a little extra effort to stand out.
Plus, he's making the game for fun, and it's a hell of a lot more fun to make something you're really proud of.
Re: Sometimes it is amazing how many images are required for even a small video-game
#14Proper 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
#15This 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.
The figure I've seen is that typically 70% of a game's budget will go to art
Re: Sometimes it is amazing how many images are required for even a small video-game
#16This 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 "
It really is a labor of love, best advice really is do as little organic / moving items as possible. They can be added later without feeling the need of "Oh my god not another batch!"
I started my indie game 4 months ago, and i'm still adding a few touches here and there. Guess it's a creator's bane.