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#1 Saijee

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Posted 01 February 2012 - 08:04 PM

Witch is preferred? And why?

Type 1: Detailed Character Art:
Posted Image
Posted Image

Type 2: In game art with expressive animations:
Posted Image
Posted Image

Edited by Saijee, 01 March 2012 - 01:40 AM.

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#2 Visor

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Posted 01 February 2012 - 08:47 PM

I prefer the second kind. Fully animated cutscenes, including those you can advance the dialogue of yourself, appeal to me. I prefer letting the graphics convey some of the scene in the same context as they do with gameplay.

However, if the game engine doesn't permit that kind of detail in animation (say, if you're trying to make a retro game with a lot of sprites on screen, and you only have a small view to work with), or the characters don't have 'field' graphics to begin with, I don't mind the other kind.

Edited by Visor, 01 February 2012 - 08:54 PM.

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#3 Zeddy

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Posted 01 February 2012 - 09:30 PM

The latter. I find the former to break immersion unless the game is entirely made up of dialogue.
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#4 Yal

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Posted 02 February 2012 - 08:36 AM

After getting neophyted by Cave Story, I started to prefer the second kind, except that characters featured no animations whatsoever and just turned left or right as needed. Facial expressions was taken care of via mugshots in the dialogue box.

But recently I got quite hooked to the first Disgaea game, and I'm sort of thinking about experimenting with the detailed character art system a bit myself and see how that would look.
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#5 Saijee

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Posted 02 February 2012 - 04:21 PM

After getting neophyted by Cave Story, I started to prefer the second kind, except that characters featured no animations whatsoever and just turned left or right as needed. Facial expressions was taken care of via mugshots in the dialogue box.

But recently I got quite hooked to the first Disgaea game, and I'm sort of thinking about experimenting with the detailed character art system a bit myself and see how that would look.

I hope you know that you have just defined cave story as Type 1 ma'am. Anything that has faces come up for dialog is type 1.
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#6 chance

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Posted 02 February 2012 - 04:52 PM

I don't understand the question. The topic's title is "dialog"... but your question is about "character art".

What exactly are you asking?
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#7 Saijee

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Posted 02 February 2012 - 07:02 PM

I don't understand the question. The topic's title is "dialog"... but your question is about "character art".

What exactly are you asking?

In the OP I have presented 2 different ways that game developers decide to have the dialog expressed. But witch one does the better job.
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#8 jakobs98

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Posted 02 February 2012 - 07:20 PM

I have to say the first one. To be more specific, the kind where the dialogue box is always in the same place, like the Hisoutensoku one. However, dialogue varies in pretty much all games and is almost never the same. Where they appear, pictures, etc. My favourite system would be the one in Cave Story. Take note of the frame, square at the same position all the time. The picture with not only the picture of the character, but also their facial expression and though not visible, the text appears letter by letter. There are so many good dialogue systems, so picking a favourite is kinda hard, though I say this one. I think one of the best, chat bubble systems I've seen is in Tales of Symphonia.
Posted ImageCave story.


Posted Image Tales of Symphonia.

Edited by jakobs98, 02 February 2012 - 07:21 PM.

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#9 chance

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Posted 02 February 2012 - 10:13 PM


I don't understand the question. The topic's title is "dialog"... but your question is about "character art".

What exactly are you asking?

In the OP I have presented 2 different ways that game developers decide to have the dialog expressed. But witch one does the better job.

In both your OP examples, the dialog appears in a speech bubble over the character's head. What's the difference?

Other than differences in art style, this seems like a trivial distinction in how the dialogue is expressed. So I still don't understand what you're asking here. Surely, there's more substance behind your question.
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#10 Saijee

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Posted 03 February 2012 - 12:37 AM

Your the only one not getting it, so me trying to explain it to you won't get anywhere. Someone explain please.
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#11 Zeddy

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Posted 03 February 2012 - 08:43 AM

Type 1: The dialogue is "overlaid" over the game using different portraits.

Type 2: In-game graphics.


I always thought Final Fantasy 7 did the best job of it.
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#12 Visor

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Posted 03 February 2012 - 10:48 AM

I think what's he's trying to say is that he'd like some views on how cutscenes are acted out, but he's got bogged down with the word 'dialogue'.
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#13 chance

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Posted 03 February 2012 - 11:39 AM

Your the only one not getting it, so me trying to explain it to you won't get anywhere. Someone explain please.

Type 1: The dialogue is "overlaid" over the game using different portraits.

Type 2: In-game graphics.

Ah... I see. Thanks Zeddy. I didn't understand his distinction between "character art" and "in game art" (since I've never played either of the games shown in the OP).
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#14 EdgeV

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Posted 05 February 2012 - 02:52 PM

Witch is preferred? And why?

Simple, it's whichever idea takes the least effort, time and money. I'd say the cutscenes from Final Fantasy 5 are a good example.

Fully animated cutscenes are nice, sure. But how long will it take for you or your team (if you have one) to make just one fully animated cutscene? How long will it take to make say... 20 of them?

Sure, it would be nice if in 5 years from now, you release a really awesome game with animated cutscenes, elaborate character art and all the superficial eyecandy.

But still, how many days, weeks, months and years do you want to spend programming and animating without being even close to halfway finishing the game?
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#15 Saijee

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Posted 05 February 2012 - 05:59 PM


Witch is preferred? And why?

Simple, it's whichever idea takes the least effort, time and money. I'd say the cutscenes from Final Fantasy 5 are a good example.

Fully animated cutscenes are nice, sure. But how long will it take for you or your team (if you have one) to make just one fully animated cutscene? How long will it take to make say... 20 of them?

Sure, it would be nice if in 5 years from now, you release a really awesome game with animated cutscenes, elaborate character art and all the superficial eyecandy.

But still, how many days, weeks, months and years do you want to spend programming and animating without being even close to halfway finishing the game?


No, bad EdgeV, bad!

Skrew the work load on my part, I'm asking you as a player witch you prefer to see.

Edited by Saijee, 05 February 2012 - 05:59 PM.

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#16 Yal

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Posted 07 February 2012 - 11:43 AM

Skrew the work load on my part, I'm asking you as a player witch you prefer to see.

Saijee... this is the Game Maker Community, not the Game Player Community. ;)
All of us thinks about everything from a devvie perspective.

Edited by Yal, 07 February 2012 - 11:44 AM.

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#17 masterofhisowndomain

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Posted 07 February 2012 - 04:02 PM

Saijee... this is the Game Maker Community, not the Game Player Community. ;)
All of us thinks about everything from a devvie perspective.

Yeah you're right... I probably should leave quietly, right? *Exits through the fire escape*

I think it depends upon the style of the game; if you're willing to put the effort into the animated portraits and believe the results will suit your intentions, go for it. However, I suppose for the majority of games, in-game graphics will serve the purposes just fine.
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#18 Saijee

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Posted 07 February 2012 - 04:45 PM

I think it depends upon the style of the game; if you're willing to put the effort into the animated portraits and believe the results will suit your intentions, go for it. However, I suppose for the majority of games, in-game graphics will serve the purposes just fine.

Interesting that you see it that way. Because I would have thought that having still portraits would be coping it out the easy way. Where as using in game graphics would take more technical effort.
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#19 Visor

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Posted 07 February 2012 - 09:44 PM

You could make arguments for either. Using portraits and not in-game sprites might be easier in terms of the amount of programming that needs to be done, but could involve more graphical work.

Edited by Visor, 07 February 2012 - 09:44 PM.

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#20 Saijee

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Posted 07 February 2012 - 10:33 PM

I fail to see how that argument can be made.

If you do portraits, you technically only need to draw each portrait once.

Where as if you do things with in game graphics, you would need to have every action timed correctly, to work as a vehicle for story telling. Like so:

Josh: Come on everybody, we are almost there.

*Josh gestures to the left

Nick: We've been walking for hours, I think I'm going to die.

* Nick faints.

* Josh looks at him and there is a pause.

* Josh face palms himself.


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#21 Visor

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Posted 08 February 2012 - 12:00 AM

If you do portraits, you technically only need to draw each portrait once.


You only need to draw one sprite for each character in an animated cutscene, but the result usually wouldn't be particularly good. A scene presented with a single portrait for each character would only look marginally better in my view. Both approaches do the job, but only to a basic standard.

If you're satisfied with a single portrait for each character, or numerous portraits with only minor changes in expression, it might be easier to create, depending on your art skills. If you'd prefer to use dozens of huge, full-body, expressive sprites for the portraits, which can get across emotions and actions in a similar way to animated cutscenes, it's a lot of work.

Edited by Visor, 08 February 2012 - 12:03 AM.

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#22 EdgeV

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Posted 08 February 2012 - 12:01 AM

I fail to see how that argument can be made.

If you do portraits, you technically only need to draw each portrait once.

Where as if you do things with in game graphics, you would need to have every action timed correctly, to work as a vehicle for story telling. Like so:


Josh: Come on everybody, we are almost there.

*Josh gestures to the left

Nick: We've been walking for hours, I think I'm going to die.

* Nick faints.

* Josh looks at him and there is a pause.

* Josh face palms himself.

If you used still portraits, you'd have to design new portraits for every new things that happens. Or else it will look really stupid. :tongue:

It's more work than having your character sprite facepalm itself.
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#23 Saijee

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Posted 08 February 2012 - 12:05 AM

If you used still portraits, you'd have to design new portraits for every new things that happens. Or else it will look really stupid.


What are you talking about?

Fire emblem made it look fine with no more than 2-3 portraits per character, plus blinking and mouth moving.

It's more work than having your character sprite facepalm itself.

Missing the point. The point of the example was to illustrate that everything would scenerio would need to be timed correctly, like a play in a theater.
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#24 EdgeV

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Posted 08 February 2012 - 12:13 AM

What are you talking about?

Fire emblem made it look fine with no more than 2-3 portraits per character, plus blinking and mouth moving.

Have you ever seen a facepalm in Fire Emblem? I haven't. :ninja:

Missing the point. The point of the example was to illustrate that everything would scenerio would need to be timed correctly, like a play in a theater.

That's quite easy to implement. Program it so that everytime somebody says something, the game waits until the user pushes a key and you don't have to worry about timing anymore. In a good cutscene, it usually doesn't last long before somebody says something. :tongue:
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#25 Saijee

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Posted 08 February 2012 - 12:23 AM

Have you ever seen a facepalm in Fire Emblem?

Actually kinda. There are a number of times where it says " *Sigh* " witch leads lots of people to believe that at that moment that character was face palming.

That's quite easy to implement. Program it so that everytime somebody says something, the game waits until the user pushes a key and you don't have to worry about timing anymore. In a good cutscene, it usually doesn't last long before somebody says something.

You could but it depends. Because it can become really complicated, especially when your trying to get a character to move toward a particular point in 3D space.

Edited by Saijee, 08 February 2012 - 12:24 AM.

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#26 greep

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Posted 08 February 2012 - 07:01 AM

Honestly it just doesn't matter. However, if you note the first two examples, they are done out of necessity. Dialogue with fire emblem tactical sprites would be laughable, same with whatever that one bullet hell game was called.

Btw, is it just me, or does anyone else think "I'm 12 and what is this?" when they look at the 4th example? Especially considering the disinterested "Yeah.... uh...." expression of the floating person.

Edited by greep, 08 February 2012 - 07:42 AM.

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#27 Yal

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Posted 08 February 2012 - 08:55 AM

Suggestion: Saijee, use these images from a more well known game instead of the touhou images:

Posted Image
Posted Image

Both examples features Toad talking to Mario, but using different graphic styles. Should make the point come across a lot better than some games at least two people so far evidently haven't played.
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#28 Visor

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Posted 08 February 2012 - 11:32 AM

You could but it depends. Because it can become really complicated, especially when your trying to get a character to move toward a particular point in 3D space.


Using portraits can also become difficult, if you're using a lot of them and they're of high quality.

Have you considered that people might find it easier to program a timeline than to draw a load of portraits? Or to draw gameplay sprites than to draw portraits? Programming and graphics are two different disciplines.
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#29 Yal

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Posted 08 February 2012 - 11:48 AM

Have you considered that people might find it easier to program a timeline than to draw a load of portraits? Or to draw gameplay sprites than to draw portraits?

Likely not, since Saijee is asking for advice about HIS OWN PARTICULAR GAME without giving a damn about what other developpers plan to do.
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#30 Visor

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Posted 08 February 2012 - 12:25 PM

I did gather that; it was rhetorical. I just through it might help him; in retrospect, I should probably have checked a few more things first. Sorry if it gets your back up.

Edited by Visor, 08 February 2012 - 04:15 PM.

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#31 EdgeV

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Posted 08 February 2012 - 03:53 PM

Both examples features Toad talking to Mario, but using different graphic styles. Should make the point come across a lot better than some games at least two people so far evidently haven't played.

Was that aimed at me? Are you looking for a fight? :tongue:

Dialogue with fire emblem tactical sprites would be laughable


I think dialogue looks quite fine with just the standard battle sprites in Final Fantasy 5.

Posted Image

And it's definitely not hard to create funny or engaging cutscenes with sprites that are only 16 pixels wide and tall.

Posted Image

Posted Image

The more elaborate your character art is, the harder it will be to pull this off. The result will be a game that might have stunning realistic graphics, but no sense of humor at all. :ninja:

Edited by EdgeV, 08 February 2012 - 03:53 PM.

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#32 Saijee

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Posted 08 February 2012 - 04:07 PM

Likely not, since Saijee is asking for advice about HIS OWN PARTICULAR GAME without giving a damn about what other developpers plan to do.

Kinda want to make that into a sig. *rates up*

Well, first, let me apologise if my approach got your back up. All I'm trying to do is help him understand something, for his benefit. Nothing else.

It's not you in particular, but it does annoy me when I have to restate all of the contributing factors. Long story short:

I'm different, and my situation is different.
1) I find it easier to animate drawings than sprites (as in I cannot sprite anything other than lasers and explosions)
2) I started as an artist who got into game design. I could draw all the portraits in my game in 2 days if I wanted to.
3) My game doesn't even use sprites, it uses 3D models, that being said i wouldn't even need to draw portraits, I could simply make a rendered image of the 5000-polygon version of their model.
4) The only benefit I am interested in is making sure my game is the best possible game it can be. In terms of graphics, there is nothing that I cannot do within a reasonably short amount of time. I have no obligation to cop out taking short cuts.

Greep brought up a good point, that there are reasons behind the particular styles. So let me inform you about how things look in my game. The game looks like this:
Posted Image
Posted Image

In terms of how it plays, it's a metroidvania style game, it's also comparable to Smash Bros Brawl's Story Mode, but funner because the stages and enemies are designed around the characters abilities and there are only 2 characters. But there is a lot more dialog in this game, than in SSBB.
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#33 Visor

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Posted 08 February 2012 - 04:12 PM

It's not you in particular, but it does annoy me when I have to restate all of the contributing factors.


I wasn't aiming that at you specifically.

I do realise that some people would find it easier to work with your methods. I wasn't aware that it was using models; in those circumstances, it probably is easier to use portraits.

Edited by Visor, 08 February 2012 - 04:31 PM.

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#34 Saijee

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Posted 08 February 2012 - 04:35 PM

It probably is easier to use portraits.

But the question is: Witch looks better.
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#35 EdgeV

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Posted 08 February 2012 - 04:35 PM

Portraits are definitely a better choice for such a game.

If you don't animate everything perfectly, the animations will look extremely clumsy.

Which, of course, is a lot of work. Too much work if you ask me. It really isn't worth the tiny extra bit of appreciation you'd get for it.

4) The only benefit I am interested in is making sure my game is the best possible game it can be.

If you obsess too much about graphical eye-candy, it -will- be especially lacking in other, more important areas of game design.

it's a metroidvania style game, it's also comparable to Smash Bros Brawl's Story Mode, but funner

Look, I know you're excited about your game, but I'd wait with making such bold statements until it's finished and the first reviews are in. :ninja:
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#36 Visor

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Posted 08 February 2012 - 04:37 PM

Witch looks better.


I'd need to watch it in action to say for certain, but from what I can gather, probably portraits.
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#37 Saijee

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Posted 08 February 2012 - 04:40 PM

Mind elaborating what you gather?

Editing for Edgev-------

Which, of course, is a lot of work. Too much work if you ask me. It really isn't worth the tiny extra bit of appreciation you'd get for it.

No it isn't. Not for me. If there is one thing I'm proud about for my game, it's the animations.

If you obsess too much about graphical eye-candy, it -will- be especially lacking in other, more important areas of game design.

Not really. The gameplay works perfectly. I've had several people play test it and find it addictive fun. I could probably have no eye candy in the game at all and it still pass as a good game, but I don't want that. I want this game to be as great as it possibly can be. And graphical presentation in the eye candy is a big factor in that.

Look, I know you're excited about your game, but I'd wait with making such bold statements until it's finished and the first reviews are in.

Smash Bros Brawl Story mode wasn't fun for a number of reasons. Simply put. It was a good idea, and sounded good when they were talking about it on their web site. But it simply wasn't what it could have been. it felt slow and clunky. Enemies were annoying as heck to fight. And platforming puzzles were non-existent to dry.

I took the idea of SSE, listed all the things I didn't like, and fixed them.

My enemies run on non-random AI, making them predictable. They can still fight incredibly brutally, but because they are predictable, they are not annoying.

Second is that the game is designed to where you are never actually vulnerable. You can always get out of any animation by doing some other animation. Effectively making it the players fault for not getting out of the way, and not the games fault for not letting the player have the opportunity to get out of the way. Further more, enemies cannot combo the player, because the worst gaming experience is when you feel like you have absolutely no control over a situation, witch is something I took great effort to avert. On the other hand you can combo all the enemies.

Lastly platforming challenges are very alive in this game. I've taken the liberty of adding a bunch of various hazards from Super Mario World, because so many people have been able to create a bunch of neat challenges, as has been seen from rom hacks. There are only two characters in this game, and the worlds are designed to challenge their abilities.

Edited by Saijee, 08 February 2012 - 05:04 PM.

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#38 Visor

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Posted 08 February 2012 - 04:49 PM

The graphical style, the way I expect it moves, the sizes of the characters in relation to the view, the perspective from which the game is played, and the difficulty a player might have in following a cutscene of either kind taking the other factors into account.

That said, I wouldn't be opposed to some animation being used.
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#39 twelveways

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Posted 08 February 2012 - 05:13 PM

I would probably combine the two.If a main character is talking to a main character then a the game pauses and a portrait box appears in each corner with the dialoge written like:

Player: Im here to slay you!
NPC: That's what you think!

Then the game would unpause and the NPC would attack the player and the dialogue boxes would close. This way you dont lose the immersion but you get the detail tha you get in portrait.
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#40 EdgeV

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Posted 08 February 2012 - 05:41 PM

Editing for Edgev-------

It's nice to see that a lot of consideration went into the gameplay. Yet it is only a fraction of the amount of consideration that went into the gameplay of Super Smash Bros Brawl.

Your game won't be suffering from the same annoyances as Super Smash Bros Brawl. Your game will have its own flaws instead. How much those flaws distract from the gameplay depends on many factors, for example how critical your beta testers are.

And it's those things which will determine whether your game will really best a game that is widely considered to be one of the best games of 2008.
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#41 Saijee

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Posted 08 February 2012 - 06:02 PM

It's nice to see that a lot of consideration went into the gameplay. Yet it is only a fraction of the amount of consideration that went into the gameplay of Super Smash Bros Brawl.

Since you weren't on the team that made that, you can't say that for sure. Sakurai himself, said that " I did all the balanacing myself. "


Editing for Edgev-------

Your game won't be suffering from the same annoyances as Super Smash Bros Brawl. Your game will have its own flaws instead. How much those flaws distract from the gameplay depends on many factors, for example how critical your beta testers are.


I actually have two extremely critical alpha testers, one of witch is the fifth best Smash Bros Brawl player in state. And one of my beta testors is extremely familiar with regular fighting games and Castlevania. Not going to lie, I've come up with some ideas that I thought were pretty sound, that looking in retrospect were pretty stupid, and have been removed because of the play testers would give me legitimate reasons as to why something was either confusing, annoying or just flat out a bad idea.

And it's those things which will determine whether your game will really best a game that is widely considered to be one of the best games of 2008.

your statement is invalid, people don't like SSBB because of it's story mode, people like it for the multiplayer.

The graphical style, the way I expect it moves, the sizes of the characters in relation to the view, the perspective from which the game is played, and the difficulty a player might have in following a cutscene of either kind taking the other factors into account.


Please explain individually why these factor into your judgement, while I go into more detail about them myself.

Graphical Style- How would you categorize this?

Graphical Movement- I have no idea what this is supposed to mean.

Character Size on screen and Perspective- The images show the camera in a particular battle event. The camera is by no means in a fixed position, and will zoom in and out depending on how far your foe is. I can also choreograph the camera to do specific things for cutscenes if need be, Like zoom in a lot closer than it would in game play, and position itself to where it so that you are viewing the world from a dramatic angle. The possibilities are endless.

Difficulty following- Like what?

Edited by Saijee, 08 February 2012 - 06:06 PM.

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#42 Visor

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Posted 08 February 2012 - 07:37 PM

I'm not trying to be hostile. I'm trying to advise you, not stir things up; I think he's doing the same. As you requested, I'll talk you through how each of those factors influenced the decision.

In terms of graphical style and expected movement (that is, how I would expect the game to move in terms of speed, fluidity and physics with only screenshots to go on), I wouldn't favour or exclude either option, as it doesn't seem to lend itself to or distance itself from either of those. Character sizes and perspective are also based on the screenshots, and therefore don't factor in the specifics of the camera which I didn't know. The last part is just a view on which style would be easier for the player to follow, based on the other factors. Based on the above, I decided that portraits would look better in my view.

Edited by Visor, 08 February 2012 - 07:42 PM.

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#43 Saijee

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Posted 08 February 2012 - 08:08 PM

hostile? Did I ever imply that I thought you were?

Look, I'm not trying to be defensive, but when someone starts pointing something out and I don't understand it, than I want to know what they mean instead of pretending like I get their point. So I ask more about it.
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#44 Visor

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Posted 08 February 2012 - 08:13 PM

Like you said, you seemed a little bit defensive. You've explained that, so that's fine.

If the camera is as flexible as you reckon it is, I'd probably support animated cutscenes, or a combination of the two. If you were to use portraits, would they be taken from the models or drawn separately?
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#45 Saijee

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Posted 09 February 2012 - 01:07 AM

I still don't know why you would think it's defensive, unless you were reading it with a tone that wasn't there. But like I said, if I don't understand something, I will keep asking about it until it is cleared up.

I'd probably support animated cutscenes, or a combination of the two. If you were to use portraits, would they be taken from the models or drawn separately?


I should clear up something. I honestly don't see why you guys like portraits so much. I find it to be a bit confusing when there is both an in game graphic being animated and an up front portrait making faces. It's like ... having double vision.

If I did use portraits they'd most likely be hand drawn.
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#46 EdgeV

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Posted 09 February 2012 - 02:09 AM

I should clear up something. I honestly don't see why you guys like portraits so much. I find it to be a bit confusing when there is both an in game graphic being animated and an up front portrait making faces. It's like ... having double vision.

It depends... If it's a full-body portrait, it will look double and weird. If it's just a mugshot, it will blend in quite nicely.
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#47 Yal

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Posted 09 February 2012 - 11:42 AM

It's sorta painful to read five screens of you guys not understanding each other.

If I understand correctly, the topic goes like this:


Saijee: Which one of these do you prefer and WHY?

Some other guys: Pick whichever one it's the easiest to make, silly!

Saijee: Both of them are easy! I'm asking about your personal opinion!

Some other guys: Whoa, stop it! There's no need for you to get angry!

Saijee: No, I'm not angry.

Some other guys: Oh, I see. Well, in that case... both of them are bad. Use the fourth option.





Anyway...

I took the idea of ______, listed all the things I didn't like, and fixed them.

I'm thinking of making this into a sig! :]
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- The above is my personal opinion and in no way representative of Yoyogames or the GMC, except when explicitly stated -

 

Open this spoiler for my games:

Spoiler

Some useful game engines: (all completely free to use, even commercially, as long as you replace all included graphics / music first).
SisterEngine RPG Engine - - YaruFPS 3D Collision Engine -- YaruPlatEngine Platform Engine

New user? Can't draw but want to look unique? You can request a new avatar in this thread!


#48 EdgeV

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Posted 09 February 2012 - 01:18 PM

It's sorta painful to read five screens of you guys not understanding each other.

Yes, a shame isn't it? Things would be so much better if we just answered the question with a simple answer. :rolleyes:

When it really doesn't matter WHICH style of dialog you implement. It's more important HOW you implement it. Most of us aren't explicity in favor of one or the other -especially- because it depends a lot on how it is implemented.

If there's anything he needs, it's suggestions and input on HOW to implement either option. And there is plenty of such good advice to be found where you can only see "you guys not understanding each other." :tongue:

Saijee has stated he wants to make the game as good as possible. He'd be wise to take these suggestions to heart. ;)
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#49 Yal

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Posted 09 February 2012 - 02:36 PM

If there's anything he needs, it's suggestions and input on HOW to implement either option.

It's obvious that you don't know Saijee as good as I do. :P
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- The above is my personal opinion and in no way representative of Yoyogames or the GMC, except when explicitly stated -

 

Open this spoiler for my games:

Spoiler

Some useful game engines: (all completely free to use, even commercially, as long as you replace all included graphics / music first).
SisterEngine RPG Engine - - YaruFPS 3D Collision Engine -- YaruPlatEngine Platform Engine

New user? Can't draw but want to look unique? You can request a new avatar in this thread!


#50 Saijee

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Posted 09 February 2012 - 04:45 PM

From my perspective, all that matters is the output.
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