Type 1: Detailed Character Art:


Type 2: In game art with expressive animations:

Edited by Saijee, 01 March 2012 - 01:40 AM.
Posted 01 February 2012 - 08:04 PM



Edited by Saijee, 01 March 2012 - 01:40 AM.
Posted 01 February 2012 - 08:47 PM
Edited by Visor, 01 February 2012 - 08:54 PM.
Posted 01 February 2012 - 09:30 PM
Posted 02 February 2012 - 08:36 AM
Posted 02 February 2012 - 04:21 PM
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.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.
Posted 02 February 2012 - 04:52 PM
Posted 02 February 2012 - 07:02 PM
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.I don't understand the question. The topic's title is "dialog"... but your question is about "character art".
What exactly are you asking?
Posted 02 February 2012 - 07:20 PM
Cave story.
Tales of Symphonia.
Edited by jakobs98, 02 February 2012 - 07:21 PM.
Posted 02 February 2012 - 10:13 PM
In both your OP examples, the dialog appears in a speech bubble over the character's head. What's the difference?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.
I don't understand the question. The topic's title is "dialog"... but your question is about "character art".
What exactly are you asking?
Posted 03 February 2012 - 12:37 AM
Posted 03 February 2012 - 08:43 AM
Posted 03 February 2012 - 10:48 AM
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.
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).Type 1: The dialogue is "overlaid" over the game using different portraits.
Type 2: In-game graphics.
Posted 05 February 2012 - 02:52 PM
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.Witch is preferred? And why?
Posted 05 February 2012 - 05:59 PM
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.
Witch is preferred? And why?
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?
Edited by Saijee, 05 February 2012 - 05:59 PM.
Posted 07 February 2012 - 11:43 AM
Saijee... this is the Game Maker Community, not the Game Player Community.Skrew the work load on my part, I'm asking you as a player witch you prefer to see.
Edited by Yal, 07 February 2012 - 11:44 AM.
Posted 07 February 2012 - 04:02 PM
Yeah you're right... I probably should leave quietly, right? *Exits through the fire escape*Saijee... this is the Game Maker Community, not the Game Player Community.
All of us thinks about everything from a devvie perspective.
Posted 07 February 2012 - 04:45 PM
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.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.
Posted 07 February 2012 - 09:44 PM
Edited by Visor, 07 February 2012 - 09:44 PM.
Posted 07 February 2012 - 10:33 PM
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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