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Freedom Planet
grayanater 1 Fev, 2013 às 4:16
Graphics Suggestion
With platformers, graphics are an essential part of the game.

If you're trying to go with the 16-bit graphics style, you need to render each frame and format it right so that any in-game animations don't look cheasy/cheap/thrown together.
Examples: After watching the trailer, any parts where the characters rotated or any of the in-game objects rotated seemed cheap because of the way they were rotated (the characters were rendered at one angle and the pixels of the characters were rotated instead of rerendered).

If you're trying to go with a vectorized style, you need to make sure everything is made of vectors and that everything runs and looks smooth, including the animation (in which case the smoother rotation of the characters and such would look completely fine).

All I'm suggesting is that you do one or the other before the game is completely ready for launch (I'm assuming you don't want vector so, the first option would be best) so that the game doesn't look cheesy because of the animation.
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pollution_skunk 1 Fev, 2013 às 6:32 
Aw come on! Graphics don't matter. Also, mind you that this was originally meant to be a Sonic fangame, so I think the devs are using the same techniques used in the Sonic Genesis games, wich is rotating the characters' pixels. This was a fancy graphical trick in the Genesis games (the Genesis couldn't do hardware-based rotation), but they will still use it to maintain the retro charm - wich is the driving force behind the game.
Shadow Hog 1 Fev, 2013 às 10:11 
While I agree that vector art would look pretty kickass for this game's style, I don't think Multimedia Fusion 2 supports it.
Vini 1 Fev, 2013 às 12:09 
The nature of the character sprites when rotated are part of Multimedia Fusion 2 as well; I'm fairly sure if there had been a way to go about that, it would have been done already. It's a pretty small downside to having a full, 360-degrees physics engine, at the least.
grayanater 1 Fev, 2013 às 16:55 
Originalmente postado por Carrot Top:
The nature of the character sprites when rotated are part of Multimedia Fusion 2 as well; I'm fairly sure if there had been a way to go about that, it would have been done already. It's a pretty small downside to having a full, 360-degrees physics engine, at the least.
I believe you can add individual frames as a replacement for the way the rotation works in the physics engine (frames for when you hit a certain spots, frames for other objects that are being rotated, etc.) but if I'm somehow wrong, I would need an explanation since I'm almost certain that it would support it.
grayanater 1 Fev, 2013 às 16:59 
Originalmente postado por Shadow Hog:
While I agree that vector art would look pretty kickass for this game's style, I don't think Multimedia Fusion 2 supports it.
If it doesn't support the vectors themselves, you can just render a vector image as an image file, like PNG, and make it large to support screens with higher resolutions.
GalaxyTrail  [autor] 2 Fev, 2013 às 3:23 
This is something we have considered, but we decided that it would take too much time and resources to redraw each characters' animations in multiple directions of rotation, especially if we continue our plans of hiring a pixel artist to help us reshade the sprites in a better style. Vector art is also out of the question since MMF2 does not support it - at least to the degree at which we would be happy with.

We have two options - Automatic rotation with anti-aliasing (which is our current method) or without anti-aliasing. The latter produces a lot of fuzz and looks worse than the option we're going with right now.
Cheese 2 Fev, 2013 às 11:48 
Originalmente postado por GalaxyTrail:
We have two options - Automatic rotation with anti-aliasing (which is our current method) or without anti-aliasing. The latter produces a lot of fuzz and looks worse than the option we're going with right now.
The anti-aliasing blends the colors, though, and it ends up looking odd next to the rest of the game. Everything has these limited color palettes and such and it looks nice, and then you run up a hill and your character becomes a little bit blurry and has a bunch more colors due to blending.

I don't know about anyone else, but I'd personally prefer the second option. I know what it looks like; it's the same as in the Sonic Advance games. It ain't perfect but at least it wouldn't look as odd.

EDIT: Perhaps there could be an option in game to choose whether or not you want anti-aliased rotations?
Última alteração por Cheese; 2 Fev, 2013 às 12:05
grayanater 2 Fev, 2013 às 12:25 
Originalmente postado por GalaxyTrail:
This is something we have considered, but we decided that it would take too much time and resources to redraw each characters' animations in multiple directions of rotation, especially if we continue our plans of hiring a pixel artist to help us reshade the sprites in a better style.
Although it would still look a lot more professional in the end if you did that.
cgngreenbadass007 5 Fev, 2013 às 15:19 
Well as long as its art is attractive and the animations run smoothly
GalaxyTrail  [autor] 16 Fev, 2013 às 4:40 
Just a quick update on this: We have tweaked the way character sprites are rotated so that they have a full 360 degrees of rotation, as opposed to just 30. We've also removed anti-aliasing, which makes for ugly screenshots but looks wonderful in-game.

We have also decided on who we will commission for upgraded pixel art, but we're going to wait a couple months before we start revamping the graphics so that our new pixel artists have time to wrap up their current projects.
SpaceHarrier 20 Fev, 2013 às 8:43 
What about widescreen support and a nice screen filter like 2xsai?
GalaxyTrail  [autor] 21 Fev, 2013 às 10:30 
Widescreen is now default. :) We're not sure about screen filters yet, but we'll look into it.
it 9 Mar, 2013 às 18:40 
Originalmente postado por GalaxyTrail:
Widescreen is now default. :) We're not sure about screen filters yet, but we'll look into it.
426(.666?) pixels wide is kinda awkward; and 240 scanlines is rather little, as much like the MegaDrive that may be. Zoom out 1.5x to 640x360? May hurt the sense of speed a bit; but could be well worth it, just to see ahead further.

Edit: I'm of the opinion that the 16bit era pixel art look could be pulled off @ 1280x720, but reworking sprites and tiles this late in development is understandably out of the question
Última alteração por it; 9 Mar, 2013 às 18:44
Monsieur Hon Hon 11 Jun, 2013 às 0:11 
A total graphical revamp? b-b-but muh retro feel!
SpaceHarrier 11 Jun, 2013 às 5:37 
I don´t mind if it looks pixelated or not. As long as those lovely characters are kept in the game
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