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Freedom Planet
grayanater 2013年2月1日 @ 4:16am
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 2013年2月1日 @ 6:32am 
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 2013年2月1日 @ 10:11am 
While I agree that vector art would look pretty kickass for this game's style, I don't think Multimedia Fusion 2 supports it.
t0ms0ckic 2013年2月1日 @ 12:09pm 
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 2013年2月1日 @ 4:55pm 
Carrot Top 發表:
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 2013年2月1日 @ 4:59pm 
Shadow Hog 發表:
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  [開發人員] 2013年2月2日 @ 3:23am 
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 2013年2月2日 @ 11:48am 
GalaxyTrail 發表:
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?
grayanater 2013年2月2日 @ 12:25pm 
GalaxyTrail 發表:
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.
Brown 2013年2月5日 @ 3:19pm 
Well as long as its art is attractive and the animations run smoothly
GalaxyTrail  [開發人員] 2013年2月16日 @ 4:40am 
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 2013年2月20日 @ 8:43am 
What about widescreen support and a nice screen filter like 2xsai?
GalaxyTrail  [開發人員] 2013年2月21日 @ 10:30am 
Widescreen is now default. :) We're not sure about screen filters yet, but we'll look into it.
it 2013年3月9日 @ 6:40pm 
GalaxyTrail 發表:
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
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