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Now multiply 130 by however many sprites are used on the map, such as surprise, laughter, or simply walking in all four directions.
Yeah, that might be getting unreasonable, at least in a 2D game.
I would not mind adding one gig of ugly sprites if I have the customization of seeing the sprites that I want. *People can probably edit the gif and use batman as a sprite.
In comparisson, you see resident evil games implementing the costumes used in story play when they are unlocked.
I do not it is much to ask of this for this game.
So you have no concept of how much work goes into each.
Making the thousands of sprites this would require is actually a lot harder than making a new 3D skin, slapping it on top of an existing mesh, and letting it use the same animations as the original.
The heroes can stand there doing nothing for all I care, as long as they are in their job sprites. This is a game where you actually have to read, not watch some CG movie to explain to you five times. Implementing something that is already in the game is not asking for much.
Yes I admit I do not know of much. However the sprites already exist.
Explain to me why they need to make thousands of sprites again?
As a reminder this is a NES designed game that is outfitted for todays PC reboot. Reboots usually come with some sort of change, mainly graphics.
1: Despite now using the same basic style, the battle sprites are not identical to the overworld map ones. They are separate sheets.
2: Every single frame of animation requires a new sprite. Looking at a sprite-sheet from the original game that's ~26 sprites that get used throughout the game, that every single job for all 5 characters would need to be animated for.
130 character/job combinations times 26 frames of animation = 3,380 sprites just for the overworld map. (Of course this is a rough estimate, I know not every character uses every frame)
... Yeah, insane.
More than half of the sprites necessary are already completed.
No. They're not. The overworld sprites are not the same as the battle sprites, even in this version. There are 0 overworld sprites completed for any of the non-Freelancer jobs.
Proof?
So you saying they can just copy and paste from a picture that is already created?
Well then...why is it an issue? If you're fine with the sprites looking to one side and gliding across the map, then why not just accept the freelancer sprites?
Because the sprites don't exist. That's the part you're not getting. There is no sprite for, say, the Ninjas looking at the camera and laughing. Those would have to be manually drawn. Sprites are not modifiable models, each "movement" is a different drawing.
As a reminder, sprites are closer to traditional animation, and you keep thinking the rules of 3D animation can apply to them.
As someone who was tinkered with the art data of the SNES version, I can confirm this statement is completely false. There are no overworld job class sprites in the Super Famicom verison of Final Fantasy V. Not even any incomplete leftovers.
Believe me, that's the kind of cutting room floor gold mine people like me obsess over trying to find when searching through the data of an old video game. It doesn't exist.
don't compare it with FF3, FF3 uses the same models for field and battle. and making animations for 3D models is way easier than making animations for 2D sprites. for the example, FF3 models can share the movement animations with all the other characters and jobs. all they have to do is create models and use the same animations. for 2D sprites they have to manually draw every actions for each sprite.