Nope. They'll post pictures of a game ran through algorithmic pickel enhancers from emulators and downscale it to DS resolution as proof an actual DS can make the high quality lines they're screeching about
>don't show the back sprite in the summary screen pointlessly like what gen 2,3, and 4 already do
wow that was hard
[...] >anon still pretending 256x192 is different from 256x192
>yes anon hardware differences dont effect anything why would how the pixels are displayed matter it's all the sane pixels right
I was wondering where these sprites came from and it turns out it comes from someone who outright says they're made for high resolution PC games and not DS hardware kek
https://www.deviantart.com/sassysnivy/journal/High-Resolution-DS-Style-Sprite-Tutorial-826216391
2 years ago
Anonymous
nuh uh anon you're just (insert gay twitter tier insult) here's a picture from (a different game ran through the same emulator pickel enhancer then downscaled to DS resolution). Check mate chud.
2 years ago
Anonymous
wow anon you're right DS hardware can't display
>a DS screen can't display this according to GF shills
2 years ago
Anonymous
Why did Ace Attorney games only ever show one hi-res sprite on screen? Consider this your homework project for the holiday weekend. Ace Attorney is a funny example here because their artists are on record about how the GBA/DS screens limited their artwork.
>and not DS hardware
the post doesn't say that anywhere
if high res sprites didn't work on DS hardware then the fricking gen 4 backsprites wouldn't exist
Fangames are generally made at the resolution of the DS games or even higher, but if you need it explicitly spelled out to you, here you go.
It's funny, these sprites were inspired by the artist's love for Unova, and here some neckbeard is using them to slander Unova.
2 years ago
Anonymous
>Why did Ace Attorney games only ever show one hi-res sprite on screen?
anon....
2 years ago
Anonymous
Hah, remembered those games right after I posted that.
Still, doesn't refute my point. Because AA4 only shows one character on screen, the pixel art can be higher quality, with greater color depth and animation. You posted Young Trucy: this animation of hers is smoother than anything in AAI, and that's for a one-shot appearance. Trucy in the present has more animation than any character in AAI. Even AAI will frequently only show one character at a time in order to have more animations to call upon, most noticeable during the debate sequences. And keep in mind, we're comparing VNs here. You're talking about AJ levels of sprite quality alongside attack animations and the like, in a series with significantly more characters.
>Fangames are generally made at the resolution of the DS games or even higher
Yes, and if you take a fan made sprite that's made at 2x the resolution of a GF sprite, and replace the GF sprite that was moronicly blown up to be 2x the size, then the fan made sprite will still fit on a DS screen as shown in [...] you absolute dumbfrick.
There's a difference between taking a small sprite and then scaling it up to be bigger, versus just plopping down a big sprite. There's a limit on how big DS sprites can be before they need to be scaled. What works in photoshop won't work when programming a video game.
2 years ago
Anonymous
>IT HAS A LOT OF CHARACTERS SO IT'S ALLOWED TO BE SHIT!
glad we agree sword and shield is the best game in the series.
2 years ago
Anonymous
Hah, remembered those games right after I posted that.
Still, doesn't refute my point. Because AA4 only shows one character on screen, the pixel art can be higher quality, with greater color depth and animation. You posted Young Trucy: this animation of hers is smoother than anything in AAI, and that's for a one-shot appearance. Trucy in the present has more animation than any character in AAI. Even AAI will frequently only show one character at a time in order to have more animations to call upon, most noticeable during the debate sequences. And keep in mind, we're comparing VNs here. You're talking about AJ levels of sprite quality alongside attack animations and the like, in a series with significantly more characters.
[...]
There's a difference between taking a small sprite and then scaling it up to be bigger, versus just plopping down a big sprite. There's a limit on how big DS sprites can be before they need to be scaled. What works in photoshop won't work when programming a video game.
These ones are also taking up the whole screen.
2 years ago
Anonymous
>Fangames are generally made at the resolution of the DS games or even higher
Yes, and if you take a fan made sprite that's made at 2x the resolution of a GF sprite, and replace the GF sprite that was moronicly blown up to be 2x the size, then the fan made sprite will still fit on a DS screen as shown in
no it wouldn't
you absolute dumbfrick.
2 years ago
Anonymous
>and not DS hardware
the post doesn't say that anywhere
if high res sprites didn't work on DS hardware then the fricking gen 4 backsprites wouldn't exist
2 years ago
Anonymous
Technically speaking, the Gen IV backsprites are the same size as the frontsprites - 80x80 px including transparent space.
2 years ago
Anonymous
and if GF wasn't incompetent at 2D they could have made larger backsprites.
2 years ago
Anonymous
Which would then lead into what
Forgive the shitty edit, but this is what I mean.
was talking about, and then people would instead be b***hing about how ugly they are scrunched up.
2 years ago
Anonymous
>don't show the backsprites in the summary
wow that was hard
2 years ago
Anonymous
is that just going to be your response to everything or what
that would look like a shimmering mess on a real DS screen with its low resolution and the sprite constantly doing scaling/rotation effects during the battle sequence. There's a reason they used it like they did.
I like how you ignored the point about the DS dot pitch because that'd require you to look up what that means and that's just too much effort to troll /vp/
>I like how you ignored the point about the DS dot pitch
Yeah because it's completely irrelevant and doesn't change the fact that the resolution is 256x192 to you dumbfrick. You're just saying "dot pitch" and then pretending it's an argument when it has nothing to do with what we're talking about.
I'm not the one who brought up the game's resolution, lol. The discussion is about why Gen 5 pixel art looks the way it does, and dot pitch is part of it. You don't know what you're talking about and you're assuming everyone disagreeing with you is the same person to hide that fact. Sad!
2 years ago
Anonymous
>The discussion is about why Gen 5 pixel art looks the way it does
It's because Game Freak is moronic and terrible at 2D.
>and dot pitch is part of it
No, it isn't. I don't think you even know what "dot pitch" means, you're just mindlessly repeating it and hoping it's an argument.
>That's literally the resolution of the images >yeah the pic is that resolution therefore it will work perfectly on completely different screen hardware
I think the main issue with higher-res back sprites would be the distortion in situations where the camera is zoomed out enough during certain attacks, or how Pokemon flip around on both the stat screen and during musicals - because then you'd have the opposite problem.
>I think the main issue with higher-res back sprites would be the distortion in situations where the camera is zoomed out
It ALREADY distorts the enemy Pokemon when the camera zooms out so what's the issue exactly?
Uh-huh... Now show how varied and different Slakoth and Anorith are between XY, ORAS, SM, USUM, SWSH and BDSP for the games they do appear in.
INSTANTLY seething kek
I also love how OP conveniently ignored both of these replies
IMAGINE being so salty about a topic that you make a counter thread that gets completely ignored
Now show how varied and different Garchomp is between XY, ORAS, SM, USUM, SWSH, BDSP and PLA.
Hi yawngay
Please don't reply to yawngay guys
>urls in an image
Someone should probably make a pastebin version of this
but that would look terrible on the DS screen
no it wouldn't
Some people haven't actually played a DS game on real hardware in a very long time, huh?
Nope. They'll post pictures of a game ran through algorithmic pickel enhancers from emulators and downscale it to DS resolution as proof an actual DS can make the high quality lines they're screeching about
I was wondering where these sprites came from and it turns out it comes from someone who outright says they're made for high resolution PC games and not DS hardware kek
https://www.deviantart.com/sassysnivy/journal/High-Resolution-DS-Style-Sprite-Tutorial-826216391
nuh uh anon you're just (insert gay twitter tier insult) here's a picture from (a different game ran through the same emulator pickel enhancer then downscaled to DS resolution). Check mate chud.
wow anon you're right DS hardware can't display
Why did Ace Attorney games only ever show one hi-res sprite on screen? Consider this your homework project for the holiday weekend. Ace Attorney is a funny example here because their artists are on record about how the GBA/DS screens limited their artwork.
Fangames are generally made at the resolution of the DS games or even higher, but if you need it explicitly spelled out to you, here you go.
It's funny, these sprites were inspired by the artist's love for Unova, and here some neckbeard is using them to slander Unova.
>Why did Ace Attorney games only ever show one hi-res sprite on screen?
anon....
Hah, remembered those games right after I posted that.
Still, doesn't refute my point. Because AA4 only shows one character on screen, the pixel art can be higher quality, with greater color depth and animation. You posted Young Trucy: this animation of hers is smoother than anything in AAI, and that's for a one-shot appearance. Trucy in the present has more animation than any character in AAI. Even AAI will frequently only show one character at a time in order to have more animations to call upon, most noticeable during the debate sequences. And keep in mind, we're comparing VNs here. You're talking about AJ levels of sprite quality alongside attack animations and the like, in a series with significantly more characters.
There's a difference between taking a small sprite and then scaling it up to be bigger, versus just plopping down a big sprite. There's a limit on how big DS sprites can be before they need to be scaled. What works in photoshop won't work when programming a video game.
>IT HAS A LOT OF CHARACTERS SO IT'S ALLOWED TO BE SHIT!
glad we agree sword and shield is the best game in the series.
These ones are also taking up the whole screen.
>Fangames are generally made at the resolution of the DS games or even higher
Yes, and if you take a fan made sprite that's made at 2x the resolution of a GF sprite, and replace the GF sprite that was moronicly blown up to be 2x the size, then the fan made sprite will still fit on a DS screen as shown in
you absolute dumbfrick.
>and not DS hardware
the post doesn't say that anywhere
if high res sprites didn't work on DS hardware then the fricking gen 4 backsprites wouldn't exist
Technically speaking, the Gen IV backsprites are the same size as the frontsprites - 80x80 px including transparent space.
and if GF wasn't incompetent at 2D they could have made larger backsprites.
Which would then lead into what
was talking about, and then people would instead be b***hing about how ugly they are scrunched up.
>don't show the backsprites in the summary
wow that was hard
is that just going to be your response to everything or what
that would look like a shimmering mess on a real DS screen with its low resolution and the sprite constantly doing scaling/rotation effects during the battle sequence. There's a reason they used it like they did.
>ds resolution is 256 × 192 pixels
Yeah it would.
It also has a terrible dot pitch
The DS can't make that many pixels
you are literally moronic
>I mindlessly said dot pitch again maybe this time I can pretend it's an argument
>anon still pretending his modern monitor displays the same as a ds screen
For some reason the HD sprites look incredibly stiff
I feel the same
I think its because we associate left with the animated sprites of gen 5
you're a moron
>>ds resolution is 256 × 192 pixels
That's literally the resolution of the images in that picture you dumbfrick.
I like how you ignored the point about the DS dot pitch because that'd require you to look up what that means and that's just too much effort to troll /vp/
>I like how you ignored the point about the DS dot pitch
Yeah because it's completely irrelevant and doesn't change the fact that the resolution is 256x192 to you dumbfrick. You're just saying "dot pitch" and then pretending it's an argument when it has nothing to do with what we're talking about.
>Yeah because it's completely relevant
correct
I'm not the one who brought up the game's resolution, lol. The discussion is about why Gen 5 pixel art looks the way it does, and dot pitch is part of it. You don't know what you're talking about and you're assuming everyone disagreeing with you is the same person to hide that fact. Sad!
>The discussion is about why Gen 5 pixel art looks the way it does
It's because Game Freak is moronic and terrible at 2D.
>and dot pitch is part of it
No, it isn't. I don't think you even know what "dot pitch" means, you're just mindlessly repeating it and hoping it's an argument.
You are projecting hard
>That's literally the resolution of the images
>yeah the pic is that resolution therefore it will work perfectly on completely different screen hardware
If the """different screen hardware""" is the same resolution then it will work you dumbfrick. Do you know what "resolution" means?
>an lcd abd crt at the sane resolution will have the same picture
At least pretend you know what you are talking about anon.
CRT don't have a "resolution".
left looks so much better, not everything has to be anime, stupid weeb
Now animate it and put it on the game
>left
SOVL
>right
soulless
GF wienersuckers are really something
Why do pokemon fans expect Game Freak to reinvent the wheel every generation?
I think the main issue with higher-res back sprites would be the distortion in situations where the camera is zoomed out enough during certain attacks, or how Pokemon flip around on both the stat screen and during musicals - because then you'd have the opposite problem.
>I think the main issue with higher-res back sprites would be the distortion in situations where the camera is zoomed out
It ALREADY distorts the enemy Pokemon when the camera zooms out so what's the issue exactly?
Forgive the shitty edit, but this is what I mean.
>don't show the back sprite in the summary screen pointlessly like what gen 2,3, and 4 already do
wow that was hard
>anon still pretending 256x192 is different from 256x192
That's ONE problem solved, but not the issue with how often Pokemon turn around during musicals.
>remove shitty side feature no one uses and replace it with anything else instead
wow that was hard
>yes anon hardware differences dont effect anything why would how the pixels are displayed matter it's all the sane pixels right
>>yes anon hardware differences
There are no relevant hardware differences, both are 256x192
>There are no relevant hardware differences
Dot pitch :^)
>a DS screen can't display this according to GF shills
Nothing to improve upon. It's already perfection.