>soul is not real it's just nostal-
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>soul is not real it's just nostal-
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Left looks better
Right has too many things, it all blends together, it's hard to pin point details
What’s the game in the left
First post best post.
both look like shit you blind animal
*STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB STAB*
GET PUT DOWN GET PUT DOWN GET PUT DOWN GET PUT DOWN GET PUT DOWN GET PUT DOWN GET PUT DOWN GET PUT DOWN GET PUT DOWN
>t. meat industry worker
Wrong.
>too many things
Trying hard to justify your contrarian opinion lmao
holy falseflag batman
Yeah, if you are mentally handicapped.
You can clearly see everything of interest in the right pic.
The one on the left is unironically better.
>house not hanging off the ledge
>actual free space for activities, even has a little garden
I made picrel in PolishedMap for my PokeCrystal decomp hack, based on the left. Maybe one day I'll go back and finish that hack but honestly writing scenario triggers in decomp is fricking pain and the romhack scene is too flooded with similar 'vanilla+' remakes.
And here's Violet City
oh that's kinda neat
thanks
I'd love to play a 2D pokemon game that has the art style on the left. I think it looks neat.
This too
soulslop
TRVE SOVL
>how you think it looked
>how it actually looked
why doesn't modern pixelshit games mimic this instead instead of looking like dated shit?
Because by the time your art skills are good enough to make this, you can make much better looking stuff in true digital 2D, and there are no systems designed around hi-fi sprite artwork anymore like the arcade days.
>and there are no systems designed around hi-fi sprite artwork anymore like the arcade days.
What do you mean? Can't you just use larger resolutions for sprites?
I mean there is no hardware designed only to run sprite animation. GPUs have obsoleted sprite artwork for decades now; any system that can run high res image processing can run 3D and 2D digital animation of various formats so there's no incentive to learn time-intensive sprite animation as opposed to just doing regular 2D animation.
>sprite animation as opposed to just doing regular 2D animation
Wait, by 2D animation you mean stuff like skeletal animation and tweening?
Yes. Of course it's all pretty mixed in with 3D animation software these days
...
shit
Kinda brainstormed about making a game with some drawn animations...
Because you only care about popular games.
great game
for my wife Pirotess uoooooo
Looks like shit
It's fine, it's fine, you already fit in, no need to try so hard.
Wait until you see it in motion. There's a lot of animations that the game didn't "need", but were made anyway. Unnecessary details like that are pure soul.
very rare for one screenshot gets me to buy a game. grats anon.
Check out Touhou Luna Nights and Synchronicity Prologue (the latter is a free SMT fangame that Atlus officially published recently). Same dev, god tier spritework and all of them are 2D sidescroller castlevania type games.
Is this team ladybug? Luna nights was pretty good
Never seen this game before, reminded me of the GBA/DS Castlevanias, gonna buy it.
Because the average pixelshit game these days is made by 1-2 people with no budget. Don't get me wrong, I'd love to make a pixel game that looks as good as that or Metal Slug or whatever, but by the time I'm done it might be a decade or more later.
This. I don't think people realize the Capcom and Konami artists that were making godlike pixel art on the hi-res arcade machines or PS1 were classically trained professional artists who were only doing vidya because it was a boom industry at the time (and the Japanese illustration/animation industry in general is/was cracked as all hell). Making something of that quality today would be virtually impossible because the artists for it just don't exist in most countries thanks to CalArts and etc., and the people that CAN do it can make much better money selling commission or working on crowdfunded self-directed projects.
Even the great pixel artists you find online are so fricking expensive to hire that your average indie dev will not be able to hire him. Which is depressing, because most of those don't ever (get to) work on games.
Static pixel art isn't the same thing as animated game assets, though. If you're just going to handpaint everything individually there's no point to even using a pixel/sprite style, your game will look better to non-morons in a regular style at that point. The magic in sprite art is in playing around memory/resource limitations by smartly reusing assets and minimizing the number of unnecessary sprites.
Like look at those hyperdetailed pokemon redraws, the artists mostly understand they need to reuse tiling assets so it still looks like videogame software but then they forget it and go overboard in some places and the artstyle breaks down. It doesn't actually look like retro game assets; it may as well just be static hand drawn art.
There are pixel games, even retro ones, that break the mold and make their environments look very natural. Your mileage may vary when it gets so detailed that it might as well be handpainted but I appreciate the love for the craft all the same.
Me personally, I find it fun to actually try and use the same limitations as the hardware whose artstyle I'm imitating. I find it easier than not using any limitations at all, and I learn a lot of cool things about old console hardware
>Me personally, I find it fun to actually try and use the same limitations as the hardware whose artstyle I'm imitating. I find it easier than not using any limitations at all, and I learn a lot of cool things about old console hardware
Yeah I'm in the same camp about this. If I'm going to go big and just make a map or whatever organically I'd rather just do it in 3D and hand model everything and then slap a visual filter on it.
is there anything stopping this from being a playable game apart from it being a lot of work to do?
Nintendo's legal team.
I mean a pixel art game thats that detailed, seems like modern pixel art games are the bravely default style or atari-tier garbage instead of overhead pixel art thats as detailed as that image
Good pixel art games take too long to make, require a ton of skill, and sell like shit
You're better off making some lazy sloppy shit like Sea of Stars
Those artist are stuck at making blasphemous
Yes, it's a huge deal of effort to not only create enough art for a full game, but to animate it as well.
Nintendo enslaves people
Right is what an ai would made if you prompt it to do the left
It has zero respect for the original just more detail, why not Keep the waterfall as wide as it originally was? Why not Keep the placement the same? Why is shit round?
the one on the right has so much soul over the the others
literally no one claims this but moronic Black folk.
>watching a video about Pokemon battle animation
>only had lazy static sprites or rixel deformation up until gen 6
>then they made the ~700 models and a couple bland animations for them each in the 3D games
>guy who made the video keeps going on and on how this was a HUGE investment for Pokemon and how it's totally justified for them to take so long to do it and do nothing but reuse it for 4 gens after that with zero reworks or expansions because making ~700 3D models and a couple animations for them is just SO much work and money for the most profitable franchise in existence that sold 200M+ copies of just the mainline games alone by that point and how we should be grateful that they bothered to grace us with generic bobbing animations of bland lifeless models at all
>meanwhile the literal first ever Yu-Gi-Oh game had 3D models and 3-4 animations for each of its 650 monsters in 1999 before the card game was even out or had finalized rules
Soul was always about effort but most people are slop enjoyers and never even knew what it looked like
GameFreak/TPCI/Creatures Inc are the laziest and most talentless homosexuals ever known to man and the success of their games is entirely down to great gimmicks and one great artist. They couldn't even competently code their own games when they got started on Gen I.
>then they made the ~700 models and a couple bland animations for them each in the 3D games
It's not a handful, it's literally about 7 or so by default (battle enter, battle idle, idle break, physical attack, special attack, hurt, faint) with certain Pokemon getting more depending on their status, and then another set of 4 for ("relaxed" idle, eating, happy, sad).
That's 11 (one again, AT BASELINE, given some mons had more than one attack animation for physical/special moves, or had a unique "sleeping" or "high five" animation in amie) multiplied by the 700+ models they had to get ready. No matter what you think of GF/Creatures, if you think this wasn't a massive undertaking you're an absolute fricking moron who doesn't understand shit about workflow in general, let alone game development
And I'm telling you Konami did about as much work for the first ever Yu-Gi-Oh game before Yu-Gi-Oh was even a big TCG hit, have some standards
>about as much
650x4 (a highball estimate, based on your wording) is literally less than half of 700x11 (a lowball estimate) you fricking moron.
>Game Freak didn't make any of those animations, they contracted a 3rd party to make them and then reused them for years.
Creatures isn't a contracted third party, they have a literal stake in the franchise. Also, not only to the two companies have staff overlap during the development of new mainline entries, but their revealed 3D model workflow shows that the sculpting, rigging, and animation of a Pokemon requires them to literally bounce back and forth from GF artists, programmers, and other staff in order to make communication as smooth as possible, meaning GF staff are incalculably integral to the process EVEN IF the previous point wasn't true. Once again, you don't understand workflow.
Also, XY sucked ass. I'm just shooting down your blatant ignorance of industry practices.
>650x4 (a highball estimate, based on your wording) is literally less than half of 700x11 (a lowball estimate) you fricking moron.
You don't know how to count animations, using your moronic fragmented method Forbidden Memories also has ~10 animations for each monster
Game Freak didn't make any of those animations, they contracted a 3rd party to make them and then reused them for years.
Pokemon is the largest entertainment IP in the world by a large margin, making billions of dollars off of children and battered housewife consoomers every year.
Grow some fricking standards.
If it's so much work, then how did 3rd parties do it easily for Pokemon Stadium and Colosseum? If it's so much work, then how come literally every other monster collecting series does it easily? How come this problem is unique to literally the most profitable IP in existence?
They just don't give a frick and they know it'll sell if they shit out the laziest garbage on the planet, so there's no reason for them to actually put any care or effort in.
>If it's so much work, then how did 3rd parties do it easily for Pokemon Stadium and Colosseum?
Simple, Pokemon in those games objectively had less animations than the ones in the modern 3D series. Kabutops having a cool Mega Kick animation in Stadium 1 doesn't change the fact that it didn't have a walk or run animation or any animation pertaining to how it'd act outside of a battle. This isn't a slight against it obviously, it's a battle sim so it didn't need to, but it doesn't work for the sake of your argument. Also, not only did they not have to model 700 or so things all at once for the sake of a single project, but the original Japanese Stadium release didn't even support the entire Kanto dex, showing that they were either struggling to do, incapable of doing, or even just opted not do do even a fraction of that GF and Creatures would have to for gen 6.
Do the monsters in Fragmented Memories have walking, running, and out-of-combat interaction animations? If you'd be so kind as to lay them out I'd be happy to revise the numbers. As it stands, it sure seems like you're going "nuh uh!!!!" to a hard number that blows your shitty fricking argument out of the water
Was Yu-Gi-Oh a $100B IP when the game was made? It wasn't
>Wow Konami did what Pokemon struggles to do over a decade prior!!!
>"They objectively did not"
>WOW WHAT'RE YOU EXPECTING THEY WEREN'T ROLLING IN DOUGH YOU KNOW????
>argument that I quite literally did not make
Are Yu-Gi-Oh fans all moronic or is it just you lot?
>But after doing it for several games and over a decade, it's no longer a good excuse. They've had years to make the animations less garbage and to improve the models, but they're just reusing the same ones. It's inarguably because of laziness.
You do realize that in both Legends Arceus and SV plenty of Pokemon, specifically many of those maligned for having bad idles, got new/revised ones? Lucario, Gardevoir, Gothitelle, Leavanny, Heracross, Mienshao, etc. etc. Not only that, but many also got new sets of battle anims for new contexts. Pokemon that can both fly and stand were largely given animations for both (i.e, Hawlucha only had animations for standing in battle but it now has a flying set, Gliscor only had animations for flying in battle but it now has a standing set, Vaporeon only had animations for standing in battle but it now has a SWIMMING set, etc.). Also, on top of all of that, every Pokemon was given a new "hurt" animation that plays in different contexts! One for "light" attacks, one for "heavy" attacks! this is obvious when you use Earthquake on a mon, in which they'll play the light hurt anim twice and then the heavy hurt anim once at the end, in time with the attack.
TL;DR, eat shit you clueless, bad faith arguing, chimp brained, shortbus riding, extra-chromosomal homosexual.
that I quite literally did not make
Then you don't have an argument. Unless it is physically impossible for GameFreak to improve the quality of their product, with infinite fricking money, then they should be held to the higher standard of doing so.
My argument is that "The task Game Freak undertook was a massive one, regardless of what you think of their competency or quality of the product, and your failure to understand that tells to a complete lack of knowledge in the fields of both technical workflow and gamedev."
I'm not making an argument to the quality of the work. I already said XY sucks, and I perfectly agree that many of the idles that came out during it's release were fricking awful, especially in comparison to the early 3D games. I'm simply saying the work ahead of them at the time was immense, so acting like it wasn't is actual moronation.
Yes, that animation sucks ass. How does this pertain to my argument, again?
>"The task Game Freak undertook was a massive one, regardless of what you think of their competency or quality of the product, and your failure to understand that tells to a complete lack of knowledge in the fields of both technical workflow and gamedev."
Nobody fricking cares, you don't get a free pass for "trying your best" when you literally make billions on billions of dollar for just breathing.
>Nobody fricking cares, you don't get a free pass for "trying your best" when you literally make billions on billions of dollar for just breathing.
Good thing I'm not arguing they should get kudos for the work. It's not the consumers job to analyze products from the lense of the people who made it, it's their job to analyze it from the perspective of someone who's spending money on it.
This argument, however, started because someone was commenting on the statement someone made in relation to the work the DEVELOPERS did, and then numerically comparing it to work another set of DEVELOPERS did. The consumer perspective doesn't matter at all here. If nobody has to care about it, then don't, that was never the point and I never argued it as such.
They did less than half of the work (unless, of course, you're willing to revise the initial number set put forth) for a brand new IP, yes.
Yes, that animation sucks ass. How does this pertain to my argument?
>They did less than half of the work (unless, of course, you're willing to revise the initial number set put forth) for a brand new IP, yes.
You revised the Pokemon number anon..
>You revised the Pokemon number anon..
What?
>Initial guy puts forth 700 number for models needed to be made for XY (the actual number is over 721, but I played with his ball for the sake of keeping the argument simple)
>I add the fact that, at baseline, Pokemon had to have 11 animations made for said models.
Thus, the 700x11 estimate that I have yet to change.
Good, XY sucked and the 3DS is discontinued. I hope no one's buying in this day and age.
stop posting, nobody's buying your shitgame tendie
>How does this pertain to my argument?
It's easy for you to inflate the number of animations when you include "slightly bouncing off the ground by changing the Y axis" an animation.
>It's easy for you to inflate the number of animations when you include "slightly bouncing off the ground by changing the Y axis" an animation.
Shut the frick you braindead ape. I'm discussing the animation for the Pokemon models themselves. The move animations are an entirely separate discussion altogether. If I was counting those the number I put forth would be much higher, a fact which is readily revealed by a simple google search on how many moves existed at the time of XY/Sword and Shield.
?si=swebx0_0uEhiqrRa
okay dude
Yes, the lack of a turning animation there is bad, and definite proof that they didn't cover their bases even when making the initial set, which then bled over to later entries.
Good thing this, too, has since been rectified (more than likely due to mechanical shifts demanding every Pokemon be at least able to move on the overworld), and Pokemon now have turning animations! They even went out of their way to make special-case versions when necessary. e.g, Falinks specifically turns on the "axis" of the middle member, and each member has a different collision box when on the overworld to make their movement up and down sloped surfaces natural.
You're an actual moron aren't you?
Just stop responding to him, he's a typical tendie battered housewife
I just opened this thread and had to see how hilariously battered this creature's psyche is. It's truly incredible how deeply depraved tendies are.
Care to extrapolate, or are you just going spend the rest this time shouting expletives in hopes that it'll somehow make you the winner of the argument?
?si=JT4mKM5e37ACvRDB
okay dude
?si=Br0l8mjDEKiMGN9r
okay dude
Absolutely murdered him, oh my god.
tendies will defend this by saying this move no longer even exists in the games, as though straight up deleting content is somehow an improvement
Honestly not even the worst example
>Shadman
They did do it though, for a brand new IP and not one that was the most valuable IP in the history of IPs
pokemon had since gen 6 (2013) till now (2024) to make the 3D models look good and they have yet to do so... 3D was a mistake with pokemon. They are going through what sonic has been going through forever. (except SA1 and SA2 of course)
>le you lot :*~~
telltale sign of a midwit who think themselves smarter than they realistically are
>captcha: GY
>it's physically impossible to make more animations once you reach a certain arbitrary number despite having infinite money
stop posting
>Also, not only did they not have to model 700 or so things all at once for the sake of a single project
This argument only works if it's the FIRST transition to using 3D models. But after doing it for several games and over a decade, it's no longer a good excuse. They've had years to make the animations less garbage and to improve the models, but they're just reusing the same ones. It's inarguably because of laziness.
You can say it's a lot of work, and that's true, but they're also literally working on the single most profitable IP in existence. They're guaranteed to sell millions of units no matter what they do. So they have no reason to try. If any other company was in charge of making the games they would be better, though. Just look at any of their attempts at making a game that's not Pokemon.
Again, other monster collecting games with a fraction of the budget and success don't run into this issue and then have people defending their bullshit on the internet. It's okay to have standards and demand more from the most successful franchise that has ever existed.
Imagine sucking company wiener as hard as this anon.
xe does it for free (0.00 USD)
If they can't handle it they should either leave the games to competent devs or slow down so they can do the work necessary. They have the money and manpower to take their time.
>only had lazy static sprites or rixel deformation up until gen 6
Apart from all the console games which had full 3d + animations for every single pokemon starting from gen 1? Fantastic soulful animations too
The most hilarious thing is that Game Freak doesn't even make the models. Creatures does, so it makes even less sense that the models don't receive substantial updates through the years as Game Freak doesn't even have to sacrifice development time for it.
>meanwhile the literal first ever Yu-Gi-Oh game
This wasn't the first Yugioh game though.
>had 3D models and 3-4 animations for each of its 650 monsters
Pokemon Stadium came out the same year, and while it didn't have over 600 monsters, it still gave all its Pokemon models and unique moves.
>in 1999 before the card game was even out or had finalized rules
Didn't Forbidden Memories come with promos in both regions? That alone meant the game was already out in cardboard format. Not that it mattered, since the PS1 game you posted wasn't even using them, and instead used it's own custom (TERRIBLE) rules.
I'm a yugigay, so this blatent bullshit sends me.
Soul is making the best out of your limitations.
You can rarely produce soul nowadays because nobody pushes the limitations anymore except Kojima.
You can impose your own limitations, though. Most talented creatives do this through intentional stylization. A modern 2D or even 3D artist could 1:1 replicate the artstyles of classic media if they wanted to put the effort in.
The reason modern slop is soulless is not because graphical technology allows anything and everything, it's because of the death of traditional art standards and practices.
Frick it, I'm just gonna say it. Breath of the Wild and Tears of the Kingdom are the only modern games with soul because the Switch is brutally limited and the devs are working the console for every iota of power than can wring from it. The games are brilliant in a way that most people just ignore, the attention to detail and variety in those games is amazing due to its technical restrictions.
Those games suck and only have like 10 enemies. Play something besides nintendo slop
"build your own fun" sandbox games are such a fricking IQ test it's not even funny. Imagine paying one of the largest entertainment companies in the world your own hard-earned money so they can mail you a set of fricking digital lincoln logs, jesus christ
>BUT I DIDN'T EVEN PAY FOR IT HURR HURR
Then you're an even fricking dumber schmuck for playing around in the dirt without even having buyer's remorse to justify it.
You are directly subsidizing Nintendo et al to not put any effort into their games and still print money.
The left looks so much better. What game?
test
>gamefreak wienerslurpers
>Current yrar
Sad
Right looks better. Nostalgia gays btfo
Right looks more soulful, left is RPGMaker slop
>it looks like shit therefore it has soul
>t.shit eaters
Only on a shithole of autism like this place would people actually defend the block on the left.
right is overstylized to the point it looks uncanny
why is everything rounded out so much? why is the house hanging off the side of the cliff? the scale's completely off that rather than a large area to the right of the house where there's telescopes or whatever there's a bridge to a tiny ass platform with a single telescope which makes it seem like that entire bridge and platform was built just for the telescope, also another part of the scale shenanigans is it looks like the well was dug 10 feet away from the river; which it's not like that isn't the case in the left image but in the right the combination of all of the aforementioned extreme stylization and rounded platforms instead of just sticking with the general shape of left really jumps out. why is the fricking chimmney round? I'm not saying it IS, but the more I look at this picture the more I wonder about if it's AI generated because while left is equally "nonsensical" if you want to be pedantic, it's clearly just from using a tileset
>right is overstylized to the point it looks uncanny
But everything in nature has natural 90 degree angles like the left? You fricking idiot.
left is tileset so it's excusable
it's the fricking difference between watching an old godzilla movie where it's obviously some motherfricker in a suit and you just roll with it versus shitty CGI in a multimillion dollar movie
There is nothing wrong with stylizing the design of the area for visual unity regardless of whether it's based on hardware limitations or not. This is 101 visual design shit.
yes and left by virtue of being a outcome stemming from hardware and budget limitation tileset usage allows it to work as an abstraction and represent the idea of "it's a house on a cliffside next to a waterfall and you can see something in the valley below over the edge" and the proportions are somewhat realistic (the man, the size of the door on the house, the size of the well relative to the house)
right on the other hand; 100% yes it has higher production values, I'm arguing that point, and as a standalone I'd say yeah that's a cool little picture and all; but it conveys an extremely different feeling (exaggerated style, almost surreal caricature) than what it is supposedly "upgrading"
left is like the frickin bayeux tapestry, they're one step above stick figures, but you can tell what's going on
right is like you told an AI to make the bayeux tapestry in the style of a heavy metal album cover and the closer you look you're wondering why the hands look fricked up
I don't believe you even know what the game in that picture is. Shut your ass up with your overwrought psychoanalysis bullshit lmfao, you just like the left because old = good.
and you're just arguing because "old = good" is a popular standpoint on this board and you're a fricking hipster. old is not always better, right is overdesigned, overstylized and has a completely different feel than left, and I've pointed out why
mogged
At first glance the top part of the thumbnail looked like a Family Guy shot
is left supposed to look better?
The whole point of the thread is that soul is evident in the newer art compared to the barebones ugly old one, meaning soul is not just nostalgia as zoomers often claim, and games simply had more effort put into them before
They could put the same amount of effort into new games to make them soulful as well, but they just don't for some reason
Right is literally TOO good for this flash game-tier shit. Also there's just something inherently funny about the character on the left flipping around in their and dying violently.
lol, the "soulless" graphics had a lot more effort put into it
the soul is on the right anon
-gia. Cause gays will say left looks better
nah right looks much better
if they had just updated the graphics a bit and kept the tiles 1:1 it would look souless but they completely redid the whole area
BDSP might be the worst translation of tilework into 3D ever
i remember when we made fun of lgpe looking like shit. if only we knew...
That's fair, at that point it's way easier.
LGPE was lazy and obviously targeted at kids, but it didn't look like an unironic chink knockoff for smartphones. There was a time Nintendo would have summarily dismissed whoever headed a project that looked that fricking bad and the responsible party would have promptly and quietly committed suicide.
Good shit
Bottom is more soulful
you guys ever thing about how fricking giant scooby doo is
Great Danes get big.
Some dogs are fricking huge, it's not that crazy.
>mismatched tiles around the cash register and toy robot due to palette limitations
Apex soul.
I've been playing picrel, Dragon is Dead.
It's Castlevania + Diablo. Ran into some bugs and shitty translation but I am loving the pixel art.
Post more obscure pixel art goodness please lads.
now witness some REAL 2d kino, poke autists
>damage numbers pop up individually for each party member
God this already looks like a massive slog.
>That dungeon exploration
What were they thinking...
>my last game didn't resemble tabletop hard enough
This is a SaGa game, yeah? Is there a specific order you should play the games in?
not really, no. the games are like final fantasy where they're unrelated from each other in terms of story, and especially in gameplay. if you're looking for a place to start, go with either romancing saga 3 or frontier 1
Game?
bros why do games look so much worse than I remember them every single time
I recently looked up taz wanted and that game looks like the worst ps1 games but in my head it looked like a top quality N64 game or PS2 game
Because you're a fricking idiot
right is soulless because there are no people on the image ie nothing with a soul
how did they build that stone arch overhanging such a sheer drop?
Galvanized steel
Magic
soul is a reddit homosexual term
last for shit thread
I figured out what's pissing me off, it's the different shades of gray on the stone pathway and how they're sectioned off. It reads as shading, and if it's an area where the player can walk around, it does a poor job of highlighting the walkable areas.
Wow. Such a world of difference. You must a truly great and knowledgeable artist to be able to spot minor details like and alter them to drastically improve the image!
What an amazing sense of style!
I've contacted Nasa to make you the first on the list for an interplanetary trip to a world of rape, homosexual
Sorry anon, this is borderline schizo shit. You are just looking for reasons to be angry at this point.