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GRAPHIC PROPORTIONS IN GAMES

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Monsters being huge and detailed while characters are small and simplified comes as a time saving measure with an attempt at still looking good. If monsters are the same size as the player characters, it's only fair to expect they be animated the same way those characters are, and if they're animated the same way the characters are, it's going to take a lot longer to make each monster. Which, realistically, means a lot more palette swaps than we already have to deal with.

Big, detailed but motionless monsters mean we can have a variety of monsters, and when it's large they can be drawn instead of having to be done pixel-by-pixel. Which also saves time, and often looks a lot better.

It's inconsistent, but it's preferable to fighting the same monster over and over because making more would take too long. I'd be much more annoyed by that.
I still find all pixel better looking than static drawings, specially when those draweings are more realistic portraits.
author=Clest link=topic=2607.msg48945#msg48945 date=1228356921
I still find all pixel better looking than static drawings, specially when those draweings are more realistic portraits.
Yeah, but would you rather it be the same pixels over and over with little more difference than the colors?
No, but at least I make an FF6 sized static battler at least 5 times faster than bigger detailed image.

Oh and sometimes, it is fine to have similar visuals for enemies, like soldiers, since I don´t like killing lots of innocent monsters and prefer to have humans to butch).
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