Pokemon sequel is under development for DS

Funny story

I did not discover the "Lower battle frequency" spell in Golden Sun 2 until literally the final boss and I got lost a lot since I would play the game for a few minutes and do something else for another hour. So I was massively, MASSIVELY overleveled for the entire game and thought it was ridiculously easy.
 
Bleh, the "new information" is just the screenshots that most of us have already seen.
 
This is pretty much what I expected. I ain't complaining, it gives us a clearer picture of what these games are going to look like. I also just noticed that we're getting taller NPC sprites (I can see the legs!).

I also noticed that the main character looks like he's wearing this:
35hmuf7.jpg


But with long sleeves and a complete circle.
 
So I'm looking at the city picture, and the stairs are kinda of diagonal. Plus on the left side, the street has a curve. So... maybe a hope for more than 4 way movements?
 
2h3whw1.jpg


I think that actually looks really good. I'm guessing the camera rotates when she goes down the street on the left.
 
ShockingAlberto said:
Could be better, but could be worse.

That's not a very good attitude to have. :)

Honestly it looks worse than Heart Gold, which is the game they just released. Are they moving to 3D for 3D's sake? That's stupid. Nintendo has never been known for their 3D prowess. In fact, they're pretty awful at it really. Why throw away their long history of talented 2D pixelwork?

edit:

It's a bit of a confused mishmash of 2D and 3D is my main complaint. Previous DS games used 3D with great restraint and to great effect.
 
Tiktaalik said:
That's not a very good attitude to have. :)

Honestly it looks worse than Heart Gold, which is the game they just released. Are they moving to 3D for 3D's sake? That's stupid. Nintendo has never been known for their 3D prowess. In fact, they're pretty awful at it really. Why throw away their long history of talented 2D pixelwork?
Everything that's 3D in those screenshots was 3D in Heart Gold
 
ShockingAlberto said:
Everything that's 3D in those screenshots was 3D in Heart Gold

Not super sure on that, but a main issue is that the perspective is different and it highlights the difference between the 2D and the 3D.

In Heart Gold because of the top down perspective and art direction the 3D is done in a way that's trying to look 2D. Here they've abandoned that concept.
 
ShockingAlberto said:
Everything that's 3D in those screenshots was 3D in Heart Gold
In a perspective that didn't betray the DS' awful pixelation and texture filtering. That bridge shot is nasty.
 
Tiktaalik said:
That's probably the one shot where it looks fine. I'm way more concerned about this

2h3whw1.jpg
It's different enough that I'm willing to wait and see if it adds any benefits to the way you navigate a city, if the change is good, and how it actually looks on my DS screen before condemning it.
 
Honestly, it can look worse if it wants, I'm just glad it's not the same

Can anyone honestly tell me the real difference between Azalea and Vermillion cities

the buildings are placed slightly differently and the latter has an annoying ass shrub
 
The male main character's sprite looks like rubbish in those screens.

rshta1.png
->
22nu6h.png
->
20rmdjo.png
->
2s6aoop.png
->
2my5kbn.png
-> ??

I want to say there is a downward trend, but I liked Red and they fixed him up in the remake.
 
ShockingAlberto said:
It's different enough that I'm willing to wait and see if it adds any benefits to the way you navigate a city, if the change is good, and how it actually looks on my DS screen before condemning it.


I hate seeing ginormous cityscapes that don't actually have any people. That's why open-world city games tend to annoy me. Big cities have.....three people walking on the sidewalks :(
 
2w3ruxs.jpg


It's pretty clear (well indicative) that the battle scene changes perspectives based on a couple things

1. Looking at Zororark and his pre-evo's sprite it's clear there's some manipulation going on. The outlines are cuper clear like they are in stationary sprites

2. The ground they're on is polygonal. This would make sense if it moved around a lot as it would be much easier to maintain the correct perspective as a polygon than as a sprite as the camera rotated
 
Zoramon089 said:
2w3ruxs.jpg


It's pretty clear (well indicative) that the battle scene changes perspectives based on a couple things

1. Looking at Zororark and his pre-evo's sprite it's clear there's some manipulation going on. The outlines are cuper clear like they are in stationary sprites

2. The ground their own is polygonal. This would make sense if it moved around a lot as it would be much easier to maintain the correct perspective as a polygon than as a sprite as the camera rotated

I'm surprised of the idea of a camera moving around though, because GF is lazy as all hell when it comes to making sprites, and in order to make a shifting camera impressive, they'd have to have smooth animations for sprite drawings of different perspectives.
 
2w3ruxs.jpg


ugly dog dude looks like he's all stretched, look at the pixels

amazing perspective changes of classic SNES-quality sprite rotation and scaling confirmed

edit; should someone make a real new thread now

maybe i will
 
The_Technomancer said:
Honestly, that blew my mind more than the Mario Bushes=Clouds thing

Same here when I found out by reading pokemon manga. They actually mention it. I was just shocked since I thought it was white hairs since the release date of ruby and sapphire.
 
EmCeeGramr said:
2w3ruxs.jpg


ugly dog dude looks like he's all stretched, look at the pixels

amazing perspective changes of classic SNES-quality sprite rotation and scaling confirmed

All games where sprites are manipulated have them looking like this at some point...you just don't notice because of the resolution or because this is seen for a split second in motion
 
The_Technomancer said:
Honestly, that blew my mind more than the Mario Bushes=Clouds thing
For me, it's the fact he's wearing pants AND shorts.

Is it because they're comfy and easy to wear?
Dogenzaka said:
Uh Animal Crossing Wild World is amazing.

The best installment, easily.
 
Zoramon089 said:
All games where sprites are manipulated have them looking like this at some point...you just don't notice because of the resolution or because this is seen for a split second in motion

i'll manipulate your face

54fvrt.jpg
 
vagabondarts said:
I think it would be great if the new pokemon game took a twilight princess cue and released on both the DS and the 3DS simultaneously.

possible?

Not just possible, almost assured by those screens.
 
Honestly not really liking the look of this one.. Everything looks so sparse and stretched out. The games dont need 3d to necessarily evolve art style wise, but it could work. Just with these few screens it looks awkward.

Time will tell, and I am sure they wont compromise the game just to say it has more 3d environments.
 
Unicorn said:
For me, it's the fact he's wearing pants AND shorts.

Is it because they're comfy and easy to wear?


The best installment, easily.
I stand by the belief that Animal Crossing GC/N64 had the best music of the series.
 
Dogenzaka said:
I'm surprised of the idea of a camera moving around though, because GF is lazy as all hell when it comes to making sprites, and in order to make a shifting camera impressive, they'd have to have smooth animations for sprite drawings of different perspectives.
Not necessary. From a long-defunct Golden Sun fansite:
How Did They Do The 3D Battle Effects
Probably one of the coolest things about Golden Sun is that the battles look like they are three dimensional. In reality, it's a visual illusion because the GBA cannot produce true 3D effects (although it can be simulated). Here is how it is done:
The first thing that you will notice if you pay attention to the "3D" effects is that the camera will always zoom out when the effects start. This is so that you will not see the characters rotating in detail. The reason that the game does not let you see the characters in detail is because there are only 4 positions that the characters rotate in (more about that later). The camera also rotates very quickly and you are usually distracted with animation on the black bars when the battle loads.

To make the illusion that the characters are rotating in three dimensions the background also moves quickly. The background loops on either end so that it appears like you are going from one end of the arena to the other end of the arena.

(a picture demonstrating the oval concept below that probably no longer exists on the internet)

Finally, and most importantly to make the characters appear like they are moving in three dimensions they have four different frames of animation. Two are looking at the camera and the other two are facing away from the camera. Each frame is turned either left or right. As the characters move they travel in ovals. When they get "closer" to the camera they appear larger and when they get "further" from the camera they appear smaller. This gives the illusion of depth.
 
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