Suikoguy said:Higher Res Sprites = More Drawing, More Details = More Money
Same goes for 3D, hence why the industry is going through a consolidation trend.
What do you mean? It basically costs more to make a low-res 2D game than a hi-res 2D game. Big game companies don't care how much stuff takes to develop and how expensive it is, they just make sure it sells.DaddyZ said:so, its basically laziness? Or Am I Mistaken? Is it that companies dont wanna take the time for development, and be afraid of the game not selling?
Drinky Crow said:especially with fuckwads like the current approval team at SCEA around.
yeah high res 2d is just incredibly time intensive.
Tain said:Is high res 2D that much more difficult than low-res? I'd imagine if it's being scanned in, it can't be very different at all.
DaddyZ said:Didnt they deny Metal Slug games due to them being 2d?
Or cheaper.Musashi Wins! said:Basically, I hear they demand more than one title if you're going to port a 2D game to PS2. It has to be a package disc.
That system is dead, it's called Dreamcast. lol AtomisWave is just a repackaged DC nothing new there.AtomisWave in console format could ressemble this
Yeah, but AtomisWave is cartridge based, and there are still games in development for it.RuGalz said:That system is dead, it's called Dreamcast. lol AtomisWave is just a repackaged DC nothing new there.
someone should make a budget console that would be optimized for 2D gaming in high rez
budget, high res 2d, fit on cartridge. How much more do you like to contradict yourself?AtomisWave is cartridge based
eshwaaz said:It's really a shame - we finally have consoles powerful enough to handle the incredibly smooth, high-resolution 2D animation we've wanted for years, but we'll never see it since it's not considered viable anymore.
Warm Machine said:The good stuff isn't scanned in, its laboriously hand plotted. Games you see like Metal Slug with those gorgeous crisp backgrounds are pretty well colored in pixel by pixel. Now take the time it takes to do that x4 because you are working in 640x480 instead of 320x240.
If developers used photoshop or Painter to do backgrounds it would make things quicker but there is a whole new sort of formula to making the art that has to be designed when going to that sort of a look.
It comes down to the demands of the market and the profit and loss sheets for these concepts. 2D on a large scale isn't viable unless the market changes or someone takes a gamble and creates a huge hit.
I said budget CONSOLE, never spoke about the games.RuGalz said:budget, high res 2d, fit on cartridge. How much more do you like to contradict yourself?![]()
Any1 said:Would it be possible to make a game like metal slug in 3d but only show it from one perspective so it appears to only be 2d? Is it possible to make a 3d game appear 2d and keep the aestetics that 2d provides?
Shogmaster said:This man has it right. It's not about drawing it on paper and scanning it in at higher res. Nosireebob. If you compiled a 2D fighting game where someone drew on paper with pencil and marker, then scanned it in, the differences between the drawing quality of the frames would be too jarring.
2D fighting games are colored per pixel by hand, and is incredibly time consuming. Think of drawing a fully colored picture of Ryu on MS Paint, pixel by pixel. Then make series of those colored drawing that moves, but each frame of Ryu cannot vear away from the precise design/look. That's the kind of craziness we are talking about. This is why Capcom reuses the same sprites over and over and over........
nathkenn said:Additionally, people just arent trained in those kind of skills like they used to be. So the ones that have the skills are going to cost more. I also think doing hi-res 2D for a large scale action/adventure game would would be a lot more time consuming than a fighting game.
speaking of 2D, well used to be http://www.amegames.com/vs/gallery.htm