Yeah, there's a reason why highly detailed and wonderfully animated fighting games often reuse assets in their re-releases and sequels and it's not laziness, it's often economic necessity.
Yeah, there's a reason why highly detailed and wonderfully animated fighting games often reuse assets in their re-releases and sequels and it's not laziness, it's often economic necessity.
There's also more and more CG stuff displacing traditional animation in general, including a lot of cell-shaded style 3D models replacing what was previously done by had-drawn animation. (and there's a lot more options for computer assisted 2D animation types too, like some of the things flash allows -and even more so for less detailed more "cartoony" stuff rather than super detail-intensive animation -some of that stuff also makes it easier to do high framerate animation too, I've noticed a lot of Cartoon Network's recent stuff in HD tends to have a good amount of 30-60 FPS stuff . . . which actually looks kind of wrong at times, especially for 60 FPS)
It's the same reason that mid/low-budget cartoons have dramatically improved in visual quality over the last 2-3 decades. (compared to low budget animation techniques of the 60s up through the 80s which didn't change all that much)
On that note, doing those sorts of cartoony 2D games is a fair bit easier in general, and especially well suited to some modern 2D computer animation techniques. Which is part of why those types of games are fairly popular in the indie developer scene.
Aside from that, if you want really nice and detailed fluid 2D animation, there's probably some other compromises you could make too. Sort of a cross between the "mortal kombat" approach and direct 3D animation would be building said 3D model and then using that to create 2D animation cells . . . or really more like the methods used for high-end prerendered CGI eye candy in 2D games of the mid 90s. (except now that's a cheaper option)
You'd be using models built around a 2D art look, along with shading and filtering applied (during rendering and in post) to give it a more convincing 2D look, possibly including some by-hand touch-ups.
Still more labor intensive than just using 3D models directly, but should be a huge savings over conventional 2D animation, and close enough to be a realistically attractive option next to "just using 3D."
In any case, even with ACTUAL 3D, there's a lot you can do to give it a hand-drawn animation look and feel to it too. (both in terms of modeling and rendering -shading, filters, etc)
Never played Outland, but if memory serves, Limbo looks like it was made in Flash (or a program that allows you to animate like Flash does), which is considerably easier to animate objects with, than by drawing every needed frame. I could be wrong, but that's how the game looks to me.
Currently Reviewing: Desert Strike (SMS), Galaxy Force (SMS)
Coming Up:TF3 Side by Side
Done: Jim Power: The Lost Dimension
Yeah, see my points made in my previous post on "cheap" modern 2D animation.
Detailed, hand-drawn frame by frame animation is the really expensive stuff. Simpler, cartoony, and easily animated via posing segmented/jointed 2D models (and similarly, distorting 2D vector models/objects) is MUCH easier . . . and a lot easier than detailed 3D stuff too. (shares a lot of the advantages of modern 3D modeling too, but can look "good" with far less overhead in actually drawing/designing the models)
Visually that game looks good but halfway through I started feeling like it would have ended up like the Turtles in Time remake that got the mechanics completely wrong. Would have liked to see how it turned out though.
In the case of KoFXII and XIII that's actually the case: they do somewhat simplistic poly characters, do the animations, and then do a pixel-art equivalent of those.
http://kofaniv.snkplaymore.co.jp/eng...tion/index.php
Links and stuffz:
http://steamcommunity.com/id/LanceBoyle94
www.youtube.com/user/M4R14NO94
http://lanceboyles.tumblr.com/
Originally Posted by "Weird Al" Yankovic (on the AL-TV "interview" with Kevin Federline)
Thanks Bogard cat. I would rep you if I could. I collect free "indie" games. I'm not sure how I missed this one.
Glad I could help, I just googled for "best indie game" in google image and this was the cliché-est looking image I could find.
Sad as it is to see traditional animation only getting taken up by the niche-iest of niche developers, I think one thing 2D enthusiasts (myself included) can get excited about is how sophisticated the "Flash-like" cg-assisted techniques have gotten and that some developers are actually taking advantage of them. In addition to Limbo, the recent Rayman games and Shank series are some awesome examples. If anyone hasn't seen the recent Rayman games in particular, I think they're gorgeous to the point of making any 2D fan cry flat tears of two-dimensional joy:
I know I'd be waaaay more excited about the upcoming Castle of Illusion and Flashback remakes if they looked like this : ) Although the Flash approach still isn't traditional 2D animation, I think it's at least a huge step over the "fixed-perspective 3D" one that sadly seems to be the norm these day in that developers can still take advantage of cg-assisted processes (ability to work off a single character "models", automated tweening, programmatic lighting and physics), but art asset production refocuses on actual 2D artistry rather than "sculpts", and the 2D plane overall serves as the foundation for work rather than just "a camera constraint."
Another game that I think does this approach extremely well is Dragon's Crown. If there isn't going to be a bona fide Golden Axe remake, at least for now there's this : )
Ooooo - not sure if anyone is still checking this string, though apparently a month ago Ubisoft announced a 2D JRPG named "Children of Light" based off the Rayman engine/it's looking mighty gorgeous...
http://www.ign.com/articles/2013/08/...airy-tale-jrpg
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