How's that coming along? Have you showed any gameplay or dev footage of it yet?
Most static opaque status bars are on BG3, but why?
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Re: Most static opaque status bars are on BG3, but why?
Not really. Other than a few old test codes that are fairly nonspecific (i.e. you can't tell what game it is), I've kept it fairly quiet. I don't want to generate hype for something I can't deliver in a reasonable timeframe (I've made that mistake before). It was just an example; I didn't mean to hijack the thread.
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Re: Most static opaque status bars are on BG3, but why?
Early on in development I made the mistake of adding too many frames of animation to Alisha's Adventure, and now everybody expects everything to be as well animated as the main character.
Re: Most static opaque status bars are on BG3, but why?
Same problem happened with Skullgirls for the falling-down-to-knees animation sequences. Too many frames were used there for one character, so all other characters needed that many frames as well.psycopathicteen wrote: ↑Wed Mar 12, 2025 11:12 pm Early on in development I made the mistake of adding too many frames of animation to Alisha's Adventure, and now everybody expects everything to be as well animated as the main character.
Here come the fortune cookies! Here come the fortune cookies! They're wearing paper hats!
Re: Most static opaque status bars are on BG3, but why?
That reminds me of the time I was asked to process some vocal recordings for my dad. I came up with the brilliant idea of layering two takes to get a fuller choir sound. I tested it on one of the tracks, and it worked great and didn't take very long.Dwedit wrote: ↑Thu Mar 13, 2025 9:43 pmSame problem happened with Skullgirls for the falling-down-to-knees animation sequences. Too many frames were used there for one character, so all other characters needed that many frames as well.psycopathicteen wrote: ↑Wed Mar 12, 2025 11:12 pm Early on in development I made the mistake of adding too many frames of animation to Alisha's Adventure, and now everybody expects everything to be as well animated as the main character.
I should have checked the track lengths. The one I tested just happened to be by far the shortest (on top of having fewer complications than most - this was all a capella, so the tempo and pitch weren't entirely consistent, and removing the noise of a train or motorcycle going past without damaging the signal is no joke). It took me months to finish that job.
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Re: Most static opaque status bars are on BG3, but why?
No, tell that the main character gets a higher animation budget as they are always on screen and the player will be staring at them a lot more, while the background characters are seen less often and not the primary focus.psycopathicteen wrote: ↑Wed Mar 12, 2025 11:12 pm Early on in development I made the mistake of adding too many frames of animation to Alisha's Adventure, and now everybody expects everything to be as well animated as the main character.
This is a common technique and if you look at a lot of games you will find it. For example say Mayhem In monsterland on the C64, Mayhem has over 50 frames of animation while each enemy has 3 left, 3 right and a middle for 7 frames each.. mostly some have 5 frames rather than 3. Look at LoZ link has lot of animation while the pig enemies have only a few etc.