Most static opaque status bars are on BG3, but why?

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SNES AYE
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Re: Most static opaque status bars are on BG3, but why?

Post by SNES AYE »

93143 wrote: Fri Feb 14, 2025 6:03 pm My infamous shmup port has been in development hell for longer than the SNES lasted in the market.
How's that coming along? Have you showed any gameplay or dev footage of it yet?
93143
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Re: Most static opaque status bars are on BG3, but why?

Post by 93143 »

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.
psycopathicteen
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Re: Most static opaque status bars are on BG3, but why?

Post by psycopathicteen »

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.
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Dwedit
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Re: Most static opaque status bars are on BG3, but why?

Post by Dwedit »

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.
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.
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93143
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Re: Most static opaque status bars are on BG3, but why?

Post by 93143 »

Dwedit wrote: Thu Mar 13, 2025 9:43 pm
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.
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.
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.

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.
Oziphantom
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Re: Most static opaque status bars are on BG3, but why?

Post by Oziphantom »

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.
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.

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.
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