(no subject)
Aug. 18th, 2015 07:09 amSo, I'd say I already have things figured out by now (having modified Konata and Miyuki's heights by one pixel each), but since I already stated one of four things in question yesterday, I suppose I might as well elaborate on everything else so as not to leave anyone hanging who might be interested.
What I'm trying to balance out are as follows:
1) Homage to the Earthbound trilogy, which will include similar graphics and super-deformed character sprites.
2) Emphasizing height differences among characters.
3) Enabling most of the female characters to wear bikinis without them being mistakable for larger two-piece swimsuits. (Note the difference between Konata's and Minami's in this pic, for example.)
4) Homage to the 32-bit era.
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So, that first thing has mainly to do with nostalgia. I first played Earthbound early in 1996, shortly after turning ten, barely a year after it got released here. Even though it was much later on that I would first try out Earthbound Zero (in 2010), the similarities between the two games gave EB0 some kind of nostalgic qualities, even though I wasn't into video games back in 1990 (it's scheduled-then-cancelled U.S. release date).
Mother 3, somehow, did not carry the same feeling as its prequels had, but part of that obviously has to do with its very different setting from them for most of the game, among other differences. Not only that, but the character sprites also had a different feel to them. For one thing, many character animations are more intricate than what Earthbound had to offer (including walking, which utilized a total of three sprites instead of two in any given direction, to say nothing of running).
On the other hand, that game did utilize its own renditions of Earthbound's generic NPCs, and having had a look at these of the first two games' mains, they actually are still similar. The only real differences is that the characters' feet remain side-by-side when facing forward (instead of having one foot forward all the time), and their arms are vertical instead of diagonal. I think the sprites might've seemed "bulkier" (or something) than those of its prequels. One might chalk that up to the Game Boy Advance itself being much tinier than a TV or computer screen, resulting in bloated pixels on an emulator, although it is true that the first two games were re-released for the same system in 2003, three years before M3.
Then again, Mother 3 was originally conceived as a 3D game for the Nintendo 64, meaning that it would've been a lot more animated by default had that gone through. Analoguously, though, Legend of Zelda: Ocarina of Time did manage to maintain the same general feel of previous Zelda games despite being a 3D game instead of 2D, while Majora's Mask didn't, so maybe it isn't so much about graphics as about the setting. Maybe?
But then, analoguously to the EB trilogy and my plans for a clone, we have the Mega Man series and Rosenkreuzstilette. Even though Mega Man and RKS are nothing alike in setting, it is true that the latter does employ super-deformed sprites with four-framed walking animations as part of its homage to the former (which only had that for the NES and Game Boy games) while utilizing its own, more up-to-date graphics and audio.
Well, I already asked myself before what the deal is with the Zelda franchise in general, and here I am asking what it is about Mother 3 compared to its two prequels.
In any case, from what I've seen on the website, Mother 4 does seem to be returning to the original type of setting as the first two games while basing its graphics on M3. Already planning to give that game a try once it's out, though I still plan for most of Day of the Beehive's graphics to resemble Earthbound's, which I consider the core game between EB0, M3, and by extension, the Halloween hack and Arn's Winter Quest.
That whole thing does tie in with #4, and I'll be sure to delve into that tomorrow.
What I'm trying to balance out are as follows:
1) Homage to the Earthbound trilogy, which will include similar graphics and super-deformed character sprites.
2) Emphasizing height differences among characters.
3) Enabling most of the female characters to wear bikinis without them being mistakable for larger two-piece swimsuits. (Note the difference between Konata's and Minami's in this pic, for example.)
4) Homage to the 32-bit era.
-----
So, that first thing has mainly to do with nostalgia. I first played Earthbound early in 1996, shortly after turning ten, barely a year after it got released here. Even though it was much later on that I would first try out Earthbound Zero (in 2010), the similarities between the two games gave EB0 some kind of nostalgic qualities, even though I wasn't into video games back in 1990 (it's scheduled-then-cancelled U.S. release date).
Mother 3, somehow, did not carry the same feeling as its prequels had, but part of that obviously has to do with its very different setting from them for most of the game, among other differences. Not only that, but the character sprites also had a different feel to them. For one thing, many character animations are more intricate than what Earthbound had to offer (including walking, which utilized a total of three sprites instead of two in any given direction, to say nothing of running).
On the other hand, that game did utilize its own renditions of Earthbound's generic NPCs, and having had a look at these of the first two games' mains, they actually are still similar. The only real differences is that the characters' feet remain side-by-side when facing forward (instead of having one foot forward all the time), and their arms are vertical instead of diagonal. I think the sprites might've seemed "bulkier" (or something) than those of its prequels. One might chalk that up to the Game Boy Advance itself being much tinier than a TV or computer screen, resulting in bloated pixels on an emulator, although it is true that the first two games were re-released for the same system in 2003, three years before M3.
Then again, Mother 3 was originally conceived as a 3D game for the Nintendo 64, meaning that it would've been a lot more animated by default had that gone through. Analoguously, though, Legend of Zelda: Ocarina of Time did manage to maintain the same general feel of previous Zelda games despite being a 3D game instead of 2D, while Majora's Mask didn't, so maybe it isn't so much about graphics as about the setting. Maybe?
But then, analoguously to the EB trilogy and my plans for a clone, we have the Mega Man series and Rosenkreuzstilette. Even though Mega Man and RKS are nothing alike in setting, it is true that the latter does employ super-deformed sprites with four-framed walking animations as part of its homage to the former (which only had that for the NES and Game Boy games) while utilizing its own, more up-to-date graphics and audio.
Well, I already asked myself before what the deal is with the Zelda franchise in general, and here I am asking what it is about Mother 3 compared to its two prequels.
In any case, from what I've seen on the website, Mother 4 does seem to be returning to the original type of setting as the first two games while basing its graphics on M3. Already planning to give that game a try once it's out, though I still plan for most of Day of the Beehive's graphics to resemble Earthbound's, which I consider the core game between EB0, M3, and by extension, the Halloween hack and Arn's Winter Quest.
That whole thing does tie in with #4, and I'll be sure to delve into that tomorrow.