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Graphics poll

 
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xaero
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PostPosted: Sun Feb 29, 2004 7:57 pm    Post subject: Graphics poll Reply with quote

I just thought this would be a fairly important subject to have a poll on.

So what graphics do you think are most important to have good in your game

1:World map
2:Other maps
3:Heros
4:Enemies
5:NPCs
6:Other (sceens, titles)

please post them in the order you find them of importance
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Last edited by xaero on Thu Feb 03, 2011 7:57 am; edited 1 time in total
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Flamer
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PostPosted: Mon Mar 01, 2004 12:25 am    Post subject: Reply with quote

depends on the game, but to be honest... this question shouldn't be asked, it's better to put everything you got into each graphics area.
Not a dab here and a splash there (it's a saying)
It all depends on the game.
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RedMaverickZero
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PostPosted: Mon Mar 01, 2004 2:40 am    Post subject: Reply with quote

Every graphic is just as important as the last. I didn't know many things about the OHR when I first made Axle, but for some reason, every single graphic I made looked just as good and nice as the one before it. Although there was no shading or any extreme detail Oookay... . My point is, do every graphic as if it was the one before. Make them all either good or bad.
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ChocoSOLDIER
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PostPosted: Mon Mar 01, 2004 12:54 pm    Post subject: Reply with quote

Or do like Arfenhouse 3 and make the clash of "good" and "bad" graphics part of the game's overall feel.
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Setu_Firestorm
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PostPosted: Mon Mar 01, 2004 2:35 pm    Post subject: Reply with quote

Everything's important in game development. It's like trying to look at a painting and decide which color is the most important.
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LeRoy_Leo
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PostPosted: Mon Mar 01, 2004 6:26 pm    Post subject: Reply with quote

Of course all of you are right, but if you want to be specific...

Here is an annalized chart in order of importance:
-----------------------------------------------------------------------------------
1- Heros = As they are the backbone of the gameplay. You are role playing someone; you want to look gooood.

2-Enemies = C'mon, the monsters are usually ugly enough...
-----------------------------------------------------------------------------------

3-Npcs = They are outside of battle, so they fall in their own catagory of importance, really. They are actually number 1 in that catagory.

4-maps other than World map = These are most likely where you will start out, but this can flip according to the starting point.

5-World Map = Interchangeable with other maps, as this can flip according to the starting point. Maps in general is a sticky subject. Imagine the deep down dissapointment when you walk through a beutiful over world and then fall into the slum of horrible grafics that is #town #1"


6-Other scenes = These are just sugar coting anyway. Add the cool scenes in post production, but handle the other grafics first... A title should be planned in mid production though... yea.

Just wait for Fenrir to come in here with a better one... Oookay...

I hope this won't stir up contraversy-- I actually know stuff too. Go ahead and proove me wrong, or decide for your self which order to do them in. I just try and help that thought process.
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Fenrir-Lunaris
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PostPosted: Mon Mar 01, 2004 6:58 pm    Post subject: Reply with quote

1. Walkabouts.
2. Maptiles.

The reason for this is because the story of most OHRRPGCE games is told through the use of walking NPCs about and showing Textboxes at appropriate times. Since most of the game is spent in a non-battle mode, this is where the bulk of the game's graphics would logically be.

3. Heroes
4. Enemies

Since the other major element of an RPG is its battles, if you must have a graphically impressive game, you cannot skimp out on this.

5. World map

Honestly I see no difference in this and any other maptile set.

6. Backdrops

Most people would probably rate this higher, since a lot of OHR games use backdrops for their story scenes. This also covers battle backgrounds, the title screen, and anything else that can be covered by showing a massive graphic on the screen at one time. Since I am not exactly an expert in using Backdrops, I rate this low..

7. Attack Graphics/Weapons

Why is this lowest? You see them for only a split second. And in most games, the attacks are all palette swapped anyway.

Your mileage may vary, of course.
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Shadowiii
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PostPosted: Mon Mar 01, 2004 7:11 pm    Post subject: Reply with quote

Fenrir - you beat me to it. I completely agree. NPCs especially because thats what the player will see 99% of the time, what advances the actual story, and what convays emotion (though you can do cutscenes and battle-cutscenes)

Tilmaps because the world better not be ugly.

Etc...
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MultiColoredWizard
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PostPosted: Mon Mar 01, 2004 7:42 pm    Post subject: Reply with quote

"7. Attack Graphics/Weapons

Why is this lowest? You see them for only a split second. And in most games, the attacks are all palette swapped anyway. "

You don't even utilize them to your advantage.
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Shadowiii
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PostPosted: Mon Mar 01, 2004 7:43 pm    Post subject: Reply with quote

Still, on the overall list, it still is the last. Though I do use attacks to show a lot of different things. All graphics are important, just some mroe then others. Big grin
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MultiColoredWizard
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PostPosted: Mon Mar 01, 2004 7:52 pm    Post subject: Reply with quote

Not really, Shadow. I've used Attack Graphics for everything. Shizuma gave me a great idea with Aquarius. Just check out Garand's Pillage move. It was an excellent, excellent, idea.
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LeRoy_Leo
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PostPosted: Mon Mar 01, 2004 8:20 pm    Post subject: Reply with quote

Some attack grafics are instant, but wave attacks, and drive by are something that is easily noticeable. Also A good idea with attack grafics is to have one chain to the other to extend cool special effects. Although that is a little hard of game play efficieny.

heh, and thanks for adding more catagories...
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xaero
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PostPosted: Sun Mar 07, 2004 6:17 pm    Post subject: Reply with quote

I used chaining of attacks in my last game for summons, they look pretty good but the take too long to go between one and another so i dont know if im going to do that in my new game
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Last edited by xaero on Thu Feb 03, 2011 7:58 am; edited 1 time in total
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LeRoy_Leo
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PostPosted: Sun Mar 07, 2004 10:24 pm    Post subject: Reply with quote

Are you sure? Did you make sure that the chaining attacks had no delay? The chaining attack technique is a little long winded, but I think the overall effect is well worth it. hey, we all do what is best for us and the game. *Tosses the ball back to Xaero*
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