Kicks":l9wq4ers said:
I never said he NEEDED to change his style and It's not a matter of preference. In fact pixel art is more conforming to a style than not using pixel art.
By hand painting, you can bring out someone's true power--and that's what I want to see from Darksydaz and this game. I want to see the characters in the first post moving and fighting with the same style and vigor that that art has. For me, pixel art is just to time consuming and hurts my wrist.
In that paragraph, you said it wasn't about style nor preference, then summed it up by talking about how it
is about style AND preference. Whatever, anyway, I'm not trying to nitpick or pick an argument. All I was saying is that it accomplishes nothing to
recommend (not
demand, I know you didn't demand) a 100% overhaul, especially when the initial product isn't bad.
Kicks":l9wq4ers said:
Further, I find it easier to recolor and edit hand painted sprites. I thought it would be easier with pixel art as well, until i looked up some photoshop basics. It's basically the same with palette swaps, but editing I find easier.
If you want to use in-engine alterations--like rotation and scaling, hand painted sprites don't suffer from pixelating as much as pixel art does. This is especially important SR is gonna have that second example of a battle system.
I've seen plenty of battle systems -- more often than not, esp. in RMXP -- that don't rotate or resize at all. I do agree that hand-painted can look better if it uses those kinds of effects, but otherwise both styles are acceptable.
Sprites
are easier, 9 times out of 10, to recolor. With sprites that have unlimited palettes, you have to be careful about what colors to select (esp. if you have a character with multiple shades of the same hue which have similar HEX values but should be recolored differently), and it takes longer to recolor due to the fact that ... For instance, even if you're careful about only selecting the blues, it's highly likely that you'll also select the blues which are blending into tans or reds or whatever, recolor that, and then get hazy outlines or "glows" that you have to edit. If you do a palette swap with ~16 colors, it takes about 20 seconds.
Of course, you can adjust your hue map, but that only goes so far, and only if you're careful to use no tones that are close to the skin colors.
Anyway I'm sure you already know all this stuff, so it's probably pointless in my pointing it out at all, but I'm just trying to provide a point.
Kicks":l9wq4ers said:
I don't appreciate your tone either--you make a lot of assumptions and treat me with disrespect and I'm not sure why.
What was disrespectful? I provided two points of information directed at you and I even complimented you on the caliber of your work, so forgive me if I'm not sure how I came off as standoffish. I didn't mean to. I think your work is beautiful and I wasn't demeaning you, I just was commenting that your suggestion pointed out seemingly unhelpful things. It wasn't meant to be a warning or an insult of any kind.
Kicks":l9wq4ers said:
I obviously have a lot of respect for pixel art, but the reasons for using it are slimmer than back in the day. And the fact that when I look at pixel art I think "SNES" are the reasons for me to call it outdated. For me, it's merely a novelty--unless it is actually faster for production and/or faster in game. Those are legit reasons, but don't apply--for my game and experiences at least.
That's fine, and your work is great, but like I said before, I find traditional pixel art to be the most attractive style when it comes to 2D sprites, and I know of many who agree. It's all a matter of opinion, really, and you're more than entitled to yours
Kicks":l9wq4ers said:
I would also like you to explain to me how the middle frame with the background foot forward makes any sense. You gave me a perfectly good explanation that I already agreed with, but it doesn't address what I was talking about. This is animation, not just the pose by itself. Perhaps deleting the leg isn't the answer, but the fact that it is forward in front of the other foot is the problem. It makes it look like the person is sliding that background foot for two frames then thrusting back extremely far behind them, then immediately thrusting it far forward so they can shuffle again.
It took me a moment to grasp what you were talking about, but yeah, now I see it. The background foot is too forward-thrust on the middle frame. I thought you were making a conjecture as to why you're able to see the foot at all. Misunderstanding
I never mean to come off as rude, but I post so often that it's bound to happen sometimes, and for that, I apologize.