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Post by crocodile on Mar 1, 2016 16:50:05 GMT -6
You want to see a dogpile? I'll show you a dogpile!: Anyway I was asking a legit question. I've run across many people online who legit didn't realize Bloodstained was going to be 2.5D.
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Post by XombieMike on Mar 1, 2016 16:58:19 GMT -6
I guess your intentions were to be informative, but it comes off as rhetoric. Cadtledan had already given a proper response and simply liking his comment can show you are inclined to agree with it. If you would like to discuss this further please feel free to PM me.
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purifyweirdshard
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Post by purifyweirdshard on Mar 1, 2016 17:32:29 GMT -6
I think it's just how crocodile communicates, a personality trait. Like his longer replies--I think those might look to some like he's coming down on them, but it's more like he's feeling out his thoughts on the topic and maybe just going deeper into the conversation than the person he's quoting had intended. Of course...that could be irrelevant if the person doesn't get that or is unfamiliar since perceived flaming is as bad as the real thing effectively.
Oh, and I would submit that it's actually not hard to miss that bit on the Kickstarter page. I think it was only explicitly said on the bottom in an FAQ section, right? Something like that. If someone who has consumed so much of this stuff like myself has trouble recalling where the exact detail was first stated, then I can imagine others may have overlooked it and assumed something different.
I actually knew it was going to be 3D from the Sword or Whip voting, though. One of Igacula's comments after you spam votes a lot was something like "you realize this is not my final form. Two dimensions cannot hold me". Thankfully, that turned to mean 2.5 at least.
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Post by Goobsausage on Mar 1, 2016 18:02:58 GMT -6
I forgot about the Sword or Whip comments hinting towards 2.5D. Come to think of it, I don't think I remember reading about it at the FAQ on the very bottom of the page.
There was an Ask IGA video where he talked about the graphics/camera angle, and to me, that was where a lot of details were clarified and IGA gave a better idea of what to expect from Bloodstained.
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Post by otoshigami on Mar 2, 2016 0:26:37 GMT -6
alright. I like this a lot after that update. dam I've been missing a lot. I need to hang out in this forum more.
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Post by purifyweirdshard on Mar 13, 2016 16:46:54 GMT -6
Looking at something the Miriam Facebook page asked (anything about the game so far you don't like) and the minority opinion thread, I posted this to the page just now: The only thing I really have is something they can't really do anything about...it's just the nature of how things are. A lot of us deep down want a 32 bit 2D game with beautiful sprites like Symphony of the Night, but making a modern game that way is next to impossible, or would take a length of time that would extinguish a budget or just cause the game to go into something of a Duke Nukem Forever production crawl/halt. Here's the thing to me, though. If you're doing a Kickstarter for the fans, do you -have- to do a modern 1080p game? If it's indie, I think many would be fine with something 480 or SD. Sprites will be pixelated upscaled to modern televisions obviously, but isn't that kind of the rage now anyway? Big, blobby pixels? So long as they're clean, I think that's fine. I may be in the minority, though...the game wouldn't look its objective "best" this way. The more time goes on, too, the harder it will be to sustain continuous 2D content on modern technology. I can't say that I'm disappointed per se or expected different from the project. It's just the nature of how things are today. Could it have been kept 2D on a portable platform, with just a HD edition upscale on PC/console (Azure Striker Gunvolt)? Yeah, I think so...but it just wasn't and isn't meant to be. I'm hoping the mini-game/retro game and classic mode content is good, though, and they can sustain a good bit of the "2" of 2.5 overall. Just a post from the .
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Post by crocodile on Mar 13, 2016 18:32:37 GMT -6
The more I look at the videogame landscape and what games are being produced both by large developers/publishers and the indie scene, the more I'm convinced that "OMG 2D ART IS SO EXPENSIVE" is at best a too simplistic and at worst a misleading or false narrative. Lots of beautiful games on relatively small or modest budgets have and continue to be made (see Vanillaware, Ubisoft, Arc System Works, Lab Zero, etc.). Inticreates does have a strong modern 2D art given the Azure Striker Gunvolt games. If IGA wanted to deliver a beautiful 2D game without spending 51325132532 million dollars and in under 3 years, he could have done it - others have and IGA is no slouch when it comes to game development. That doesn't mean it didn't make sense for IGA to choose 2.5D. There are legit pros and cons to choosing either a 2D or 3D (or 2.5D) style - it does take less time to make assets in 3D, lots of engines and consoles are biased towards 3D in terms of functionality and ease of use, its often easier to find good 3D artists than 2D artists, cosmetics (hello DLC) are much easier to do in 3D, etc. I get why IGA went the route he did and I hope most backers understand too and respect that choice even if they have a preference for 2D art. I just feel I have to chime in to reject the overall notion that "2D IS TOO HARD/EXPENSIVE" or that 2D art is a dying art form moving forward. I just don't agree with those points.
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Post by CastleDan on Mar 13, 2016 18:40:34 GMT -6
The more I look at the videogame landscape and what games are being produced both by large developers/publishers and the indie scene, the more I'm convinced that "OMG 2D ART IS SO EXPENSIVE" is at best a too simplistic and at worst a misleading or false narrative. Lots of beautiful games on relatively small or modest budgets have and continue to be made (see Vanillaware, Ubisoft, Arc System Works, Lab Zero, etc.). Inticreates does have a strong modern 2D art given the Azure Striker Gunvolt games. If IGA wanted to deliver a beautiful 2D game without spending 51325132532 million dollars and in under 3 years, he could have done it - others have and IGA is no slouch when it comes to game development. That doesn't mean it didn't make sense for IGA to choose 2.5D. There are legit pros and cons to choosing either a 2D or 3D (or 2.5D) style - it does take less time to make assets in 3D, lots of engines and consoles are biased towards 3D in terms of functionality and ease of use, its often easier to find good 3D artists than 2D artists, cosmetics (hello DLC) are much easier to do in 3D, etc. I get why IGA went the route he did and I hope most backers understand too and respect that choice even if they have a preference for 2D art. I just feel I have to chime in to reject the overall notion that "2D IS TOO HARD/EXPENSIVE" or that 2D art is a dying art form moving forward. I just don't agree with those points. Yeah but are those 2d games as deep as an igavania? We're talking 100's of enemies with unique animations. Tons of items, weapons, a fully explorable castle. Not just that but in many of the games you mentioned they're level based and much more basic. ( I think it's reasonable to believe a game like this might cost more money to do in 2d not to mention they would be able to do more for less in a 2.5d landscape like visual changes to the character which is much easier to do with 3D models. That's just my take of it. They wanted to return to consoles and I can appreciate their honesty about this being the easiest, cheapest, and most efficient way to do it. Plus it looks damn good. Look at that character model? Look at that sprawling environment, you could do really neat things in 3D. The ONE thing I'll miss is the charm that 2d ANIMATION can bring. I just highly doubt they could ever top the animations they were able to do in SOTN in a 2.5d style game.
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Post by crocodile on Mar 13, 2016 19:09:28 GMT -6
The more I look at the videogame landscape and what games are being produced both by large developers/publishers and the indie scene, the more I'm convinced that "OMG 2D ART IS SO EXPENSIVE" is at best a too simplistic and at worst a misleading or false narrative. Lots of beautiful games on relatively small or modest budgets have and continue to be made (see Vanillaware, Ubisoft, Arc System Works, Lab Zero, etc.). Inticreates does have a strong modern 2D art given the Azure Striker Gunvolt games. If IGA wanted to deliver a beautiful 2D game without spending 51325132532 million dollars and in under 3 years, he could have done it - others have and IGA is no slouch when it comes to game development. That doesn't mean it didn't make sense for IGA to choose 2.5D. There are legit pros and cons to choosing either a 2D or 3D (or 2.5D) style - it does take less time to make assets in 3D, lots of engines and consoles are biased towards 3D in terms of functionality and ease of use, its often easier to find good 3D artists than 2D artists, cosmetics (hello DLC) are much easier to do in 3D, etc. I get why IGA went the route he did and I hope most backers understand too and respect that choice even if they have a preference for 2D art. I just feel I have to chime in to reject the overall notion that "2D IS TOO HARD/EXPENSIVE" or that 2D art is a dying art form moving forward. I just don't agree with those points. Yeah but are those 2d games as deep as an igavania? We're talking 100's of enemies with unique animations. Tons of items, weapons, a fully explorable castle. Not just that but in many of the games you mentioned they're level based and much more basic. ( I think it's reasonable to believe a game like this might cost more money to do in 2d not to mention they would be able to do more for less in a 2.5d landscape like visual changes to the character which is much easier to do with 3D models. That's just my take of it. They wanted to return to consoles and I can appreciate their honesty about this being the easiest, cheapest, and most efficient way to do it. Plus it looks damn good. Look at that character model? Look at that sprawling environment, you could do really neat things in 3D. The ONE thing I'll miss is the charm that 2d ANIMATION can bring. I just highly doubt they could ever top the animations they were able to do in SOTN in a 2.5d style game. Well it depends on how you define "depth". Mechanically, stuff like platformers and fighting games are both mechanically deep genres that still get games made in 2D. If depth is more about pure assets, then yeah you're going to want to go 3D. Though creating castle tile sets and overall level design is not something I envision being prohibitive in 2D (and there are enough games that I could point to in that regard) stuff like enemy variety and cosmetic character/weapon changes would suffer (or rather be more limited) in 2D. There's going to be give and take and real reasons why one might choose 3D over 2D. I'm just saying a quality 2D Igavania in 2-3 years for $5-10 million isn't some crazy impossibility. Rather it would be worse than the game we are going to get in some ways but also better in other ways. It's all about priorities.
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Post by purifyweirdshard on Mar 13, 2016 19:12:32 GMT -6
Animation is a huge part of it. Ironically enough, there are just way more fantastical things you can do in 2D than in 3D. Plus, what you can't see, the imagination can take and run with it. What we can't see in the far distance of a SotN background enhances the mystery and romance of the setting, while actually -being able- to see everything around us in a 3D game takes that away. You can see what's there, and it probably pales to your imagination. crocodile , I've been saying that for years for fighting games especially. I hear SO OFTEN that excuse in relation to creation of 3D fighting games instead of 2D, but there are infinitely smaller offices than Capcom making 2D HD fighting games. I'm not even talking about Arc Systems, I'm talking about Examu's Arcana Heart, Aquapazza and Nitroplus Blasterz or French Bread's Under Night In-birth. BaseSon/Unknown Games' Koihime Enbu. Examu and FB/Ecole are like, 1/100th of Capcom? These games come out pretty regularly, and must not cost that much to make seeing as these tiny studios keep doing them. I don't buy the 2D time consuming/expensive thing either. Now however, the last time I went on a rant about this in a FB group I'm in, someone chimed in with this and it makes sense: So yeah, there are a lot of factors to consider in the market. Could it still happen? I think so. It may eventually. I'm looking forward to it if/when it does, but until then I'll remain crotchety about this daggone third dimension as I have been since the mid 90s.
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Post by CastleDan on Mar 13, 2016 19:19:21 GMT -6
Yeah but are those 2d games as deep as an igavania? We're talking 100's of enemies with unique animations. Tons of items, weapons, a fully explorable castle. Not just that but in many of the games you mentioned they're level based and much more basic. ( I think it's reasonable to believe a game like this might cost more money to do in 2d not to mention they would be able to do more for less in a 2.5d landscape like visual changes to the character which is much easier to do with 3D models. That's just my take of it. They wanted to return to consoles and I can appreciate their honesty about this being the easiest, cheapest, and most efficient way to do it. Plus it looks damn good. Look at that character model? Look at that sprawling environment, you could do really neat things in 3D. The ONE thing I'll miss is the charm that 2d ANIMATION can bring. I just highly doubt they could ever top the animations they were able to do in SOTN in a 2.5d style game. Well it depends on how you define "depth". Mechanically, stuff like platformers and fighting games are both mechanically deep genres that still get games made in 2D. If depth is more about pure assets, then yeah you're going to want to go 3D. Though creating castle tile sets and overall level design is not something I envision being prohibitive in 2D (and there are enough games that I could point to in that regard) stuff like enemy variety and cosmetic character/weapon changes would suffer (or rather be more limited) in 2D. There's going to be give and take and real reasons why one might choose 3D over 2D. I'm just saying a quality 2D Igavania in 2-3 years for $5-10 million isn't some crazy impossibility. Rather it would be worse than the game we are going to get in some ways but also better in other ways. It's all about priorities. Right they could potentially do 2d but I think it's fair to say it would cost them more and they probably couldn't do as much on the budget they have that they could do with 3D. There's no denying there are aspects of 2d that are just better. (Animation for example) However, I think it's fair to say they can get more bang for their buck with 3D. There's no denying I'd love a full 2d console vania but I completely get why they're doing it this way. Just in terms of assets alone it's just way easier. Lightning, camera.. they have a lot of areas they could explore.
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Post by Astaroth on Mar 13, 2016 19:39:57 GMT -6
smaller companies also arent usually spending massive amounts of money just existing, capcom is paying lawyers, accountants, hr people, management, marketers, analysts, a bunch of people that can influence a game being made without ever having to actively have a hand in making the game
as for depth, there are quite a few tricks that could be employed to keep things mysterious, from using the lighting to keep far objects in just enough shadow that you wonder whats going on back there, to using different layers of objects and parallax to tease or have things come into view only when you are in certain spots, im sure iga and the team will have plenty of ideas on cool stuff and mysteriousness to put in the background
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Post by CastleDan on Mar 13, 2016 20:38:43 GMT -6
smaller companies also arent usually spending massive amounts of money just existing, capcom is paying lawyers, accountants, hr people, management, marketers, analysts, a bunch of people that can influence a game being made without ever having to actively have a hand in making the game as for depth, there are quite a few tricks that could be employed to keep things mysterious, from using the lighting to keep far objects in just enough shadow that you wonder whats going on back there, to using different layers of objects and parallax to tease or have things come into view only when you are in certain spots, im sure iga and the team will have plenty of ideas on cool stuff and mysteriousness to put in the background Yeah, but I trust IGA, Ben Judd, and all the people involved to not lie to us about this. I'm pretty sure when they say it'll be too expensive and they can't do the things they want to do in the 2d space they mean it. They know we all would have preferred 2d the most which is probably why they're giving us a location in the game a 2d treatment. I think they have their reasons for deciding on 2.5d and while the cost might not be the deciding factor to decide against it I'm sure it's one of many other reasons.I was one of the people who was initially bummed out upon hearing it was 2.5d but after seeing these I stopped caring about 2d and started caring a lot about 2.5d
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Post by crocodile on Mar 13, 2016 20:51:29 GMT -6
Animation is a huge part of it. Ironically enough, there are just way more fantastical things you can do in 2D than in 3D. Plus, what you can't see, the imagination can take and run with it. What we can't see in the far distance of a SotN background enhances the mystery and romance of the setting, while actually -being able- to see everything around us in a 3D game takes that away. You can see what's there, and it probably pales to your imagination. crocodile , I've been saying that for years for fighting games especially. I hear SO OFTEN that excuse in relation to creation of 3D fighting games instead of 2D, but there are infinitely smaller offices than Capcom making 2D HD fighting games. I'm not even talking about Arc Systems, I'm talking about Examu's Arcana Heart, Aquapazza and Nitroplus Blasterz or French Bread's Under Night In-birth. BaseSon/Unknown Games' Koihime Enbu. Examu and FB/Ecole are like, 1/100th of Capcom? These games come out pretty regularly, and must not cost that much to make seeing as these tiny studios keep doing them. I don't buy the 2D time consuming/expensive thing either. Now however, the last time I went on a rant about this in a FB group I'm in, someone chimed in with this and it makes sense: So yeah, there are a lot of factors to consider in the market. Could it still happen? I think so. It may eventually. I'm looking forward to it if/when it does, but until then I'll remain crotchety about this daggone third dimension as I have been since the mid 90s. That rebuttal you posted from Facebook is both correct in some respects but also a bit weird? Like yes, the developers at Examu, French Bread, etc. could be overworked and underpaid but what makes them think the developers at Capcom are each making $100k a year and sipping margaritas while they program during their 5 hour business days? To that end, Lab Zero was certainly underpaid for their efforts on Skullgirls - especially the kickstarter portion of it - but even if you doubled their pay for the entirety of the project, you still end up with a relatively cheap game ($2.6m budget vs. 5.2m budget). Also cost of living has to factor into things - the Witcher 3 was made on a very small budget for a AAA game because Polish wages AND costs of living are lower than in a lot of other countries. The argument that "what sprite based fighter has gotten any traction" is a bit of a non-sequitur because then its not an issue of cost but rather an argument that "the mainstream consumer" prefers games with a 2.5D/3D look. Which is a fine argument to make and I've heard others make it as well but that has nothing to do with the actual cost of development. I'd also say the fact that all 2D fighting games are attached to smaller/niche IPs is going to inherently limit their appeal. EVEN THEN, games like Blazblue, Persona and Skullgirls have all put up good sales and tournament attendance numbers. If the argument is, "why isn't this game as popular as Street Fighter or Mortal Kombat?" well then very few fighting games are going to reach that bar no matter what. I can appreciate that making games is hard but I'm not sure I cosign the notion that "playing it safe" is always the best way to succeed or that always defaulting to 3D is "playing it safe"(though again, the are real reasons why someone might want to go 3D - to does have its benefits). The aesthetics for games that go 2D is often an actual selling point. Going 3D for say a Vanillaware game is not a guarantee of additional sales.
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Post by ghaleon on Mar 13, 2016 22:53:06 GMT -6
I fail to see how a lower resolution 2d game could be easier or cheaper to make than a higher resolution one. I'm not an artist, but as I see it, having higher resolution 2d images simply means that an artist's work on the pad they draw on is more accurately 'moved' onto the computer, lower resolution would have less accuracy. It's not like the artist has to hand-sculpt each pixel or something.
Anyway, I think people assume things about 2.5d that just aren't true. It's a pretty new style relatively in the world of games, and many people haven't really found a game that they feel does it correct. Kinda like how some poeple think the unity engine is trash when it really isn't.. people just have made trash with it, but there is good in there too.
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Post by purifyweirdshard on Mar 13, 2016 22:56:11 GMT -6
...yeah. That's about all I can post at this point now, lol. I just agree crocodile . Though I'm with Astaroth and Dan in that I have faith they're going to do very well with what we have here. That's just the way it is, man. I'm sure we don't/can't know all of the true factors behind this, but for sure, the big point we can't overlook is that a game of the desired scale is much more feasible in 3D. SotN itself reused a lot of sprites from Dracula X as it was, Bloodstained would have nothing to start from. No lore or ideas otherwise to piggyback off of, either. That just sounds too big and scary to undertake. Fighting games, though? Yeah, they have no excuse to me. KOF 14...well...it looks better than it did. But 13's sprites being gone...it hurts my soul. I should purify more weird ones to feel better? ghaleon , if you're referring to what I said, what I meant when I threw out the resolution numbers is, it feels like game companies don't want to release a full HD game in 2D because of the detail and work necessitated with that. A lot of time has to go into drawing something as large scale as that, and animation of all of those same images in frames, etc. On a smaller screen, you don't need as much of that - the player likely wouldn't be able to see smaller detail anyway, and if they're playing on a larger screen and can make out the pixels easily, so what? It's not really a shameful thing, I think, to most now. I'm not saying something like drawn/2D = SD or anything, just that the higher the resolution, the more work is perceived by the producer to show the same things. Not necessarily so. Upscale the PS1-era resolution, put a filter on it if you want, and it's fine.
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Post by crocodile on Mar 14, 2016 0:06:12 GMT -6
To be clear (I thought I was but I guess it doesn't hurt to clarify), I'm not begrudging IGA & crew for the choice they made. I understand why that choice was made. I'm still curious and a little bit apprehensive as to how perspective projection will be used (I feel it was something used a lot in Shadow Complex and I'm not a big fan of that game) but otherwise I've become increasingly impressed with the visuals of this game as time has passed (and I think most people online feel the same way). Of course I want to see some actual gameplay (who doesn't ) but still, the game is progressing nicely. My only issue is that "2D is too expensive" isn't entirely accurate. The rationales for choosing 2D or 2.5D/3D are a lot more nuanced than that (and the question of when is it right to use one or the other will continue to be asked for each project until the end of time). As such, it frustrates me that in online discourse, people just shortcut to "2D is too expensive". I don't claim to be an expert in video game development but following the development of games over the years, especially indie/crowdfunded projects that let you see everything that goes into "making the sausage", its often painfully obvious a lot of people don't know how game dev works (I'm not blasting anyone in this board, I'm just speaking in general). I just wish the conversation was.....better. As for KOF 14, I understand why they went with 3D. The new artsyle is a pretty huge downgrade but if their intention is to launch with 50 characters (per their own adverts), that's going to be really hard to do in a reasonable time with 2D art. I'm just hoping the game pulls it together by launch. It's been getting better slowly but as is, it's going to be a though sell looking the way it does next to Street Fighter 5 or Guilty Gear Xrd I feel.
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Post by purifyweirdshard on Mar 14, 2016 9:57:49 GMT -6
Yep. I don't like how Shadow Complex looks either. And yeah, KOF is leveraging cast size, and they do certainly have that over SF5 and Xrd.
Let me be the first to say that I don't pretend to know things about game design. I hope nothing I've said has implied anything different, I mostly take the stance of I don't know what I don't know, so I'm slow to judge decisions. I'm more or less just speaking from what I enjoy in games and the frustration when I don't see those things as much now.
The better conversation you're hoping for would have to come from people working in it themselves, and my understanding is that they're likely chained to desks and haven't seen their families in years, so they won't be coming around any time soon to chat us up lol. Otherwise, you have the ol' standard people who like to think they know what they're talking about, which are often the most willing to talk, so...
Playing fighting games brought me to the place, I think, where I can just quickly recognize in any field that there's more to it than I know, so I respectfully and generally don't dive into anything with my thoughts and opinions. Unless it's fighting games, or Castlevania, or Souls, or swords, or...
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Post by CastleDan on Mar 14, 2016 11:19:11 GMT -6
Like I said before, the one thing that worries me is the animation. 2d Igavania's ( particularly SOTN) had absolutely wonderful animation work, and it's harder to do that beautiful animation in a 3d space. It's the one area I am concerned about, and the one area I'm most excited to get an idea about going forward. In terms of visuals I always think about all the great things they will be able to do with 3d that they couldn't necessarily do well with 2d. All the great lighting effects that could happen in dungeon type areas, or if an enemy is flying around with a torch. All the cool camera ideas for example you running up a spiral tower, all the extra depth in the scrolling effects and details you could do. All the visual changes they will be able to do for miriam with ease. All of that makes me really optimistic about their choice of doing 2.5d over 2d despite my desire to see a return to the 2d beginnings of igavania on a console. It all comes down to the animation. Then I think back to my post in the animation thread about how the animations should look and I remember Mana liked my post about how Strider does the best job at emulating 2d animation in a 3d space. That gave me hope, and I hope the team is pushing to capture that kinda vibe the best they can. ( the star enemies definitely did in the sample vid)
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Post by Scars Unseen on Mar 14, 2016 13:08:47 GMT -6
One thing to keep in mind is that most of the lighting effects are going to be a net negative if your intent is to push the illusion of 2D. Anything that casts dynamic lighting is going to advertise the objects it affects as being 3D rather than 2D. If you watch Arc System Works' video on how they pulled off making Guilty Gear Xrd look so fantastic(I'll post it below), they make mention of things like that, and how to sidestep the problem.
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