3d fighting rpg maker3/31/2024 Quick, clear animations can convey a lot of information. Yeah, but I think the point wasn't that battle animations aren't important, it's that elaborate animations aren't important. When the player unlocks a new spell (especially if it's a powerful or otherwise unusual spell) if the animation is underwhelming, it won't be nearly as fun as if it's exciting and memorable so idk Animations are important guys dont underestimate them Thankfully there's plenty of awesome in terms of battle animations on the internet :^3 Good battle animations help set the pacing of the battle so you're constantly darting your eyes around points of importance, they should be communicative and consistent so they always inform the player correctly, and they should feel rewarding to use. welp BTW i wanna present a counterargument to "battle animations are unimportant" I've seen more than a few good rpg makers whose battles were ruined by poor animations - still playable and fun but the use of default or underwhelming animations took much of the fun and excitement away in the battle system. I really dont get why in 2018 no rpg maker has additive flashing. By making it flash back and forth like that it looks like something from the SNES which works hand in hand with the rest of the stuff. By default rm2k (or any rpg maker really)'s flashes are pretty bad, because they just add a flat color with opacity on top then smoothly fade out. One thing to mention about Ranmasters as well is the good use of flashing. But atm I just want an excuse to showcase Ranmaster more. I could probably write an essay on how it all works in the context of video game animations and why they can be interesting to focus on. Again it's all about the principle of anticipation and timing. Where I think they really take on the examples set forth by fighting games in order to electrify the RPG strategy that's really going on. One of my fav commercial examples is XenoGears. And presenting that as smooth as possible. But I prefer to look at it as the art of an RPG character attacking the enemy. It's hard to talk about Battle Animations on their own since they could allude to either particle effects or how well mocapped the fighting stances are etc. I kind of enjoy the creativity and use of prerendered 3D here. Not so much the animation but rather the presentation of them. It's all likely done through pictures and CBS programming so there's not even really an editor to go by here. This blew my mind then and is still pretty nice. Still holds up to this day, the smoothness of how the character dashes across the screen and the limit break-like animation is so great. When you have timing like that, there's more impact to even the most simplest of moves. Strictly talking about RPGmaker here: What's great about Ranmasters animations is they have a lot of "wait" to them, there's a pacing to the animations that makes it feel closer to an official game for some reason.
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