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/vr/ - Retro Games


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File: 44 KB, 500x375, harvestmoon64.jpg [View same] [iqdb] [saucenao] [google]
5295783 No.5295783 [Reply] [Original]

what are some retro games with this art style? what is this even considered? It's not really 3D but not really 2D. Is it 2.5D and considered a sprite?

>> No.5295794

>>5295783
Isometric with pre rendered graphics.

>> No.5295838
File: 367 KB, 500x430, Boku No Natsuyasumi.gif [View same] [iqdb] [saucenao] [google]
5295838

>>5295794
Are you sure those are pre rendered graphics? I thought pre-rendered graphics could only work when the camera was in a fixed position, like pic related. In HM64, the camera follows the character, so are they still pre-rendered?

>> No.5295842

>>5295838
He means the sprites are pre-rendered.

>> No.5295851

>>5295838
The sprites are pre rendered, but the textures are pre rendered too. It's perspective is isometric.

>> No.5295882

>>5295842
so basically the characters/environment are all pre-rendered, but still animated, correct?

>> No.5295908

>>5295882
yes. The the texture are applied to the meshes.

>> No.5295912

>>5295908
thanks. so the meshes are basically the skeletons of the environment, then textures are applied on top?

Sorry for all the questions, I just really want to learn how to create in this style. Currently looking up tutorials but it's difficult to find out how they got this aesthetic.

>> No.5295923

>>5295912
You pre render a 3d animation and create sprites out of it.

You create an isometric perspective. Isometric doesn't distort anything into a focal point, like our vision.

Then you animate the sprite sheet.

You use the prerendered textures on the 3D objects meshes. That are the invisible lines of the polygons.

I think you can see the meshes when using some emulators, like Dolphin. You need to activate the hack.

>> No.5295939

>>5295923
thanks man

What would you recommend for rendering a 3d animation? Zbrush?

>> No.5295957

>>5295939
blender is free and great.

3ds Max is popular for the game industry.

>> No.5295963

>>5295957
Also consider Maya.

>> No.5295984

>>5295957
>>5295963
thanks. sorry don't mean to be spoon fed like crazy, just wanted some advice. Any programming language you would recommend? I'm a noobie at programming but willing to learn anything

>> No.5296126

>>5295923
>isometric
you mean orthographic projection. this is how, say, architects and engineers draw their blueprints.

isometric perspective means that you are looking down a line that goes through (0,0,0) and (1,1,1), giving the unit of each axis an equal length (hence the name iso=same metric=measure). Lots of tactics games use (more or less) isometric perspective, like FFT.

>> No.5296132

>>5295963
Funny how the Maya guy always pops in immediately after 3ds Max is mentioned.

>> No.5296138

>>5295984
blender has a python interpreter built in, so that's a good place to start.

Also, it never hurts to know something more low level, like C or C++ (which many modern languages take inspiration from. it's like learning latin for the romance languages).

>> No.5296247

>>5296126
wait so what is the difference between isometric perspective and orthographic projection?

>> No.5296280

>>5296247
Iso is a subset of orthogonal. There are othrr ways to repesent stuff.

Im pretty sure that this HM is isometric.

>> No.5296348

>>5295838
>I thought pre-rendered graphics could only work when the camera was in a fixed position
FFVIII has a couple of instances with the camera moving. Like the train sequence early on, or the battle on the Garden. but it's not the dynamic, fully controllable behind the camera view that people are used to today.

>> No.5297617

>>5295794
The sprites are pre-rendered but not the backgrounds.

>>5295783
I'd call it 2.5D or 3d with sprite characters.

>>5295882
The environment looks actual realtime 3d. Character sprites and possibly other sprite props are pre-rendered.

>> No.5297624

Does it need to be isometric/overhead? Super Mario RPG and SaGa Frontier have this look. If you want to venture out of /vr/ territory there's Golden Sun

>> No.5297768

>>5295783
Besides HM64 (and HM Back to Nature) I can't really think of a game that mixes both real-time 3D background with pre-rendered sprites. Well, if you want to have a look at either style separately:

3D levels with sprites were quite popular on 5th gen consoles: Grandia, Xenogears, Final Fantasy Tactics, Breath of Fire 3, Nippon Ichi games.

Rendered sprites were all the rage on PC in the late 90s/early 00s : Diablo, Heroes of Might and Magic 3 and 4, Infinity Engine games, Fallout... Still, some Japanese 2D games used cute rendered characters: like >>5297624 posted, and Treasure Hunter G.

>> No.5297774

Shining Force 3 on Saturn

>> No.5297782

>>5297768
>Besides HM64 (and HM Back to Nature) I can't really think of a game that mixes both real-time 3D background with pre-rendered sprites.
Tons of games did it. Ogre Battle, Simcity 3000 and 4, Mario 64 (some elements are just pre-render sprites, like the trees and the Bob-ombs), Pac-man World (same as Mario)... perhaps hundreds of games.

>> No.5298495

>>5295957
>>5295963
so basically just animate the 3d model in one of these programs, then take frame shots and animate it that way in the game?

>> No.5298543

>>5295882
Haven't you ever seen Donkey Kong Country?

>> No.5300630

>>5298495
bump, need answer plz

>> No.5300710
File: 56 KB, 500x375, goemon_oedo_daikaiten.jpg [View same] [iqdb] [saucenao] [google]
5300710

Am I the only one that fucking hates pre-rendered sprites?

>> No.5300813

>>5300710
what is wrong with them

>> No.5301353

>>5300813
ugly

>> No.5301354

>>5300710
No, but many, such as in the OP, look awful.

>> No.5301503

>>5300710
Wasn't a fan of their usage in that game but it grew on me somewhat as I played. I definitely prefer actual sprites though.

>> No.5301568

shining wisdom
wild arms
clockwork knight
baku baku