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2d animated games Anonymous 03/07/2025 (Fri) 19:28:42 Id: 7c8eab No. 1078025
No pixel art. I am sick of it. I want 2d animation but the only people that do that are vanillaware, ubisoft and the occasional indie. Why aren't big companies making 2d games anymore? Don't even try to tell me that is is to expensive. Studios are wasting 200 million and more per game nowadays. They can afford 2d animation. I also hate that out of all the big companies the only one doing 2d is fucking Ubisoft. The company that I hate the most. Vanillaware is only AA at most and they are pretty much carrying 2d animation in gaming. Apparently George Kamitani was quite disappointed how the industry super focused on 3d. He therefore started focusing on 2d games, something about wanting to see how the industry would be like had we evolved from pixels to handdrawn instead of 3d. I want to see that as well. Hollow knight is another good one, and its indie as well. Has a very adorable artstyle and is one of few metroidvanias that isn't fucking pixels. Cuphead is/was an indie game that also has great animation. The artstyle is very unique as well. Never played it myself though, no reason in particular. I wish I had more examples but I already posted the UC examples in the thread about it and I can't find the gif of rayman blowing a fairys skirt up. Whatever opinion you might have on any of the games mentioned most of them were successes. UC sold a million, The rayman games sold great (I think?), Cuphead and hollow knight are selling fantastically. Clearly there is a demand for it and yet so little supply.
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>>1078260 This is a game I can easily recommend. Same for the Yomawari titles from the same publisher
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For being a glorified series of quicktime events, Brain Dead 13 is a fitting tribute to Dragon's Lair/Space Ace.
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>>1078123 origins is much better than legends.
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>>1078258 me too
>>1078082 The only vaguely positive review is Famitsu and 32/40 from Famitsu is their version of American 7.5/10 "this is certainly one of the games of all time", so I will just go by the definitely objective and totally universal opinions of the 2ch games board and game catalog wiki ranking it as one of the most kusoge of 2012. Basically if you just look at 10 seconds twitter clips it might look okay (you still need pretty fucking low standards given the animation looks like a random throwaway episode of some low budget LN adaption) but if you actually played the game you'd realize it's super cheap with far too few frames of animation so that all kinds of shit just isn't even animated and it has barely any different enemies. Those reviews aren't even just Americans getting mad at anime, the Japanese script is the kind of insincere ecchi schlock that people think Nep games are but really aren't and even they generally consider it unfunny and vulgar. Of course the actual game part fucking blows too.
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>>1078025 Play Reverse Collapse
>>1078025 There's also Astlibra, though you can tell that the dev used a lot of free assets. Some of the art, like the character portraits, are good since one of the Vanillaware artists helped him out.
Apotheon had a pretty neat 2D style, being based off of Greek pottery, but the combat gets pretty tedious since it feels like it wants to be M&B on a 2D plane
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>>1159404 I love this game unironically. Very colorful and bouncy animation. Felt really good to play too. Too bad the devs gave up and left the story mode unfinished then shat out a half-assed DLC pack full of broken characters. It's also impossible to discuss this game because /v/ rejects it for being ponies and /mlp/ rejects it for not being ponies and everywhere else rejects it for being a furry fighting game.
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>>1078260 Love this game too. Great music. Controls are hard to get used to but once you get into the rhythm it becomes a lot of fun. The story is a bit basic but nearly had me in tears at the end. The switch version emulates very well.
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>never ever It hurts.
>>1161060 >OP asks for non-pixelshit >posts pixelshit
>>1161105 Apologies, anon. I saw Metal Slug and I thought it was ok. >pixel shit Unironically kill yourself, though.
>>1161663 All Lauren did was design the character and write the lore and story. Then the devs retconned the lore and threw out the story and postponed development for a year due to covid (while still paying themselves). The animator quit after their publisher fired everyone else, leaving Baihe's animations unfinished.
>>1161829 >Then the devs retconned the lore and threw out the story Wait really? What happened? Also, is that why the story mode is a never-ever?
>>1163108 I don't remember the specifics but there used to be a page on their site with the lore Lauren cooked up that they noted was no longer canon. The story mode got cancelled because the devs were lazy and incompetent.
>>1158283 >the character portraits, are good since one of the Vanillaware artists helped him out. Interesting. >>1159404 I thought that was just fans, not an actual animator for the show.
>>1078036 Is Metal Slug really pixel art? Like, the actual sprites looked fine on actual low res CRTs aren't you basically asking for high res 2D spriteS? Like from Blazblue
Anyone else interested in extracting the sprites from Unicorn Overlord I love the sprites, it's a real damn shame they're stuck on a game with no replayability
>>1078082 I admit this looks boring as sin. The bosses seem like punch out style fights with a wierd angle but the moment to moment gameplay looks very unsatisfying outside of that. Knowing the slop i touch though id probably still play it
>>1174747 Fans made a pony fighting game. Then hasbro cancelled it. Then the devs paid lauren to make new characters.
>>1157718 I love it. The missions were so long.
>>1175622 Are prerendered low-res sprites pixelshit if they were originally meant to look higher res through the magick of CRTs? Asking for a friend.
>>1078025 normies think 2d is easier and cheaper looking than 3d so it will never happen.
>>1254343 Shovel knight's sprites weren't made CRTs in mind.
>>1078025 I think the issue is that 2d is seen as more "primitive" and lower quality than 3d, so big companies view 2d games like a 30 year old car. As for why 2d games have pixels, pixels are easier to make than drawing, and you can also apply to nostalgia by going "see??? this is like the NES games!!"
>>1078025 there are some ones I remember having good 2d art top of my head 1. PVZ: you raise sunflowers so you can "water" them, and stop zombies sometimes. 2 and 3. forgotten anne: trully forgotten, a nothing burger game that had cartoony artstyle that looked really nice. 4. cuphead: fun relaxing easy game with disney artstyle. also check out its sequel, cockhead. 5. nearly every game by daedlic entertainment's main team. my recommendation is the breakout.
it doesnt help that when 3d came out, for a few years 2d was relegated to really shitty shovelware category
>>1078247 >>No pixel art. I am sick of it. I want 2d animation I mean, those old point and click adventure games CAN still apply... but... I don't think he's going to like it. How the fuck do you come off of King's Quest VI, one of the greatest adventure games of all time - then look at the Zelda CD-I games and say THIS IS THE FUTURE OF VIDEO GAMES! I get that CD technology was all the rage, believe me, but holy shit what were you thinking? Roberta Williams was a hack who always got the bulk of the marketing and budget because she was sleeping around with the CEO of the company to be fair, they were married. KQVI only ended up being as good as it was because Jane Jensen co-designed it before going on to create Gabriel Knight. Roberta then decided to show up Jane by completely imploding the KQ franchise with VII and the disastrous not-even-King's Quest "Mask of Eternity" because "muh Tomb Raider". Meanwhile her husband was busy getting literally CUC'd out of his own company.
>>1078025 The big issue is that pixel are is really good for player, NPC, and enemy sprites. If animated sprites are as high resolution as cartoon cells then you need 24 frames for every second of animation. Compare that to lower resolution sprites which might have between 2 and 5 frames per action. And depending on how "sprites" (actually usually compound sprites) are stored in the actual code different pieces of each frame might be able to be reused for different actions. Basically it's not a money issue, it's a time and effort issue. Really high res 2D sprites look nice but for a lot less effort and much the same effect you can make a 3D model with a shader that makes it look like cell animation. Unless you're doing something special like what Cuphead was doing mimicking golden age cartoon animation, it's kind of redundant. It's like movies where the director brags about them being done in only 5 continuous takes. It's impressive but they could have accomplished the same thing with normal film making. It's basically a parlor trick. >>1078027 Like this is really nice but if it had been a 3D model it would have ended up basically the same with hardly a noticeable difference.
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That being said 2D painted backgrounds can look amazing with both pixel art or 3D models provided they share the same art style and you match the resolution.


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>>1157718 I was 100% sure they used Spine like they did for Girls Frontline, but can you actually do animations like in the 2nd webm with just spine? Wouldn't you be practically doing character rotations frame-by-frame?


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