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How about when there are two of the same sprites on-screen at once? Does that bother you?Never once have I batted an eye at filler NPCs looking the same, dont see any reason why anyone that could be replaced with a walking signpost deserves a custom look.
Not really, whose to say they aren't just identical twins. Maybe in whatever fantasy world the game takes place in identical siblings are a lot more common than they are on earth. Even far more modern mainstream games do this blatantly. Been playing kingdom come recently, can't tell you how many times I've run into the same damn footsore dude in the exact same outfit begging for bandages or shoes...even when I just gave him a brand new pair of boots a couple miles down the road, yet here he is unexplicaby in my path once more, shoeless, begging for bandages and shoes.How about when there are two of the same sprites on-screen at once? Does that bother you?
Not really, in fact, it could easily "represent" people. Old dudes use the same sprites because they're representing old dudes. Or any other type of people, like, you're stereotyping it.How about when there are two of the same sprites on-screen at once? Does that bother you?
You have a large team. You have all the people who created RPG Maker. You have all the people who made any sprite or tile packs you use. I think the bigger reason they reused them in the past is because of space restrictions. This could be space on the disk/cartridge but also things like the amount of sprites they could keep in memory and also the number of colors available.It's crazy how games made by large teams of people in the 90's were excused when recycling sprites, but now solo devs today are expected to make a wide variety of sprites and tiles. Then again, RPGs were a LOT harder to make back then.
SNES still had a fair number of hardware restrictions. I don't know much about DS but I suspect you could do a lot more with that. PS1 you had a lot of disk space but it was slow to load. You had to decide how much load time is acceptable. (One of the Crash Bandicoot games completely filled the CD. During the end of development every bug fix required them to tweak code so that it generated slightly different instructions which might be smaller to allow them to accommodate the bug fix.)I didn't think of that either. How about SNES games? They still had restrictions, but not as much. Or even DS games. Or PS1.
So if I were to make a GBC type of game on RPG Maker, would you suggest making tons of unique sprites, since I have no restrictions in RPG Maker like the GBC does? (I want to make a little GBC styled game haha)
I would make filler NPCs have hats, or bonnets so it could give the illusions that perhaps they are different charactersI have no idea where to post this. I thought game mechanics design, but this is more of an art thing. But then again, it is also related to game design... Er, let me explain.
In a lot of old RPGs, NPC sprites were often recycled, even on the same map (especially in GB and NES RPGs). Since I am currently using Looseleaf characters however, and since 48x32 is far more detailed than 16x16 sprites of old games, it becomes far more noticable when I reuse the same few NPC sprites. But I'm struggling with the idea of having a plethora of shoddily-made, practically randomized NPC sprites that are only used a few times in the game, rather than having a few memorable but samey-looking NPC sprites. At the moment, I have a little bit of an in-between between these two extremes, but I'm leaning more towards having few NPC sprites (and a lot of the more random ones that I do have, or ones that stick out too much, I haven't even used yet, and am considering throwing them out and not using them at all).
How do you design NPC sprites? Do you think it is offputting to see the same NPC sprites in the same map, or in consecutive maps? Does having the same NPCs per map only work with less-detailed sprites?