5/18/2023 0 Comments Shantae sprites gbc![]() That helps take the focus away from technical issues and lets animators worry about the acting. Jimmy helped out by writing an art capturing tool that pulls in full color animation frames, chops them up into 3-color chunks and reassembles them on the screen. The animation itself isn't hard, but it is time consuming, especially the belly dancing sequences. Matt: Most of Shantae's animation including the animal modes was done in the first four months. How long did it take you to color and animate her as fluidly as you have, especially considering the GBC's sprite color limitation? IGNpocket: Shantae's character sprite is probably the slickest we've seen on the GBC. The sad thing is that the Game Boy Color can do more than people think, but it won't be around long enough for them to see it happen due to the advance of the.er, Game Boy Advance. The Game Boy Color can't really do transparency or parallax, but you can achieve the same visual effects by animating backgrounds, swapping color pallets, or flickering sprites. Matt: Lots of the effects in Shantae are optical tricks. How are you able to trick the system into performing effects like these? IGNpocket: We've noticed some slick effects in use like multi-plane scrolling and transparency effects.we've seen parallax scrolling used before in a handful of other games (MicroMachines V3), but transparencies are a bit more rare on the GBC. I think the quality of the game outshines these typical arguments. The fact that it's an original brand or a platformer seems to not matter this time around. ![]() That said, it's the cost of the 32 Megabit Battery Backed-up cart that's keeping them from signing on right away. Matt: Everyone loves it! Publishers say it's a must-play game, that it's more like a SNES game than GBC, and that it does things they didn't know the GBC could do. IGNpocket: What's the reception been like for Shantae? Is the reason for not having a publisher because it's not a game based on a familiar brand, or are publishers afraid of "yet another platformer"? Every game we make benefits from those advances, including Sabrina and a couple of other upcoming titles I can't talk about just yet. Jimmy built it for Xtreme Sports, then later added support for Shantae's effects. Matt: It's all the roughly the same engine. IGNpocket: Shantae seems to be using the same engine that's employed in Xtreme Sports and Sabrina - did those two games spawn off the Shantae engine, or is Shantae a product of an evolving engine that's been in the works on other products? We put the best ideas together and designed a pretty cool game. Recently after completing Xtreme Sports, Tyranical Overlord Voldi Way green-lit a Game Boy Color version of the project. We had just got out of CalArts animation department and started pitching it around as a SNES and PC game with Jimmy Huey's help. IGNpocket: Where did the idea of Shantae as a videogame begin? What's the story behind the inspiration? Also with Game Boy, if you get mad, you can throw it. It allows for more creative freedom and flexibility of design, which ultimately leads to a better game. A small team can focus on making a good game and be relatively left alone. IGNpocket: Why the Game Boy? Why not PlayStation, N64, Dreamcast, or PC? Matt Bozon: A few of us worked on Mickey's Ultimate Challenge for Game Boy & Game Gear back in 1994, which stirred up my desire to develop on the system again. IGNpocket: What's your background on the Game Boy Color? The first we've seen WayForward was with Xtreme Sports.was there anything before that?
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