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mossmouth's profile
Derek Yu
Derek Yu
Derek Yu
Verified account
@mossmouth

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Derek YuVerified account

@mossmouth

I want to finish games and help people finish games. IG: bossquibble

Los Angeles, CA
mossmouth.com
Joined April 2009

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    Derek Yu‏Verified account @mossmouth 29 Dec 2019

    Derek Yu Retweeted Omegachainoboy

    1. This is a really fun exercise! 2. If you're an indie dev making your first pixel art platformer or Metroidvania, consider that smooth animations are insanely time-intensive and much less important than overall art style to potential players. And SMW still looks beautiful imo!https://twitter.com/Omegachainoboy/status/1211399154284584960 …

    Derek Yu added,

    Omegachainoboy @Omegachainoboy
    🤣 #pixelart #Pixel #Retro #Nintendo #gameart pic.twitter.com/6DgFOrWWNe
    5:40 PM - 29 Dec 2019
    • 704 Retweets
    • 3,398 Likes
    • xSithFlo84x Jasmine Hegman TheredJAY4 Ezequiel Nekubros 🌶Akina🌶Kin🌶 Jeff Stokely TOASTLY TOAST Johnny J.
    29 replies 704 retweets 3,398 likes
      1. New conversation
      2. Derek Yu‏Verified account @mossmouth 29 Dec 2019

        It's easy to underestimate how long it takes to make an animation like @Omegachainoboy's above. And when you make one animation like that, you've raised the bar across the board. You're probably adding years to your development with that decision and it's hard to turn back.

        4 replies 10 retweets 282 likes
        Show this thread
      3. Derek Yu‏Verified account @mossmouth 29 Dec 2019

        Metal Slug and fighting games aside, classic retro titles generally didn't have the highest animation frame counts. Instead, they focused on big, colorful sprites with memorable designs. I do love smooth pixel art animations, but the cost across an entire video game is huge!

        11 replies 7 retweets 250 likes
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      4. End of conversation
      1. Shweep‏ @choinheap 29 Dec 2019
        Replying to @mossmouth

        Me whenever I look back on early game sprites for ideas on how to tackle an animation: "Oh they didn't even bother with that."

        0 replies 0 retweets 41 likes
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      1. New conversation
      2. Zag‏ @geoffkeene 29 Dec 2019
        Replying to @mossmouth @Mcdoogleh

        I'd argue it goes deeper than that. The 12 Frame one doesn't even look like SMW's intended style anymore. Way too bouncy/cartoony. Would fit in Yoshi's Island, though.

        1 reply 0 retweets 54 likes
      3. Ryan "Uberphish" Tompkins‏ @TheUberphish 29 Dec 2019
        Replying to @geoffkeene @mossmouth @Mcdoogleh

        Yeah, in a vacuum it's fun and silly, and any single frame still fits SMW's style pretty well, but the animation IMMEDIATELY sets it apart. If you wanted that in your game, you suddenly have the job of applying that bounciness to literally everything that moves.

        1 reply 0 retweets 36 likes
      4. Show replies
      1. Eddie Song‏ @eddesong 29 Dec 2019
        Replying to @mossmouth

        as someone experimenting with pixel animations as we speak, indeed this is so true. a 4 day project became like, 8-12, due to volume of in betweens and me just going cray. def fun, but in betweens are a crazy multiplier for sure

        0 replies 0 retweets 2 likes
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      1. Nathan Demick‏ @butr0s 29 Dec 2019
        Replying to @mossmouth

        Funny, I just replayed SMW. Agreed that high frame count animation looks great! But I wouldn’t care/notice after the first few times playing.

        0 replies 0 retweets 2 likes
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      1. New conversation
      2. Cody Ward‏ @codward333 29 Dec 2019
        Replying to @mossmouth

        The 12 frame animation would also make a lot of visual noise when in a moving environment, and visual noise makes games like that super hard to play for people with impaired vision. Like, for as good as Hyper Light Drifter is, even that's too much for my eyes to handle.

        1 reply 1 retweet 17 likes
      3. TheIrishNinjas  ♿️‏ @TIrishninjas 30 Dec 2019
        Replying to @codward333 @mossmouth

        Yep, plus add how Mario games have a lot of moving, bouncy background elements like hills and stuff and you have yourself a bit of a visual mess.

        0 replies 0 retweets 2 likes
      4. End of conversation
      1. New conversation
      2. Inactive for the foreseeable future‏ @silentsnowlady 29 Dec 2019
        Replying to @mossmouth

        Yeah, sometimes less is more. There's no problem saving time by keeping it simple, as long as the main animation is already good. Small Mario's proportions make it that so the basic movement works in fluidity with each other. By adding too much, it becomes too busy.

        1 reply 0 retweets 5 likes
      3. Inactive for the foreseeable future‏ @silentsnowlady 29 Dec 2019
        Replying to @silentsnowlady @mossmouth

        If he was a character with bigger proportions, like longer legs and arms, a more realistic body or something, I think it would be more appropriate to have more detailed animations. As the style would require more frames to not feel stiff.

        1 reply 0 retweets 2 likes
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