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.
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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!
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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."
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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.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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