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dyselon | 10 years ago
It did have some downsides, in particular that it was a bit unnatural for artists to work with, and memory was a constant struggle on console. Skullgirls characters could have well over 1000 frames of animation, and the game supports 3 on 3 fights. Mike did a handful of clever tricks to optimize memory usage, including breaking the images into smaller tiles and throwing out all the empty ones, and compressing the images even in memory. I'm a big fan of the final effect; I think the sprites look great, are high resolution, and allowed artists to create an extremely varied set of palettes for the game.
larsiusprime|10 years ago