Paper Mario: Color Splash

haven't bought it yet because I'm trying to save money for like six different things but hopefully soon
 
Baby Luigi said:
Mister Wu said:
I think it's just a sprite "attached" to a 3D object like a texture, should be more than doable with modern hadware. From a graphical point of view, I really hope that full-bodied sprites will become more common.

It has been done since N64 hardware to optimize the game when it cannot render 3D polygons
I was referring to the "moving parts" approach, which is the other method to use sprites. I was used to it as I started with TTYD and it creates fluid 60 fps animations, but now that I look at these sprite sheets I think I really like the full-bodied sprites more, and I hope they will be used more extensively.
 
Even the original Paper Mario uses moving parts. Bowser's and Paratroopa's sprite sheets for starters. Usually, they do the moving parts method for Flash-animated games like Thousand-Year Door and Rayman Legends.
 
Baby Luigi said:
Ninelevendo said:
So this game uses sprites? How did they pull off the flip around thing when a character turns around?

They're textures attached to a 3D model of a 2D plane.

Mister Wu said:
I think it's just a sprite "attached" to a 3D object like a texture, should be more than doable with modern hadware. From a graphical point of view, I really hope that full-bodied sprites will become more common.

It has been done since N64 hardware to optimize the game when it cannot render 3D polygons
Cool. Didn't know that they did this. Did the original PM do this?

Also it's cool to see sprites instead of models, I love sprite art.
 
They definitely did. If you ever see a 2D graphic on a 3D plane, it's most definitely a flat 3D cube with an alpha layer enabled.
 
Mister Wu said:
I think it's just a sprite "attached" to a 3D object like a texture, should be more than doable with modern hadware. From an artistic point of view, I really hope that full-bodied sprites will become more common.
Baby Luigi said:
It has been done since N64 hardware to optimize the game when it cannot render 3D polygons
It's the same for those 2D PlayStation 1 games like Castlevania: Symphony of the Night and a bunch of others. Even Yoshi's Story uses 2D sprites for an N64 game and that horrible Mortal Kombat game on both PS1 and N64.
 
No it's not the same, unlike Castlevania: Symphony of the Night and Yoshi's Story game.

Those games use pre-rendered sprites, something in a completely different territory than what Paper Mario uses. Pre-rendered sprites are still 2D graphics that still uses frames to animate. Games like Paper Mario use a 3D plane for very flattened 3D models that use textures to convey itself.
 
I'll probably get this game for Christmas, since S&M is my priority.
 
Re: My very important hot take as someone who hasn't played the game

Glowsquid said:
I have to give props to Color Splash: the game looks gorgeous and the writing is very sharp. It may not be the sequel TTYD super-fanboys wanted, but at this point, I think accusing it of being "soulless" or "NSMB-ified" (whatever that means) is just wrong.

Unfortunately, though, I'll still likely pass on the game, because all that can't make up for the fact that Color Splash, according to both journos and people who played the pre-load, doesn't quite go far enough in fixing Sticker Star's gameplay problems and even double down on some of them. The glory of the old paper Mario was as much in the battling as it was in the crazy.

I think what people usually meant by NSMB-ified? Is that some of the enemies and investments from Sticker Star were a copy and paste from the NSMB style direction.