Quote:
Originally posted by rezo
here's me naming a prerendered characters game that controlled fine:
fine= I didn't have any problems with the controls.
Collision detection is handled the same way with pre-rendered sprites as it is with pixel art sprites.
I'm going to assume that you don't understand how they're used, but a prerendered from 3D, or pixel art image is treated the same way once they're used as sprites. RE and FF7 use 3D objects as interactive for the same reason that pot in a cartoon that is about to break is done with cels instead of being painted into the background. They can take their basic 3D object and place it wherever they want , in whatever scale they want, and thats it, or they can find out what scale its supposed to be, what direction its supposed to be(for a particular BG) save it as a pre-render, and make a huge sprite sheet for all of the various angles they have for their "treasure box". Uneccesarily tedious. So they use 3D objects.
If you're a programmer than fine, I'm wrong.Otherwise if it's such a bitch to make BG's interactive wouldn't it be just as tedious to give prerendered enemies and characters interact with each other? Seems like KI is sluggish as hell and arms and legs go all over the place or don't even connect(yet you still hit the enemy somehow, kinda like digitized characters in MK and pit fighter. So KI is just really shoddy programming?