Fire Emblem: Rising Thrust but the screen is bigger

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  • čas přidán 25. 05. 2024
  • After experimenting with A LOT of screen ratios, I ended up going with 480x320. 3:2 (or 1.5:1) while still respecting the 240 x 160 (3:2) size and ratio of the GBA screen. What's the DS? 256 x 192, 4:3. And the 3DS's top screen? 400x240, 5:3.
    480x320 isn't much larger than the 400x240 3DS top screen. It's plausible that a handheld console could have been made with these screen dimensions. It can still display things in 5:3 and 16:9, just with black bars around them.
    I almost went with a 2:1 ratio, 480 pixels wide and 240 pixels tall. But 320 is more than 240 and it looks better to me. You can even see almost all of a 9 MOV unit's movement tiles at once! Perhaps I could redo the map sprites to match the larger sprites seen in 3DS Fire Emblem games, increasing the tile width and height to match, though this would mean fewer tiles get displayed onscreen at once.
    When maps are too small for the screen size, moving the mouse cursor near the edge does that thing to the part of the cursor that goes over the edge. You know, the thing that happens when the screen puts pixels somewhere and forgets to get rid of them. Print too much of that stuff outside the screen dimensions and it looks like a crusty yellow buildup that reminds me of Rainbow Dash's jar. But that's fine. I'll just have to keep these new minimum map dimensions in mind when designing maps.

Komentáře • 8

  • @admg2005
    @admg2005 Před 2 měsíci +4

    comically large textboxes, very Seth

  • @thelegacyofgaming2928
    @thelegacyofgaming2928 Před měsícem +1

    Good

  • @robertlupa8273
    @robertlupa8273 Před 2 měsíci +5

    I never played Fire Emblem but this looks neat, though sometimes it feels like there's _too much_ space on the screen.

    • @JasonGodwin69
      @JasonGodwin69  Před 2 měsíci +5

      This map feels open and empty because it's a big empty square for debugging purposes. The real maps will feel better. Even if I need to set the battles on small islands and surround them with water tiles to fit the screen's boundaries. Or set them inside caves and dungeons and castles and fill the sides of the screen with wall tiles.

    • @admg2005
      @admg2005 Před 2 měsíci

      yes

  • @neoqwerty
    @neoqwerty Před 2 měsíci +2

    I think where I'd adjust sprites would be the battle screens. Those are way, way too small and kind of destroy the charm of the GBA animations. Either reworking the sprites to twice their original size (either by just making everything twice the size or redoing the entire spritesheets) adding a new framing border to "narrow" the battlefield to something more like the original resolution, or pulling a more FE NES-style battlefield (where the sprites start further apart and rush into combat, and can get pushed backwards) to make a more "dynamic" battle scene to make up for the smaller battle sprites relative to the resolution.
    As it is, while the maps are probably okay if you design the maps with the resolution in mind, the battle animations are where the empty space is so overwhelming it turns it into a poor decision and would be better just having battle anims completely off permanently and focusing on map battle effects.

    • @JasonGodwin69
      @JasonGodwin69  Před 2 měsíci +3

      I've thought about turning off battle animations and I've thought about reworking them to use large still images like Fire Emblem Heroes and Darkest Dungeon. Recently I decided to resize the screen again to use the 3DS's top screen size. But some things are still misaligned.

  • @timce9220
    @timce9220 Před měsícem +1

    Yes no longer paragraph character arcs all said in two sentences!! Still hate the meta dialogue