Frosty
a full fledged GF
Re: As seems to be my custom, I whole-heartedly disagree.
I think you're a little mixed-up.
It's comparing apples to oranges, and it depends entirely on how many frames your animations take up and how many angles you include in your sprites.
I think you're a little mixed-up.
Whether you're drawing a 3D scene or a scene made from 2D sprites, you have to re-draw every element of the scene every time you advance a frame. The nature of the objects that make up a scene doesn't affect this.Originally posted by Lelapinmechant
2D games with fully animated sprites will have more graphical assets than full 3D games due to the fact that when you animate a sprite, you actualy draw it over again, duplicating the image thirty frames for every second. On the other hand, when you animate a 3D object, you're simply animating the object, not the graphic element.
While a game done using 3D polygonal models might take up less space on a cart than a 2D game, you can't really make any kind of blanket statement that says one is inherantly smaller than the other.The development team over at VV knew there was no cart large enough to get all the animation of the skater they wanted in 2D, so they opted for simple gourad-shaded polygons(texture-mapped in the sequal) that used the same animation of the big-brother console version. This changed what would have been 24MB of assets into the small, 8MB cart that was THPS2(a fantastic GBA game, by the way, for those of you considering buying one now that Prophecy's coming).
It's comparing apples to oranges, and it depends entirely on how many frames your animations take up and how many angles you include in your sprites.