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what is /v/'s opinion on switching graphical styles mid-game?

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Thread replies: 11
Thread images: 3

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what is /v/'s opinion on switching graphical styles mid-game? from modern > 16bit > modern...etc. Is there a way to do it smoothly or would the change be too jarring?
>>
I'd bump with examples of other games that do it but I can't think of any except animal crossing or dk64 where you can play the nes/arcade machines
>>
useless gimmick
is your game worth it without it?
>>
http://store.steampowered.com/app/233470/Evoland/

this fucking game was made on 2013 man
>>
>Is there a way to do it smoothly or would the change be too jarring?
smoothly doesn't seem like something you'd want to do if trying to evoke a style change
>>
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>>386302902
It doesn't work well. Super paper Mario did it okay with a world being rendered in a different style.
>>
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>>386303538
If you're going to mention Evoland, at least post the good one.

http://store.steampowered.com/app/359310/Evoland_2/

It offers everything the first had and more, with several different kind of gameplay styles, and different graphical eras. Shit is cash.
>>
>>386303385
nah, it'd still be ok. tbf it isn't completely useless in this case, the switch fits the story (the character goes from reality to an old simulation)

>>386303538
>>386303730
hadn't heard of this. thanks

>>386303606
true, but I also don't want to break "flowstate" or w/e

>>386303654
spm is actually one of the main inspirations for the game I'm working on. 2d platformer, cartoon, very bright and whimsical, etc
>>
>>386304141
meant to put yeah* instead of nah
>>
>>386304141
You post on AGDG? Best I can think of is take the worldflip mechanic but have it change graphical style and controls. Give an enemy changed attacks and movement in each state. Require flips to avoid certain moves.
>>
>>386304593
nope not yet. thanks for the tip
Thread posts: 11
Thread images: 3


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