Anyone else nostalgic for the 2D images from the 32bit era that were clearly flat but rotated to always face the camera?
Example the trees in this image.
Don't miss them one bit.
>>3477932
they're still around in open world games
I like them, but I admit they don't look good on HD resolutions, but they look fine on CRTs.
Speaking of Mystical Ninja, I like what they did on this level, it's like a theatre level so the trees are part of the scenography (you can even see the stand behind them), so it makes sense that they're like cardboard cut out trees.
>>3478820
I like that too. It's very neat.
For years I never realized the trees and bowling balls in Super Mario 64 were 2d sprites. But Mario 64 seems to have done it quite a bit better than Goemon.
>>3477932
about them?
good riddance
>>3477932
You mean billboard sprites? Yes. Some games still do it.
>>3479587
That actually looks really damn good.
>>3479665
It does look good but The Quest gets pretty repetitive pretty quick.
>>3479120
It's pretty clear about the trees when the camera tilts down.
>>3479684
It's fun but the combat system kinda sucks. I also had fun with Doom RPG.
>>3479587
I've dreamed of making a game like this for years. My dream is to make a 3rd person action RPG with a world packed with secrets and other interesting stuff.
But that Quest game reminded me that graphics is not everything… I'll never catch the feel of Might and Magic games.
>>3477932
Eh. They have to be done well. Large circular objects work well, and it's okay for trees and stuff from a distance as long as you can run into/through them. I prefer 3D objects with a little heft though.