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I really dislike the proportions and design of the Lee Brothers that WF created. They are ugly, stupid and disproportionate. Unlike the other RCG characters, it is really noticeable how they do not like each other and they did not even try to hide it.
It's a shame that the Secret Base guys who made DD Gaiden: Rise of the Dragons didn't make the game with these graphics and gameplay. They understood the universe, atmosphere and characters of DD perfectly. It would have been the best DD ever made. It really is a shame.
I think you misunderstood the project. This is adding the dragons to an existing game not making a new dd game, such as the new one which has an art style criticized by an old designer. That's sometimes the problem with old designers, some just get stuck.
But answering your question, the way RCG2 renders its character graphics is much different than in the first game where it was actual images IIRC. Here the characters are kinda in a monochrome state due to palette changes that happens when you get a status ailment like poison or freeze (and now, the new colors for this update), making an asset flip much more difficult to do so.
You can however try tweaking/editing the character sprites on top of what's already there, so it wouldn't disrupt the palette programming, especially if you manage to implement some colors to work with. I'm not a modder, but I assume that at least editing the existing assets might be feasible considering how it got more complicated there.
Thing is, they made the combat thinking about these designs, which are reminiscent of Neon, another one of their games. So it keeps a certain consistency at least on their own universe, considering DD isn’t known for its consistency
I understand. The edit I intend to make is to remove some of the muscular excess in the thighs and torso, I would maintain their height and the range of the blows. It would already be much better.
If Billy and Jimmy's sheets are like the other characters, there will be numbers skipped over. There may also be colors that aren't actually used. You'll have to tweak the processing until everything looks right.
You need to process however many sheets each character has as if it's all one image. Most character sheets approach 4k with one of their sheets in at least one dimension and most characters have two sheets. A frame of a single characters is roughly in the 64x64 range, although these two characters might be a little bigger. A rough estimate of frames would be 400-1000 per character.
You will be limited to use the amount of colors that is used by the sheets from the palettes and changing any color will replace every pixel that uses that color. A way around this would to be to decompile the individual shader of each character and rewrite it to use the entire, linear 256 slots of the 16x16 color palette file. This is a hard limit that surpassing would require modifications to the game's engine.
After you've completed your edits, you will need to reprocess the sheets to replace each color with an alpha channel value corresponding to the palette, insert the new sheets and insert new palette and new shader (if modified) into the game.
To answer your question, it is possible.
Yeah