I would literally have to change it back and forth every time I wanted to play the game, especially considering it isn't my laptop, I just borrow it. So in order to properly play this game on the laptop I have to turn down the resolution all the way to 800x480? (I think lowest 16 9 rez) I wouldn't mind doing that, and I don't see very well anyway so the decrease in resolution wouldn't bother me - but the weirdness of having such a low resolution on the desktop would. As far as I can tell, its approach is unique and might actually become a standard for later games. I sometimes play it just to figure out how things were created. Sorry for talking your ear off also, this game's graphics have been something of a fascination of mine for a long time. I use the laptop to play games on the big screen and it handles most games well, and the resolution can go down quite a bit still when using the TV. Unfortunately there aren't enough of those things that lowering the polycount would make much of a difference, I'd imagine.Īnyway, I will try your suggestion. When the game came out I actually asked if there was some documentation on how they made the water or if anyone modded their games' camera behavior just to see if the effect would work at any camera angle or if the fixed camera is providing a smokescreen but it didn't get much reply, so I guess the devs don't come here unfortunately.Īll that aside though, I've tried and failed to identify what is a 3D model and what is a plane (flat shape), I'm fairly certain some level props like stumps and fence posts are just several planes put in front of each other (in the case of a stump in the hollow grove, I think it has a front plane and a bacl plane with a collision box to make it appear that you're walking over the top when the top is actually flat and the front plane just serves to make the jagged edges of the stump appear in front of you but that can't account for the illusion of depth so I'm not entirely sure.) The characters are definitely models, though some of them appear to have planes for things like feathers, and I think some of the larger objects and the geography are also models. ![]() The only other example I can think of was Epic Yarn which used a lot of vector tricks, but it could also get by with a lot more having a simple art style and being in 480p. I can see the reflections being hardcoded because far as I can tell, there isn't a separate layer for the reflections and the way the water's surface bends when you interact with it reminds me of a trick in flash animation that uses vectors and having never seen the two things combined seamlessly before makes me wonder. (It's not, and everyone who develops for a PC knows this in case they need to make alterations to those effects to compensate for unexpected hardware behavior or just to keep the game looking nice overtime.)ĭunno about the water though. The particle effects and shaders could probably be toned down though, unless some genius thought hardcoding in bloom and swirling leaves was a good idea. Actually, it's not, but turning down the poly might effect the intended illusion that it is hand-drawn so maybe they were just really against doing that.
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