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Forums: Index > Rin's Travel Agency > Archive > Animated Enemy Images


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In both your examples that is not how they animate in the game. IIRC there's some flickering during transition. And if we aren't matching the animation then I don't see why using an animated image is beneficial.

And your comment about 3D games... Well then what do we do with enemies in 3D games that change forms? 1.7+ MB images?.

I would have said yes in the past, but I think it is better with separate sprites.

That being said, I don't mind doing VII and IX animated images... except IX will be extremely difficult for many enemies due to there not being an 100% compatible viewer. 79.69.205.102 15:50, December 5, 2012 (UTC)

Oh, and it's probably worth mentioning that if an enemy has two forms they will usually have different stats and use different attacks in said forms. In these situations they would be best using more than one tab. And therefore a non-animated image would be better.

There are exceptions though. Octomammoth and BGH512 just have visual changes after certain levels of HP have been decreased I believe. 79.69.205.102 16:09, December 5, 2012 (UTC)

FFVI Terra Branford Menu iOS

Hmm...support. --Shockstorm (talk) 20:01, December 5, 2012 (UTC)

YES. - Henryacores^ 20:27, December 5, 2012 (UTC)

VIIBCKatanaM
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Just to make my opinion clear, it's oppose. As I stated: Most enemy's that have multiple sprites usually have different stats and AI scripts in those forms and thus should be using multiple tabs anyway. And the relevant sprite (and only that sprite) will go under the relevant tab.

I don't see documenting sprite transitions as important, and since that's not what is being done with the images anyway I don't really see the point at all. It's easier with separate images.

GIFs cannot be resized on wiki. This means that if I do make ones for VII and IX I would have to tailor them to the infobox and there's no choice of using them elsewhere, except for the first frame. And I would like to remind people that when choosing frames of animations for the 3D models we specifically choose stances and frames that are not overly wide. Unfortunately, enemies with wide wing spans will stretch out those images massively, meaning the image will be forced to be less visible and we won't have a bigger version to show for it since we can't resize gifs.

GIFs are also a horrible image format, since they can't handle semi-transparency. Which means the edges are awful. And even if users did want to resize the GIFs and accept only using the first frame, sizing down GIFs deletes pixels due to the way GIFs resize.

Not that I want to suggest using animated PNGs. Animated PNGs are awful.

I am also averse to animated objects in general. 79.69.195.167 18:50, December 6, 2012 (UTC)

FFVI Terra Branford Menu iOS
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