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* ''VideoGame/LethalEnforcers'' and its sequel, ''Lethal Enforcers 2: The Gunfighters''. ''Lethal Enforcers 3'', released in 2005, would switch to polygonal graphics.

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* ''VideoGame/LethalEnforcers'' ''VideoGame/LethalEnforcers1'' and its sequel, ''Lethal Enforcers 2: The Gunfighters''.''VideoGame/LethalEnforcersIIGunFighters''. ''Lethal Enforcers 3'', released in 2005, would switch to polygonal graphics.

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* ''VideoGame/Fallout1'' used 3D models converted into sprites for all of its graphics. The sole exception were talking heads, created from clay models painstakingly digitized into 3D and then saved as sprites.

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* ''VideoGame/Fallout1'' used and ''VideoGame/Fallout2'' use 3D models converted into sprites for all of its their graphics. The sole exception were talking heads, created from clay models painstakingly digitized into 3D and then saved as sprites.



* ''Videogame/RollerCoasterTycoon'' 1 and 2 used screencapped 3D for its vehicles and most scenery, while everything else was standard sprites. [[http://www.chrissawyergames.com/feature3.htm Seen here.]]
%%* ''VideoGame/SpaceRangers''

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* ''Videogame/RollerCoasterTycoon'' ''VideoGame/{{Factorio}}'' uses 2D sprites created from highly-detailed 3D models for a {{retraux}} aesthetic resembling late '90s/early 2000s computer strategy games.
* ''VideoGame/RollerCoasterTycoon''
1 and 2 used use screencapped 3D for its vehicles and most scenery, while everything else was standard sprites. [[http://www.chrissawyergames.com/feature3.htm Seen here.]]
%%* ''VideoGame/SpaceRangers''
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%%* ''VideoGame/SpaceRangers''

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* ''VideoGame/ZeldasAdventure'''s human sprites are made from overhead photos of the developer's office staff, while non-human characters use clay models.



%%* ''VideoGame/MarioVsDonkeyKong'', first installment.

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%%* ''VideoGame/MarioVsDonkeyKong'', * The first installment.''VideoGame/MarioVsDonkeyKong'' game features 3D models digitized as sprites in the same vein as the SNES ''VideoGame/DonkeyKongCountry'' trilogy. This can be seen with Mario, Donkey Kong, the Toads, and the Mini Marios, where they clash against some of the other sprites like the backgrounds, items, and enemies.



** The Mega Drive-era games tended to use prerendered 3d models for pseudo-3d bonus levels. [[VideoGame/Sonic3AndKnuckles Sonic 3 and Sonic & Knuckles]] also used prerenders of Sonic and Knuckles for the title screens.

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** The Mega Drive-era games tended to use prerendered 3d pre-rendered 3D models for pseudo-3d pseudo-3D bonus levels. [[VideoGame/Sonic3AndKnuckles Sonic 3 and Sonic & Knuckles]] also used prerenders of Sonic and Knuckles for the title screens.



* ''VideoGame/StarCraft'' used CGI renders for it's buildings, units and landscapes.
** The 2017 remaster also uses pre-rendered sprites but with a much higher resolution. However the renders used for the original game had been lost, So most of the assets had to be recreated again from scratch, With some being re-used from ''VideoGame/StarCraftII''.
* The first two games of the ''Videogame/TotalWar'' series, ''Shogun'' and ''Medieval'', used CGI Renderings for every unit.

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* ''VideoGame/StarCraft'' used uses CGI renders for it's its buildings, units and landscapes.
**
landscapes. The 2017 remaster also uses pre-rendered sprites but with a much higher resolution. However However, the renders used for the original game had been lost, So so most of the assets had to be recreated again from scratch, With some being re-used scratch. Some were reused from ''VideoGame/StarCraftII''.
* The first two games of the ''Videogame/TotalWar'' ''VideoGame/TotalWar'' series, ''Shogun'' and ''Medieval'', used CGI Renderings for every unit.



* ''Videogame/SuperMarioRPG'', much like ''VideoGame/DonkeyKongCountry'', derived its sprite and environment graphics from pre-rendered CGI models.

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* ''Videogame/SuperMarioRPG'', ''VideoGame/SuperMarioRPG'', much like ''VideoGame/DonkeyKongCountry'', derived derives its sprite and environment graphics from pre-rendered CGI models.



[[folder:Shoot Em Up]]

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[[folder:Shoot Em 'em Up]]
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** ''VideoGame/SimCity4'' superimposes pre-rendered building sprites over low-poly 3D models. This can be revealed by [[https://i.redd.it/qbpzjmce2hsc1.png modding the camera]].

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** * ''VideoGame/SimCity4'' superimposes pre-rendered building sprites over low-poly 3D models. This can be revealed by [[https://i.redd.it/qbpzjmce2hsc1.png modding the camera]].
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** ''VideoGame/SimCity4'' superimposes pre-rendered building sprites over low-poly 3D models. This can be revealed by [[https://i.redd.it/qbpzjmce2hsc1.png modding the camera]].
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Spelling/grammar fix(es)


** The 2017 remaster also does uses pre-rendered sprites but with a much higher resolution. However the renders used for the original game had been lost, So most of the assets had to be recreated again from scratch, With some being re-used from ''VideoGame/StarCraftII''.

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** The 2017 remaster also does uses pre-rendered sprites but with a much higher resolution. However the renders used for the original game had been lost, So most of the assets had to be recreated again from scratch, With some being re-used from ''VideoGame/StarCraftII''.

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** Likewise with ''VideoGame/DukeNukem3D''.

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** Likewise with ''VideoGame/DukeNukem3D''.''VideoGame/DukeNukem3D'' and ''[[VideoGame/ShadowWarrior1997 Shadow Warrior]]''.


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* ''VideoGame/StarCraft'' used CGI renders for it's buildings, units and landscapes.
** The 2017 remaster also does uses pre-rendered sprites but with a much higher resolution. However the renders used for the original game had been lost, So most of the assets had to be recreated again from scratch, With some being re-used from ''VideoGame/StarCraftII''.
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* The EnhancedRemake of ''VideoGame/QuestForGlory1'' used clay models for its in-battle monster graphics.

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* The EnhancedRemake of ''VideoGame/QuestForGlory1'' ''VideoGame/QuestForGloryI'' used clay models for its in-battle monster graphics.
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This was popular in the TheNineties (MediaNotes/The16BitEraOfConsoleVideoGames) before processing power and tech prices could make MediaNotes/PolygonalGraphics practical for home computers and video game consoles. The process could actually make more detailed graphics than many of the early polygon-capable game systems since it was taking more advanced CGI and converting it to 2D images.

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This was popular in the TheNineties (MediaNotes/The16BitEraOfConsoleVideoGames) before processing power and tech prices could make MediaNotes/PolygonalGraphics UsefulNotes/PolygonalGraphics practical for home computers and video game consoles. The process could actually make more detailed graphics than many of the early polygon-capable game systems since it was taking more advanced CGI and converting it to 2D images.

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Platform and Media Notes namespaces


This was popular in the TheNineties (UsefulNotes/The16BitEraOfConsoleVideoGames) before processing power and tech prices could make UsefulNotes/PolygonalGraphics practical for home computers and video game consoles. The process could actually make more detailed graphics than many of the early polygon-capable game systems since it was taking more advanced CGI and converting it to 2D images.

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This was popular in the TheNineties (UsefulNotes/The16BitEraOfConsoleVideoGames) (MediaNotes/The16BitEraOfConsoleVideoGames) before processing power and tech prices could make UsefulNotes/PolygonalGraphics MediaNotes/PolygonalGraphics practical for home computers and video game consoles. The process could actually make more detailed graphics than many of the early polygon-capable game systems since it was taking more advanced CGI and converting it to 2D images.



* The UsefulNotes/SegaGenesis and UsefulNotes/GameGear game ''VideoGame/BugsBunnyInDoubleTrouble'' features these.

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* The UsefulNotes/SegaGenesis Platform/SegaGenesis and UsefulNotes/GameGear Platform/GameGear game ''VideoGame/BugsBunnyInDoubleTrouble'' features these.



** ''VideoGame/SonicBlast'', being released around the same time as ''3D Blast'' and near the end of the UsefulNotes/GameGear's lifespan, is a 2D side-scroller that experiments with pre-rendered graphics, with limited success given the reduced horsepower behind the system.

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** ''VideoGame/SonicBlast'', being released around the same time as ''3D Blast'' and near the end of the UsefulNotes/GameGear's Platform/GameGear's lifespan, is a 2D side-scroller that experiments with pre-rendered graphics, with limited success given the reduced horsepower behind the system.



* The ''VideoGame/GoldenSun'' games on the UsefulNotes/GameBoyAdvance digitized most of their sprites.

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* The ''VideoGame/GoldenSun'' games on the UsefulNotes/GameBoyAdvance Platform/GameBoyAdvance digitized most of their sprites.



* ''VideoGame/{{Silpheed}}'' for the [[UsefulNotes/SegaGenesis Sega CD]] [=FMVs=] with prerendered 3d objects for the backgrounds, while the player character and enemies were polygons rendered in real time.

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* ''VideoGame/{{Silpheed}}'' for the [[UsefulNotes/SegaGenesis Sega CD]] Platform/SegaCD [=FMVs=] with prerendered 3d objects for the backgrounds, while the player character and enemies were polygons rendered in real time.
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* ''VideoGame/{{Silpheed}}'' for the [[UsefulNotes/SegaGenesis Sega CD]] FMVs with prerendered 3d objects for the backgrounds, while the player character and enemies were polygons rendered in real time.

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* ''VideoGame/{{Silpheed}}'' for the [[UsefulNotes/SegaGenesis Sega CD]] FMVs [=FMVs=] with prerendered 3d objects for the backgrounds, while the player character and enemies were polygons rendered in real time.
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* ''Franchise/SonicTheHedgehog''::

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* ''Franchise/SonicTheHedgehog''::''Franchise/SonicTheHedgehog'':
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%%* ''VideoGame/PoliceQuest: Open Season''

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%%* ''VideoGame/PoliceQuest: Open Season''''VideoGame/PoliceQuest4OpenSeason''

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