Re: Resident Evil Progeny
Yeah well not everybody makes games with tiny pixel porn.
You're missing the point. This is a matter of how practical the game's development is, not a matter of style.
The Kurovadis sprite is too small, but fast to animate, the next sprite is three times it size, three times the detail, and STILL small and fast to animate, and the third strike sprite is even larger with plenty of detail. I don't think you realize it, but even a sprite of that size takes a lot of time.
And the RES sprite is
twice that size.
The RES sprite is excessive, plain and simple. It will take longer to do a single frame, and more frames to animate smoothly. Everything else will also have to be the same resolution including backgrounds and other sprites. It will take more processing power, and if they're going to scale it down, that's wasting even more time in the long run. Especially if they're animating at that size.
Too many people make the mistake of trying to work on larger sprites when they can't get enough detail into smaller ones. It's a beginner's mistake, and it's something that can easily kill the project altogether if it it causes the project to be drawn out for too long.