Final Fantasy Tactics Sprite Editor
So Final Fantasy VI -- a beloved classic that contends with Final Fantasy VII for the title of best Final Fantasy game of all time -- is this Wednesday. This game is the crown jewel of the SNES era of JRPG's and deserves the utmost care and respect.
Instead, Square Enix bungled it and everybody is complaining about the art style. Yeah — Jenn Frank (@jennfrankgames) ffvi original vs steam release — Robin S.
Scans of the Final Fantasy Tactics Playing Cards. Frequently Asked Questions. Downloads (original software). Hot on the heels of the last release, Merlin has put out a new v1.0.0.3 of his Sprite Viewer. Wondershare dvd slideshow builder keygen. Also, the return of my FFT Utilities to the web page.
(@sickdooger) I posted my own nuanced response as well: The problem with the Final Fantasy VI remake has much more to do with graphics programming than art style. ( ) (We'll get back to this image later in the article.) The Final Fantasy VI PC re-release is a direct port of an earlier iOS version. Final Fantasy V got the same treatment, used the same engine, and was also a few months back.
As you might expect, they share similar technical problems. I had a lot to say about Final Fantasy V, so if you're reading this blog for the first time I recommend at least skimming the first article, in what has apparently just become a series: Back? Now, before we begin, I want to address a discussion pattern I've seen: ALICE: This art is terrible! Just give me the original pixel art at this point. BOB: What's wrong with the new stuff? At least it's HD.
ALICE: Where are your eyes? See the smudging?
You're such a phillistine. BOB: What, you think ugly blocky pixels are better? You're such a snob. What we have here is a failure to communicate. Alice is trying to point out glaring problems with the technical implementation, but Bob just hears 'Alice is a weird hipster who thinks grainy black and white silent films are better than digital HD in full color with surround sound.'
Meanwhile Bob is trying to say that literally anything looks better to him than pixel graphics because he wasn't born in 1984 -- but all Alice hears is, 'Bob's inability to see these problems can only be explained by a congenital visual impairment that covers his entire field of view with jpeg artifacts.' Yeah, Alice and Bob are a bit strawmannish, but you've seen this argument play out before. Etv telugu serials live. I'm not interested in telling Alice and Bob what they should or shouldn't like. I am interested in giving Alice and Bob a proper technical vocabulary so they can put their feelings into words.
In the end my central point is this: This game could have -- and should have -- looked much better, regardless of whether you prefer HD art or pixels. Anyways, let's start with an official screenshot from Square Enix. Blurring () First of all, the entire screen is stretched horizontally by about 21%. In an official screenshot. Yes, pedants, I know the Super Nintendo. But this is a different matter.
Locke's head and other visual elements are obviously distorted from the proportions the artists intended. 1920x1080 is the most common display size according to Steam's. It's the single most important resolution to get right. Yes, I know this was originally a mobile game with a native internal resolution of 1280x768, but seriously, put your best foot forward here, Square Enix. Personally I feel that is always better than stretching, but judge for yourself (): Next, everything on that FFVI screenshot is blurry. And just to reiterate -- in an official screenshot.
(NOTE: Since this blog has a tendency to auto-size images, especially if you're on a mobile device, I've cropped the following image to 400x400 so that it will hopefully show up at native resolution on all devices. Open it in a new tab if necessary.) Take a look (): Note that I have not zoomed in at all. That's the exact per-pixel output you'll see on a 1920x1080p display. Also, notice the harsh tiling boundary artifact on this column (): Here's how the original looks, for comparison (): Now check this detail out (): From the looks of it, the new tile art was done by taking the original pixels and drawing higher resolution versions of them. The problem with this is that pixel art inherently lacks detail -- so this little pixelated seam blends because everything's blocky already -- a stray pixel still reads as a chunk of mortar, a highlight, a shadow, or a bit of texture. But when you go to HD, suddenly you lose your ability to fudge things. You don't have a few pixels that represent a brick, you just have a brick.

And if it's weirdly sliced in two with a boundary that doesn't line up, that just looks wrong. If I had to guess, the artists worked on the tilesets one tile at a time without paying much attention to how they would be composed in game. Next, look at these artifacts: aliased (that is to say, 'blocky') pixels are clearly visible, but blurred into an ugly, smudgy mess (). Again, I am not zooming in here at all! This is exactly how it shows up on your 1920x1080 display right in front of your face! Grabbing from the iOS version shows where the problem is coming from (): This is how the game is 'meant' to be displayed natively, which will only occur if your native display matches the internal resolution. NOTE: This screenshot is probably from a retina build of the mobile game, because the original internal resolution of this engine (which is what the PC build uses).