I have a proposition few for CCs
we all know they are educative in purpose, and we need teaching material to realize them, the growth of the CCs usually depends on the influx of said material. This is usually left in the background and not talked about, maybe because it implies use of emulators, but I belive the
I propose whatever CC we chose, we go and hunt around the net for the most respectable ripping comunity, and ask them to aid us in this analysis effort by making a ripping activity to complement our own analysis thread. The discussions made in pixelation would very much interest the artists in a ripping comunity, and I do belive it is something that would warrant whatever work it could signify to them.
now for actual game suggestions, the first one is
STAR OCEAN BLUE STAR
why?
SIMPLICITY OF EXECUTION EXUBERANCE IN DESIGN
MERIT
this game would be a great teaching tool, the restrictions are enough to make sure only the strictly necesary tools are used, yet the freedom is enough whatever could be learnt would be applicable to a high-end 2D game.
on the topic of teaching material, I have a few ripped tilesets, mostly from the first area, and some early animations as well.
The tiling of the game is quite creative, and adapts to the necesity of the area.
For example the fact that all the tree-scape of this forest is done.....
Only with these tiles
The game even executes diferent projection points mixed together, something rarely seen.
The animations are BASIC, whitout excessive amount of frames they imply sub-pixel animation, and they achieve all sorts of diferent actions with mostly keyframes and good timing.
PRAGMATIC ADVANTAGES/LIMITATIONS IN ACHIEVING THE CCFor acquiring more teaching material, there is a downisde, the game is in japanese, however there are extensive faqs on the many systems of the game and some cheats. There is also a ripping comunity very heavily knowledgeable as well as heavily interested in it which ripped most of the above screens
http://www.rpgfan.com/pics/so-bs/index2.html