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Waterbed
Jun 27, 2008

hugs for all


Soul Calibur 5.

Also thanks for making a new thread since I'm too busy to ever update the old one.

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Waterbed
Jun 27, 2008

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Buhbuhj posted:

Why can't we talk about the fuckin Persona game or Skullgirls?!

Even though it's the BB team I'm not going to jump to conclusions, it might be fun. Depends on the speed and how the combos flow. Also it better not have 5 frame throws.

Mori is not in charge of this game, according to Andriasang or whatever. He is the guy that said "Well we need a Goth Loli character because that's a trope" unironically.

I wonder who was in charge of HnK anyway? Who was the lead for all of Arc's fighting games?

Waterbed
Jun 27, 2008

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http://www.4gamer.net/games/139/G013961/20110915020/

Persona 4: Fighting Good Times Japan Schoolday Demonplace Arena x Persona 3 footage.

Waterbed
Jun 27, 2008

hugs for all


Captain Matchbox posted:

Is Ono trollin' again?

That doesn't say he's actually been making the game, just that he's been trying to.

Waterbed
Jun 27, 2008

hugs for all


Zand posted:

This pretty much sums up my thoughts on things as well. I find it odd that anyone outright believes anything S-Kill says anymore. Seth Killian is a professional liar. For example, he is the one that claimed Hakan was a good character before SSF4 dropped. This is an outright lie. It is literally his job to tell the community things that will appease them.

Actually, considering how feature-rushed MvC3 is, it's actually pretty decent in terms of glitches.

By the way in case it wasn't obvious, many of the changes in the SF4 series stray more towards anti-frustration than high tier balance.

Waterbed
Jun 27, 2008

hugs for all


ShinsoBEAM! posted:

If people honestly think that MvC3 and SFIV are badly QAed fighters, I mean compared to other games in their own respective series they are probably the most balanced and have by far the least bugs. It isn't the QA's job to point out design problems, which is where most of my problems with the games come from, balance and bug wise except for the DHC glitch in MvC3, and the unblockable ultra glitch in vanilla(thank god this was discovered only a bit before super shipped), they have been pretty solid with not having game breaking bugs. Even then the DHC glitch isn't as bad as roll canceling in CvS2 or anything. Honestly I'm pretty willing to believe that they do have a pretty solid QA team at Capcom.

Generally some of the best kind of QA is the kind that are better than Designers at the game, and can actually bring up good points and raise valid concerns!

Waterbed
Jun 27, 2008

hugs for all


A better example would be a prodigy could beat a relatively seasoned player very quickly. Since knowledge is a huge factor in chess.

Also I think knowledge is a barrier of entry people refuse to admit exists. If you removed execution most bad players who think they're good would get stomped anyway, but they'll probably just blame something else.

I think execution should have been easier in SF4 though. If you're going to put input shortcuts in the game, might as well put in link buffers that don't require demonic knowledge and witchcraft to summon to your aid. Like, real link buffers.

I actually think it's loving hysterical that plinking exists but not link buffers in a game with such otherwise lenient restrictions.

Waterbed
Jun 27, 2008

hugs for all


Broken Loose posted:

All you literally have to do is watch any pro MvC3 match where Wolverine is being played and you will see the downside of completely removing the execution barrier.

Wolverine being the best and most boring character in the game, because his Day 1 Beginner ABC combo usually leads to instant death, amongst other things.

That is an example of bad character design, not execution barriers being removed.

Waterbed
Jun 27, 2008

hugs for all


The 5 frame input buffer doesn't even help in combos where you have to stagger inputs, haha.

Waterbed
Jun 27, 2008

hugs for all


That really isn't that unique of an idea and also that game looks really bad because every character looks the same, normal move wise.

Also it's based of my little pony which isn't really bothersome to me, but it makes it so you can't really differentiate limbs and basic attacks through use of a character design's contrast, making it a much harder game to read than normal.

Totally wish those dudes used their art talent to make a better game. Similar to Card Fighter Clash or whatever, it' really unfortunate these people want to make cool games, and then make really boneheaded decisions that overall hurt the health of the game.

That said, I respect the dedication.

Waterbed fucked around with this message at Oct 31, 2011 around 06:45

Waterbed
Jun 27, 2008

hugs for all


AXE COP posted:

Trailer for the Soul Calibur V character customisation:

http://www.youtube.com/watch?v=GAZTv_7yxoA

I have to say, even though the game is likely going to be awful, the creation is looking really robust.

The first thing I saw in the character creator: The default face being Hiroyuki Ikeuchi.

Waterbed
Jun 27, 2008

hugs for all


That article isn't very good and also I'm pretty sure that bar underneath the combo meter is hitstun duration.

Waterbed
Jun 27, 2008

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Evil Canadian posted:

Now with Valentine obviously not it would appear now, but I thought they were supposed to be non-playable boss characters?

Seriously with the amount of resources making a boss cost, they should be playable. They can only make 8 characters in like the course of like, a year. Do you realy think they can afford to make 2 characters and not use them as a selling point?

Waterbed
Jun 27, 2008

hugs for all


Brosnan posted:

No because Darkstalkers is really well-animated and Arc games aren't.

Um, this isn't the case at all. If you actually look at the animation, Arc Systems can animate just as well as what the old Vampire games did, just it's only shown in a very select few characters (Faust, Arakune as an example). If you actually pay attention, it's either a stylistic or budgeting choice, not lack of skill.

If I recall, Sirlin stated Puzzle Strike is loosely based off Dominion, with some design influence from Puzzle Fighter.

Yomi looks pretty fun to me. I don't really like the "deck of cards" approach to it. I actually think this was an attempt to make things more recognizable, but managed to just end up equally confusing while managing to add an element, which feels like a net loss. Sirlin doesn't strike me as a bad designer, just he was doing something where the end goal wasn't really worth striving for to begin with with HDR. I agree with the spirit of the goal, but given the resources he had, it wasn't actually worth it IMO.

Waterbed fucked around with this message at Nov 27, 2011 around 00:30

Waterbed
Jun 27, 2008

hugs for all


Broken Loose posted:

Games are judged by their lowest quality. If a single dude in each Arc fighter has good animation while 100% of the others have poo poo animation, the game has poo poo animation. Arc games have comically bad animation from both technical (low frame numbers) and artistic (the attacks often just look like random poses than actual attempts to hurt somebody) standpoints.

You guys are nuts. I'm not sure if you understand what a stylistic choice means. You realize that there are actually negative gameplay implications for Darkstalkters style animation, right? You're aware that BlazBlue has higher frames per animation than like, pretty much every other 2D fighter ever made (except maybe KoFXIII?, I haven't checked those animations). Usually tying with 3rd Strike. You realize that animation can be objectively better without having to be grossly exaggerated. The article about Darkstalkers animation is good (it shows where 3D games can get it really wrong, and why 3D isn't a really good stylistic choice for Darkstalkers). However it isn't some holy grail of animation knowledge.

You might want to spin the fact that yes, Darkstalkers animation is really weird, interesting and out there. That does not make it better than Guilty Gear or Blazblue, in fact, in many cases, it is WORSE for a video game to have extreme animation.

From a pure objective standpoint: I would argue that while I hate the crap out of BlazBlue's characters, the move choices etc, from a pure gameplay perspective, it is better than Darkstalkers in every single department but "woah, that's novel". I am a total animation nerd here too. I love Darkstalkers animation a whole lot, but ArcSystems is entirely capable of replicating the style, doing it equally well, and saying otherwise is totally false. However, in their own games, they choose to do something different.

Waterbed
Jun 27, 2008

hugs for all


PonchAxis posted:

You're acting like a bunch of chat stream monsters right now Jaha owns.

Swag

Waterbed
Jun 27, 2008

hugs for all


MixMasterMalaria posted:

Super SS4 Arcade Edition or whatever it's called is $16 at Amazon right now for PC download. How's the PC port?

It's fine if your PC is good, but the online play is like leagues worse than XBL with a much smaller community.

Waterbed
Jun 27, 2008

hugs for all


scuz posted:

I think he was speaking to the caliber of players on PC versus console.

No, pretty much every time I played the game the connections were terrible. I was on a super high end PC with amazing internet to boot. I think it had more to do with the low amount of players, all who had bad computers or something.

Waterbed
Jun 27, 2008

hugs for all


Strong Convections posted:

The Athena knockoff even fights on a stage of what looks like a pop concert

What's the market? If it's just a KOF ripoff, why not just play KOF?

^^(youtube link) Ahaha, when she gets KO'd at 5.50, she just stands there in her normal pose. Quality!

The online PC game industry is unbelievably massive in china.

Waterbed
Jun 27, 2008

hugs for all


Gwyrgyn Blood posted:

Woah lets not be too hasty here. Kuraki Kaoru has an air fireball. Totally different character.


Well, maybe this game will have good netplay? :I

I don't know if it will, but I bet you because of the market, it will make more money than SNK did in a lifetime (hyperbole but still).

Waterbed
Jun 27, 2008

hugs for all


PalmTreeFun posted:

Blatant ripoffs of good games are very rarely good themselves. That's not to say that doesn't happen, Monday Night Combat was a really good game in spite of being kind of a TF2 ripoff. Although the sequel blows poo poo so far so take that how you will.

Well the thing is most ripoffs are also not made by competent companies which Tencent is.

Also "online piracy" is probably a nonissue in this situation because it's almost undoubtedly going to be a cash shop game with servers.

Waterbed
Jun 27, 2008

hugs for all


A loop is cool if the basic part of the loop looks awesome or is done with a super visceral move. There's nothing wrong with loops.

Waterbed
Jun 27, 2008

hugs for all


Gwyrgyn Blood posted:

Any untechable AA grabs or other stuff similar to Heat Knuckle or She-Hulk's throw super?

But yes I'll be interested to see how resets work out and how the defensive options work with them. I know guaranteed 50/50s are an obvious tool in this game, so it'll be interesting to see how characters can setup and avoid them entirely.

Edit: Also I guess that means you can block everything from the air right? Even ground normals and all that. Which is not surprising but it's good to know.

Mike Z mentioned in the SRK thread that Cerebella does have a Heat Knuckle type move, but it's only unblockable if they're not in blockstun or jumping in any direction but back or something.

Waterbed
Jun 27, 2008

hugs for all


On the twelfth day of Fightmas, my Ono-san gave to me...
12 Comeback mechanics
11 Ultra combos
10 Input shortcuts
9 S-Kills lying
8 R.Mika outfits
7 Option selects
6 Vortex characters
5 Golden Gems
4 Shoto clones
3 Dive Kicks
2 Paid updates
And a Blanka in a twitpic.

Waterbed
Jun 27, 2008

hugs for all


Brannock posted:

What's the difference between vortex and rushdown characters? I know how they play differently but I'm having trouble explaining the distinction to a friend.

Rushdown: Presses offensive advantages. Generally very oriented on gaining aggressive momentum and sticking with it.

Vortex: A subset of said characters that puts you into a knockdown situation where the enemy has an extremely low chance of guessing right to escape the followups, which all feed back into the same low-chance of escape mixup. Hence, once you enter the vortex, you don't escape.

Waterbed
Jun 27, 2008

hugs for all


ZWZ posted:

The reason for the trailers is to try and get some hype for the playable alpha at CEO in a few weeks.

They're 6 months old.

Edit: CEO is in June.

Waterbed fucked around with this message at Dec 28, 2011 around 17:40

Waterbed
Jun 27, 2008

hugs for all


ZWZ posted:

CEO winterfest is Jan 21st. Also the trailers are old but the info was in the SRK news post a few days ago.

http://shoryuken.com/2011/12/26/ind...teaser-trailer/

It says nothing about CEO Winterfest, just CEO, and that the trailer for CEO releases on January 15th?

Waterbed
Jun 27, 2008

hugs for all


Broken Loose posted:

The Gilden Tide guys are local to me to within 10 miles, and given their desperation for help and attention (and reliance on Jebailey), I will do my duty to get Johnny Fiveaces into the game.

If you have any information on the game or people behind it, I'd actually love to hear it

Waterbed
Jun 27, 2008

hugs for all


Broken Loose posted:

I don't think you understand-- Johnny Fiveaces wouldn't do anything to make the game better. In fact, his presence would actively make the game worse. lovely indie fighters are a dime a dozen thanks to MUGEN, and these clowns completely bombed their own PR campaign by announcing a terrible product that also happens to be vaporware. The product, as far as we know, will be a steampunk ripoff of CvS1 with the Drive button from Blazblue put into it.

The only way this game could possibly get any better would be for it to suck so much that the negative value rolls over and becomes awesome. There is one direction to go, and that is down.

Here's an idea: Get me in contact with them. I'm a game designer with a long laundry list of fighting game experience and actively want to make a good fighting game. Seriously.

Waterbed
Jun 27, 2008

hugs for all


redmercer posted:

About

Circular Geometry Studios is owned by Michael Schuman and Giancarlo Montalbano in Orlando, Florida. If you’d like to learn more about us or interested in joining the effort to finish GildenTide, please e-mail us at CircularGeometry et gmail.com

(I'm not them, just a dude with a mouse)

Yeah I already emailed them, but I don't think they're going to bite unless I get into a pretty intricate conversation with them. Most indie people generally are wholly convinced that what they want to do is always going to end in the end result they desire. All I'm seeing is "steampunk fighting game, lets do cool things" from limited information. It's not like I'm one of those weirdo armchair designers, I can actually implement stuff as long as they have an engineer.

That said maybe they just don't read their email.

Waterbed
Jun 27, 2008

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PaletteSwappedNinja posted:

Why don't you just start your own thing? Y'know, something with less steampunk?

Find some artists willing to make a fighting game and I'll be glad to. That's without a doubt the single biggest roadblock in indie fighting game development.

Waterbed
Jun 27, 2008

hugs for all


PaletteSwappedNinja posted:

Is it because it's generally difficult to find people who'll stick it through to the end of a project, or is there something specific to fighting games that artists struggle with? Do these issues extend to polygonal stuff as well as spritework?

Fighting games as a whole have a very emphasis on good art. Many games can ride off strong mechanic design with loose representations of something to carry the mechanics. Fighting games on the other hand are focused on 2 major subjects and the art directly represents the mechanics (since its a bunch of boxes in real time).

On top of that, they require a LOT of art. A single still good looking image takes a while to make, and you have to multiply that by over ten thousand. Even if I were to draw an entire fighting game by myself with really mediocre looking art, it would be astronomically time consuming.

A bad looking fighting game is going to look way worse than almost any other genre, which can hide mediocre art better since there's less focus and loose symbolism can work better. Try and dumb down a lot of genres to the simplest possible graphics you can imagine, fighting games end up having to still look pretty drat good to pass their information to the player.

That and its way harder to hide being bad at art with a fighting game. You're animating and drawing higher resolution images comparatively to most other genres. A bad artist is going to look way worse since it's far more difficult to hide behind simplifications and stylization.

It's basically a combo of needing a higher standard of quality and sheer amount of effort. 3D doesn't really do anything to stop this. Making models, rigging and animating a full cast of characters is probably easier when you have a bunch of people, but on an indie level, it's roughly as hard.

Waterbed
Jun 27, 2008

hugs for all


http://www.dark-presence.com/

I think.

Waterbed
Jun 27, 2008

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The Gilden Tide guys have a kickstarter up.

I'm genuinely trying to get in contact with them because I think the game could be good with strong design direction but what limited stuff I've seen doesn't give me a lot of hope. With resources like that they could seriously make something good.

Waterbed
Jun 27, 2008

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Uncle Istvan posted:

Oh wow, I didn't think that many people already found the page. I'm the guy in charge of the game and I can answer any questions you have. We kind of got thrown out there with our teaser being put on SRK, but we put everything we had together for Kickstarter and will be showing more content in the next week.

I sent you guys an email with some information. I'm wholly interested in the project and have industry design experience, but I'd like to have a lengthy conversation if that's alright.

Edit: Do you mind if I contact you on AIM? I'm not trying to be pushy or anything, I just genuinely want to see good fighting games get released.

Waterbed fucked around with this message at Dec 30, 2011 around 05:46

Waterbed
Jun 27, 2008

hugs for all


Dizz posted:

Steampunk Dan.

That's basically Johnny Five Aces.

Waterbed
Jun 27, 2008

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uncleKitchener posted:

Game Devs are used to it.

I've had my fair share of over a thousand people complaining at me

Edit: Although I commonly believe if a large amount of people are issuing complaints, there is often an underlying problem that may not have been solved.

Also to be honest, it's more useful when people are complaining than they are being encouraging from a designer's perspective.

Waterbed fucked around with this message at Dec 30, 2011 around 17:09

Waterbed
Jun 27, 2008

hugs for all


Hey Uncle Istvan, when you get the chance, can I talk with your team for a bit? I'm not sure how you guys communicate or anything.

Thanks

Waterbed
Jun 27, 2008

hugs for all


Combos are not manly. It's better if we take turns pressing a button at random and trade blows. Whoever wins is the true skilledest non-cheap tactics spammer.

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Waterbed
Jun 27, 2008

hugs for all


Popehoist posted:

gonna lol when the MBAACC side tournament gets double the entrants of mk9

This will never, ever happen.

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