|
Mai's taste in men is terrible
|
# ? May 12, 2016 21:14 |
|
|
# ? Apr 24, 2024 13:23 |
|
are you gonna tell the barely dressed big titty woman she's wrong about anything
|
# ? May 12, 2016 21:19 |
|
Yes
|
# ? May 12, 2016 21:20 |
|
General Morden posted:mai disagrees He has a great personality once you get to know him.
|
# ? May 12, 2016 22:23 |
|
I have no idea if this is any good (it's a budget one-man FG so it's probably crap, sadly) but it looks cool: http://store.steampowered.com/app/466110/
|
# ? May 12, 2016 23:32 |
|
In Training posted:Yeah, it's a shame they'll probably never do sprites again because HD sprites are a nightmare to make or whatever, but I'm glad the game exists at all and looks like fast fun. And shockingly it's going to come out feature complete, imagine tht They're not a nightmare to make, the problem with KOFXIII is that the way SNK went about making HD sprites was the most time-consuming, labor intensive, and finicky method for creating HD sprites that's known to exist. I forgot who explained it, but it basically boiled down to 2-3 Blazblue characters could be created in the time it would take 1 KOFXIII character to be made. SNK's just really good at shooting themselves in the foot.
|
# ? May 12, 2016 23:42 |
|
bhsman posted:It still looks fun, though. https://twitter.com/ATRyoSakazaki/status/730875478614102020
|
# ? May 12, 2016 23:43 |
|
That's the stuff nightmares are made of.
|
# ? May 12, 2016 23:44 |
|
Saoshyant posted:That's the stuff nightmares are made of. Speaking of which, happy 3rd Strike day everybody!
|
# ? May 12, 2016 23:45 |
|
FanaticalMilk posted:They're not a nightmare to make, the problem with KOFXIII is that the way SNK went about making HD sprites was the most time-consuming, labor intensive, and finicky method for creating HD sprites that's known to exist. I forgot who explained it, but it basically boiled down to 2-3 Blazblue characters could be created in the time it would take 1 KOFXIII character to be made. SNK's just really good at shooting themselves in the foot. Yep. It isn't the 2000s anymore. Creating Street Fighter V quality graphics is much more expensive and time consuming than it was say ten years ago. Hell, Arc System Works flatout stated that the jump to 3D was more or less as difficult as HD 2D (though much of that is due to their unique process). There is a reason why King of Fighters XIV looks like a Source game from 2007. SNK wants to keep costs down so quality models and textures are a big no no.
|
# ? May 12, 2016 23:48 |
|
punk rebel ecks posted:SNK wants to keep costs down so quality models and textures are a big no no. works for KI
|
# ? May 12, 2016 23:55 |
|
Real hurthling! posted:works for KI Apparently that game is an eye-killer so I guess nerds just can't be satisfied. EDIT: Xrd's style should be the standard.
|
# ? May 12, 2016 23:58 |
|
bhsman posted:Apparently that game is an eye-killer so I guess nerds just can't be satisfied. The problem is that KOF's thing is loads and loads of characters, and Xrd's process is slow enough that they've only been able to dripfeed ~6 characters every two years. SNK is kinda stuck here. FanaticalMilk posted:They're not a nightmare to make, the problem with KOFXIII is that the way SNK went about making HD sprites was the most time-consuming, labor intensive, and finicky method for creating HD sprites that's known to exist. I forgot who explained it, but it basically boiled down to 2-3 Blazblue characters could be created in the time it would take 1 KOFXIII character to be made. SNK's just really good at shooting themselves in the foot. Could someone find this explanation, the "How SNK went broke" post in the KOF thread was one of the most interesting things I've read.
|
# ? May 13, 2016 00:03 |
|
There's a mandate that all fighting games now must both look and sound like poo poo.
|
# ? May 13, 2016 00:04 |
|
Night Blade posted:There's a mandate that all fighting games now must both look and sound like poo poo. arcsys is the hero we really don't deserve
|
# ? May 13, 2016 00:07 |
|
Baal posted:Yes https://youtu.be/pxaejyyeI1Q?t=117 General Morden fucked around with this message at 00:17 on May 13, 2016 |
# ? May 13, 2016 00:15 |
|
Real hurthling! posted:works for KI I feel that Microsoft is much bigger than SNK.
|
# ? May 13, 2016 00:41 |
|
punk rebel ecks posted:I feel that Microsoft is much bigger than SNK. Microsoft didn't make KI.
|
# ? May 13, 2016 00:49 |
|
A.o.D. posted:Microsoft didn't make KI. They sure funded it and provided the resources.
|
# ? May 13, 2016 01:22 |
|
punk rebel ecks posted:They sure funded it and provided the resources. Even then KI isn't a really big-budget fighter IIRC?
|
# ? May 13, 2016 01:29 |
|
bhsman posted:Even then KI isn't a really big-budget fighter IIRC? Let me rephase. Modern high end 3D graphics, like high resolution sprites, aren't out of reach per say. But they are difficult for small developers to do, or moderately sized companies that want a lot of characters like SNK. This is also why high-end 3D games have become much rarer this generation compared to the previous ones. Double Helix is hardly the most grandiose developer, yet they are over three fourths the size of all of SNK. Not to mention almost the entire staff at Double Helix was solely focused on Killer Instinct. I wouldn't call Killer Instinct a AAA game per say. However, it is in no way small and likely more costly than KOF XIV. If SNK did a game with 50 characters at the quality of Killer Instinct's models the game would have taken notably longer to make and would have been much more expensive. Remember part of the reason why the game is being developed so fast is because they already have models up and ready from tracing over them in KOFXIII. punk rebel ecks fucked around with this message at 01:54 on May 13, 2016 |
# ? May 13, 2016 01:47 |
|
punk rebel ecks posted:KOF XIV has mediocre animation because the models they used are from the ones they traced the sprites over from KOF XIII (which also had mediocre animation). what's your reference on this?
|
# ? May 13, 2016 01:54 |
|
Booyah- posted:what's your reference on this? They used 3D models in their sprite process. There is no way they would let those assets go to waste. EDIT - I found a video comparing KOFXIV and XIII's animation. It does seem that there are a lot of similarities between the two games. That said there are a few differences. You can really see the effects of animation between 2D and 3D. punk rebel ecks fucked around with this message at 02:00 on May 13, 2016 |
# ? May 13, 2016 01:56 |
|
punk rebel ecks posted:They used 3D models in their sprite process. There is no way they would let those assets go to waste. ok so you were speculating. but the comparison vid is cool and if you slo mo it they look very similar so your theory probably isnt far off. i wish they could do the Xrd lighting tricks and poo poo though. too bad
|
# ? May 13, 2016 02:22 |
|
Well they could, but Xrd sort of relies on having something like five or six sets of vertex co-ordinates for each model (so effectively five to six models for each model), a poo poo ton of model swaps (each model swap also needs multiple sets of vertex co-ordinates), and a custom vertex animation for basically every keyframe of animation, along with the armature animations, and oh yeah the armatures have on the order of 400-600 bones. The only real advantage of what Arksys are doing is that it looks really really good and relies on very very very few resolution dependent resources. An Xrd characters animations (the model(s) + the rig + the animations) take longer to complete than a blazblue character (which are done virtually the same way kof 13 sprites were done, only with much smaller character color pallets) No company is going to do what Arksys did with Xrd, because it requires complete and total insanity.
|
# ? May 13, 2016 02:56 |
|
NecroMonster posted:Well they could, but Xrd sort of relies on having something like five or six sets of vertex co-ordinates for each model (so effectively five to six models for each model), a poo poo ton of model swaps (each model swap also needs multiple sets of vertex co-ordinates), and a custom vertex animation for basically every keyframe of animation, along with the armature animations, and oh yeah the armatures have on the order of 400-600 bones. Ono is an insane weirdo why doesn't sfv have that much love and care
|
# ? May 13, 2016 03:00 |
|
he's a different kind of insane weirdo clearly
|
# ? May 13, 2016 03:09 |
|
Capcom doesn't believe fighting games need or warrant big budgets, that's the short answer.
|
# ? May 13, 2016 03:10 |
|
he's a weirdo narcissist, i dont think he cares about good fighting games.
|
# ? May 13, 2016 03:18 |
|
NecroMonster posted:Well they could, but Xrd sort of relies on having something like five or six sets of vertex co-ordinates for each model (so effectively five to six models for each model), a poo poo ton of model swaps (each model swap also needs multiple sets of vertex co-ordinates), and a custom vertex animation for basically every keyframe of animation, along with the armature animations, and oh yeah the armatures have on the order of 400-600 bones. Yep. Arc System Works didn't go 3D because it was cheaper or easier. They went 3D because they were bored with HD sprites and wanted to continue "pushing the limit" of anime esque graphics. They pushed 2D to the limit so they went with 3D. Pomp posted:Ono is an insane weirdo why doesn't sfv have that much love and care This is what happens when Capcom has free reigns to do whatever they want to a game's visuals: Compare this to the original stage: Do we really want Capcom to make a stylistic Street Fighter game? punk rebel ecks fucked around with this message at 03:27 on May 13, 2016 |
# ? May 13, 2016 03:23 |
|
punk rebel ecks posted:This is what happens when Capcom has free reigns to do whatever they want to a game's visuals: i think hdremix looks like poo poo but i don't get your point
|
# ? May 13, 2016 03:58 |
|
the hd remix backgrounds are just loving awful is his point
|
# ? May 13, 2016 04:15 |
|
How is Capcom more responsible for the visuals in HDR (a game that was developed in America btw) than in SF2? I'm sure none of the people who worked on SF2's art still work for Capcom, but none of the ones who worked on HDR's art do either.
|
# ? May 13, 2016 04:19 |
|
Jmcrofts posted:How is Capcom more responsible for the visuals in HDR (a game that was developed in America btw) than in SF2? That's my point. Modern Capcom may not be able to make a legitimately good looking fighting game. SF2 looked good, but HDR looked like poo poo.
|
# ? May 13, 2016 04:25 |
|
punk rebel ecks posted:That's my point. Modern Capcom may not be able to make a legitimately good looking fighting game. SF2 looked good, but HDR looked like poo poo. thats because udon did it...
|
# ? May 13, 2016 04:32 |
|
HDR the game made by david sirlin praise him
|
# ? May 13, 2016 04:33 |
|
double post
|
# ? May 13, 2016 04:33 |
|
Zand posted:thats because udon did it... And Capcom approved it.
|
# ? May 13, 2016 04:40 |
|
of all the dumb historian fg stuff to bring up, the david sirlin / udon collaboration of hd remix is the stupidest
|
# ? May 13, 2016 04:47 |
|
|
# ? Apr 24, 2024 13:23 |
|
can someone pinpoint the moment when punk rebel ecks went from 'clueless guy asking about basic details of games' to noted historian and expert i stopped paying attention
|
# ? May 13, 2016 04:50 |