|
Shiki Dan posted:Looks really great. Well it's sort of ugly!
|
# ? May 21, 2016 08:04 |
|
|
# ? Apr 25, 2024 12:55 |
|
Shiki Dan posted:How anyone could want to play SF5 about seeing this game in action is beyond me. You gotta step back and remember that like, 80% of SF's target is not fighting game players/entry level players. If you're not super into things fighting game trailers are pretty much indistinguishable apart from the most superficial poo poo.
|
# ? May 21, 2016 19:02 |
|
Night Blade posted:Well it's sort of ugly! i didn't notice this until now but ken's hand is clipping through his jacket how unsurprising
|
# ? May 21, 2016 21:03 |
|
As a head's up for anybody looking on the Mizuumi wiki for Koihime info, the information there is accurate for the original Koihime, but Koihime Enbu is an updated version. The pages for the new characters don't have any information, and some of the information for the old characters is no longer accurate, more for some characters than others.
|
# ? May 21, 2016 22:04 |
|
anothergod posted:Yes. It's Zelda x Street Fighter. We're showing off the multiplayer version. Right now there's 1 arena, but we're hoping to have another 2 by Memorial Day Weekend. I'm sorry, I don't get your game at all, but best of luck to you. Also, the music in the trailer is cool.
|
# ? May 22, 2016 00:04 |
|
If anybody wants to beat me up in Last Blade 2 I'm trying to learn it, just put time into it for the first time yesterday. I'm on Fightcade right now.
|
# ? May 22, 2016 02:33 |
|
Hobojim posted:If anybody wants to beat me up in Last Blade 2 I'm trying to learn it, just put time into it for the first time yesterday. I'm on Fightcade right now. i'm the dummy waiting for the ps4 release tuesday to pay more money and have fewer opponents
|
# ? May 22, 2016 02:45 |
|
Real hurthling! posted:i'm the dummy waiting for the ps4 release tuesday to pay more money and have fewer opponents I had no idea it was getting a rerelease, I'm just in an internet tournament for it tomorrow and realized I had never actually played it. Good times.
|
# ? May 22, 2016 02:58 |
|
https://www.youtube.com/watch?v=pv_6HY0wdQw
|
# ? May 22, 2016 03:03 |
|
Cool. Now come beat me up and teach me how to not suck because I keep getting wrecked by Chileans using moves that don't look like overheads but apparently still hit overhead.
|
# ? May 22, 2016 03:14 |
|
So is the 3ds port of Street fighter 4 any good? Also are there any other fighting games for the 3ds other sf4 and smash?
|
# ? May 22, 2016 03:31 |
|
it's good if you like hitting a single button to do sonic boom
|
# ? May 22, 2016 03:35 |
|
Mr.Flibble posted:So is the 3ds port of Street fighter 4 any good? Also are there any other fighting games for the 3ds other sf4 and smash? https://www.youtube.com/watch?v=he0tuVgHJZg
|
# ? May 22, 2016 03:43 |
|
The 3DS has an old port of Blazblue, dream match sort of collections for both Dead or Alive (a really good one, surprisingly) and Tekken (with an oncart movie for, uh, people who care about Tekken story?), and the aforementioned SF4. The SF4 is a good port with a still surprisingly existing online community, but nobody here would take it seriously because of the touchscreen shortcuts that otherwise break the game entirely. It's still fun for whatever that is worth.
|
# ? May 22, 2016 09:25 |
|
Night Blade posted:Well it's sort of ugly! KOF XIV looks like a game done on a really tight budget. SFV looks like a game that started with a big budget then had it pulled and was forced out the door, which is why some models and animation look fantastic while other looks like awful and half finished. Shiki Dan posted:How anyone could want to play SF5 about seeing this game in action is beyond me. I've always preferred Street Fighters pacing and I've never really enjoyed KOF whole 'pick 3' thing. If its got good online I'll still probably pick it up though (if it comes out on PC that is) Mega Comrade fucked around with this message at 18:50 on May 22, 2016 |
# ? May 22, 2016 18:38 |
|
new KoF has 3v3 team battles for six players. gonna be a lotta hate mail sent via psn. good times.
|
# ? May 22, 2016 18:40 |
|
General Morden posted:i didn't notice this until now Everyone clips through their everything in this game, especially on the character select, Laura's hair, Fang's collar, Birdie and his chains. Good luck unseeing those now.
|
# ? May 22, 2016 18:56 |
|
Lord Chumley posted:Everyone clips through their everything in this game, especially on the character select, Laura's hair, Fang's collar, Birdie and his chains. i already knew about those but thanks the only reason i noted it for ken was because everybody (myself included) was busy focusing on his ugly mug
|
# ? May 22, 2016 19:05 |
|
Hobojim posted:If anybody wants to beat me up in Last Blade 2 I'm trying to learn it, just put time into it for the first time yesterday. I'm on Fightcade right now. Go ahead and add me on steam. It's been a while since I've played the game at all, but the basics are fairly simple. http://steamcommunity.com/id/inthesto
|
# ? May 22, 2016 19:18 |
|
anothergod posted:Yes. It's Zelda x Street Fighter. We're showing off the multiplayer version. Right now there's 1 arena, but we're hoping to have another 2 by Memorial Day Weekend. I appreciate that you guys are actually trying to build something, get it in front of players, gather feedback, etc. So not having played the game, take this with a grain of salt, but here's how I first felt upon seeing it: The graphics style is kind of poisoning the readability of the whole game. It feels like you guys wanted to do something stylized and pseudo-retro, but didn't want to commit to doing full 2D sprite animation because it's hard and time-consuming, so you went with this isometric voxel thing instead. The thing is, every character just looks like a blob of blocks; you can't even tell what direction they're facing until you see them perform an action, and those actions aren't easy to understand. The generic dynamic lighting engine clashes even harder with that style; it washes out the colors and doesn't fit the neo-retro voxel vibe. This lack of cohesion communicates low production value to the player, whether they consciously realize it or not. It makes the game look "cheap," and it has functional implications for gameplay. This carries beyond the characters as well. I have no idea what the items assigned to the buttons in the UI are; I can't tell what the icons for the stages in stage select represent. I don't know why giant functionless coin things fall from the sky when a round ends, other than "we had access to a physics toolkit and we wanted to play with it." It still feels very haphazard and game-jammy, and if you guys are trying to move beyond that and make it a real title, you need to rethink how you would've built the game if you weren't just trying to get something done in 72 hours or whatever. There are also a lot of other indie titles with the same concept as yours, many of which have been featured at Evo and other fighting game tournaments in the past. TowerFall, Treasure Arena, Arena Gods, Samurai Gunn, and many others do the same thing, but with their own cohesive spin on the formula. Figure out why yours is different and build around that. (If the answer is "Ours is voxels w/ physics," then go all the way with it: have characters explode into a pile of blocks when they die, come up with cool weapons or powerups that explore that more, commit to refining the art style to be readable rather than using an out-of-place lighting engine and badly translated pseudo-Zelda sprites, etc.) Good luck at Combo Breaker. My experience at Evo was that people are pretty willing to engage with new competitive games, so it's a really good audience to try it out with. Basically if you aren't attracting a lot of attention there, you'll be hard-pressed to do it anywhere else.
|
# ? May 22, 2016 20:17 |
|
Yeah I can't get past the visuals. Low-fidelity voxels are awful even at their best and this... isn't their best. At the very least it needs a lot of silhouette and palette work to make sure any of the characters look like anything, and more than two frames of animation for any given action would certainly help.
|
# ? May 22, 2016 21:40 |
|
for a second i thought thosel ast two psots were about kof, lol
|
# ? May 22, 2016 22:09 |
|
inthesto posted:Go ahead and add me on steam. It's been a while since I've played the game at all, but the basics are fairly simple. Added, thanks. The tournament was today, I came 4th despite only playing the game for two days or so. There weren't many people who knew what they were doing.
|
# ? May 22, 2016 23:11 |
|
Brosnan posted:I appreciate that you guys are actually trying to build something, get it in front of players, gather feedback, etc. So not having played the game, take this with a grain of salt, but here's how I first felt upon seeing it: I was always super confused when people said that the graphics hurt the readability of the game because to me the graphics are *key* to reading it. The voxels float around your character based on the direction you're aiming. Without the voxels floating around the player you would have no idea which direction the player is directing or aiming. Think Nuclear Throne but 3D. But then I watched the trailer and hilariously that's totally what it looks like. To be honest, I'm not worried about readability in motion or at a demo- check out the long plays. We've also showcased the game at a ton of places and no one has problems with player direction. If a player sits around for a couple hours at #CB2016 and still has problems with understanding the aiming, we'll rethink how we feel. I am hoping that a bunch of players are fine with it and tell everyone who aren't fine with it to get better. The whole *git gud* mentality is AOK for me in that one particular scenario. It's a little like Super Monkey Ball in that we don't hold hands for analog directions, so if you're not able to figure that out there are weapon options out there that will help you with bad aiming. Our *gimmick* is that there are a ton of options for creating your character. You can make heavy tanky characters or glass cannons, obviously, but its the details that matter. Sometimes I will drop the telescope and pick up a second quiver of arrows. Every weapon has an adjacent weapon and tweaking that tweaks your play style very slightly. A lot of new players will opt for lots of bombs on the slow 8 slot character. Baiting bombs is almost as great as keeping them out of range with a trident or lance or sniping them bows. Figuring out how to still kill someone else while using bombs is even better. To be honest when I saw Arena Gods I thought they were pretty close to our concept and marked them down as a competitor. I am hoping they're going to show at Combo Breaker because I really want them to succeed and kick rear end. And thanks for reminding me about competitors! There's a dude on TIGSource that's making a game called Kerfluffle and I'm hoping he's there, too. Anyways, I appreciate the feedback. I don't think you're wrong at all - I definitely thought you were until I really looked at the trailers - but I can see how it can be read that way now. To be honest, we're trying to have no HUD whatsoever, and that's a design goal on *me* and my ego.
|
# ? May 22, 2016 23:26 |
|
you keep claiming that your game contains a bunch of poo poo "that makes it better totally guys for real" and I haven't seen any of this stuff
|
# ? May 22, 2016 23:56 |
|
clarity is the single most important visual aspect of a competitive game.
|
# ? May 22, 2016 23:57 |
|
anothergod posted:To be honest, I'm not worried about readability in motion
|
# ? May 23, 2016 00:01 |
|
is cabbagepots back? are we talking about gigamaidens again?
|
# ? May 23, 2016 00:04 |
|
i mean, with characters that big, you'd be able to read them pretty easily
|
# ? May 23, 2016 00:06 |
|
but it's such a hard read though
|
# ? May 23, 2016 00:09 |
|
anothergod posted:But then I watched the trailer and hilariously that's totally what it looks like. To be honest, I'm not worried about readability in motion or at a demo- check out the long plays. Unfortunately my feedback came after watching one of the long play videos (since the trailer communicated almost nothing to begin with, so it wasn't really useful for seeing how the game works). A game this simplistic does not get an excuse for not being able to tell what's going on visually, and visual readability/clarity is a completely different variable from player skill that is always, always important. The complex systems and interactions in a game like Dota take hundreds of hours to really get good at, but I can tell immediately that my dude is a dragon and your dude is a wizard on a horse and that I am spitting fire on you. Why can't I tell this when I look at your game?
|
# ? May 23, 2016 00:11 |
|
i wonder what all of the most popular competitive pc games have in common. *studies intensely* musta just got lucky.
|
# ? May 23, 2016 00:13 |
|
voxels are like only an appropriate choice when they facilitate gameplay, like, minecraft doesn't use those things because of how they look so why the christ are you using voxels
|
# ? May 23, 2016 00:31 |
|
NecroMonster posted:voxels are like only an appropriate choice when they facilitate gameplay, like, minecraft doesn't use those things because of how they look its cheap
|
# ? May 23, 2016 00:32 |
|
and theres nothing wrong with going "hm we dont have a budget for a thing, we'll just have to make do", but i think something like very minimalistic 3d models with strong colors and borders would have done a much better job. necropolis and superhot being good examples (though still probably out of range)
|
# ? May 23, 2016 00:34 |
|
man, can you imagine a deathmatch version of devil daggers? I ask because I cant.
|
# ? May 23, 2016 00:38 |
|
Harsh crowd! I'm going to hide in my computer hole until Combo Breaker now! Laaaters.
|
# ? May 23, 2016 00:39 |
|
any chump with a copy of blender can whip up some super low res solid body like chess piece things in a minute that wouldn't functionally cost anything different (because it cost 0) that would be a hojillion times easier to read
|
# ? May 23, 2016 00:39 |
|
anothergod posted:Harsh crowd! I'm going to hide in my computer hole until Combo Breaker now! Laaaters. criticism tends to be pretty harsh and fighting games (or I guess competitive games in general) often breed some game design obsessed mother fuckers. good luck at combo breaker
|
# ? May 23, 2016 00:41 |
|
|
# ? Apr 25, 2024 12:55 |
|
Koihime Enbu is cool, death to anime.
|
# ? May 23, 2016 00:42 |