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Iggy 8194th Post
Platinum Carpet V.I.P- Board Master
| "Re(5):A Megaton Bomb Approaches" , posted Mon 15 Oct 00:59
quote: I didn't think CFJ was done by 4 people.
Actually, I wasn't joking. In one of the interviews when the game was released, the director said they were a very small team (I don't remember the exact number, but it was around 4-6 people). The rest (music, etc) was outsourced.
It explains the small cast of the game, since they wanted to have a balanced game. And, well, the game didn't have any balance breaker, so they succeeded? In a way. It did lack the smallest atoms of fun and shame, but.
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aerialgroove 11th Post
New Customer
| "Re(7):A Megaton Bomb Approaches" , posted Tue 16 Oct 03:27
I think it's strange that everybody thinks we've reached the end of the 2D world and absolutely nothing new could be done, even now with the new HD technology. Yes doing another SFIII would be very very expensive but how about doing something that hasn't been done (that way) before? I mean that's how Capcom got big. Everybody got so used to them reapeating themselves, that it seems totaly out this universe for Capcom to do something completely new in 2D. Take WeaponLord for example, the characters (each sprite) were painted (!) in acrylic. MK had photographs and SF had drawn sprites while Primal Rage used highly detailed models. I'm not saying all of those turned out well at the time but they are very different approaches and since then I haven't seen anything new. I'm sure there are new, cost saving ways, if anybody actually tried. Personally I'd go for a 2D/3D mix with 2D images (HD) of very detailed 3D models (too many details for actual 3D). This way you could outdo 3D in a way and you could swith to real 3D for super combo sequenzes, where no interfering is possible and the characters move fast, so the details aren't seen anyway. It would have to bee seemless, so you get the impression it's 3D all the time, with strictly 2D gamepaly. This is just my personal idea but there are millions of other ways I'm sure.
http://fightingstreet.com
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Burning Ranger 1525th Post
Red Carpet V.I.P- Platinum Member
| "Re(5):re:4" , posted Thu 18 Oct 06:37
quote: Also, it might not be a bad guess that Capcom of America is taking care of it, in which case, it might not be a bad guess that it's either going to stink or be done by people who have nothing to do with the series.
I pray to god that it's not being developed by a US team :(
I really can't think of one good US made fighting game.
When was the last US produced fighting game done by a *real* development team? If I recall, cheap-o teams were the ones responsible for the cash-in games (X-men, Marvel Imperfects, Def Jam, etc).
Surely, the quality of design and production should (and could) have evolved over the years (look at the leap FPS games have made over the last, oh, seven years). It is very theoretically possible that right now, there are very talented American programmers out there who have a respect and love for fighting games and Street Fighter, who could make a good fighter. There's always that possibility.
Here's hoping we see more.
Advanced Cyborg E. Branger AKA Burning Ranger
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Ktallguy 951th Post
Red Carpet Regular Member++
| "Re(6):re:4" , posted Thu 18 Oct 07:20
quote: Also, it might not be a bad guess that Capcom of America is taking care of it, in which case, it might not be a bad guess that it's either going to stink or be done by people who have nothing to do with the series.
I pray to god that it's not being developed by a US team :(
I really can't think of one good US made fighting game.
When was the last US produced fighting game done by a *real* development team? If I recall, cheap-o teams were the ones responsible for the cash-in games (X-men, Marvel Imperfects, Def Jam, etc).
Surely, the quality of design and production should (and could) have evolved over the years (look at the leap FPS games have made over the last, oh, seven years). It is very theoretically possible that right now, there are very talented American programmers out there who have a respect and love for fighting games and Street Fighter, who could make a good fighter. There's always that possibility.
Here's hoping we see more.
I'll believe it when I see it.
From what I've played, Heavenly Sword is the best hand to hand combat game that any non-Japanese game has created, and that's not saying much.
I seriously can't think of one non-Japanese developed fighting/beat em up that's fluid, well balanced, and fun.
Play to win.
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Time Mage 2606th Post
Platinum Carpet V.I.P- Board Master
| "Re(2):Remix updates" , posted Wed 7 Nov 03:05
quote: Are they trying to figure out if anything can be done with that squatty stance she had in SF2?
You can't make anything good by tracing Chunli's SF2's sprite. Her legs, feet and tights change of length and width on every frame.
But that's like, impossible! Those are Japanese-made sprites, so they should naturally be perfect.
Old jokes aside, I only really noticed that once they started adding new moves to her in SSFII. Her fireball and vertical anti-air kick sprites are painfully different from the rest, along with a few others. That also happened to other characters with new animations (Blanka's dashes and slide, Honda's command throw, Ken's kicks, etc.), but Chun Li's are the most notorious. If they can add some consistency to the sprites, it would be a step in the good direction.
Dragon Kick your ass into the Milky Waaay~~ (Milky Waaaay)
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Time Mage 2608th Post
Platinum Carpet V.I.P- Board Master
| "Re(4):Remix updates" , posted Wed 7 Nov 22:44
quote: If they can add some consistency to the sprites, it would be a step in the good direction.
No offense, but these guys haven't really proven themselves to be the champions of consistency. In fact, I would argue the exact opposite.
So far, that's true, but in the last bunch of mid-production images (I'm talking about the ones animated, probably the ones closer to the final product) only had some slight inconsistencies, and looked good overall. I mean, good in their style, which you can like or not. The Cammy images, in my opinion, were all really good, while others like the Ken/Ryu walking animations had clear flaws, but those were already noted by the producer.
I'm not saying that the art will be the best we could get, but if Chun Li walking can resemble a little bit to Chun Li throwing a fireball, I'll like THAT change.
Dragon Kick your ass into the Milky Waaay~~ (Milky Waaaay)
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shin ramberk 317th Post
Bronze Customer
| "Re(5):Remix updates" , posted Wed 7 Nov 23:39
quote: If they can add some consistency to the sprites, it would be a step in the good direction.
No offense, but these guys haven't really proven themselves to be the champions of consistency. In fact, I would argue the exact opposite.
So far, that's true, but in the last bunch of mid-production images (I'm talking about the ones animated, probably the ones closer to the final product) only had some slight inconsistencies, and looked good overall. I mean, good in their style, which you can like or not. The Cammy images, in my opinion, were all really good, while others like the Ken/Ryu walking animations had clear flaws, but those were already noted by the producer.
I'm not saying that the art will be the best we could get, but if Chun Li walking can resemble a little bit to Chun Li throwing a fireball, I'll like THAT change.
Do people realize that they cannot add more sprite frames to the game? If the animation was not fluid before, it'll remain choppy in the new version. Adding sprite frames would disrupt the mechanics of the game and part of the intention of this game was to simply give the game a face lift.
http://ramberk.blogspot.com
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Time Mage 2609th Post
Platinum Carpet V.I.P- Board Master
| "Re(6):Remix updates" , posted Thu 8 Nov 00:29
quote: If they can add some consistency to the sprites, it would be a step in the good direction.
No offense, but these guys haven't really proven themselves to be the champions of consistency. In fact, I would argue the exact opposite.
So far, that's true, but in the last bunch of mid-production images (I'm talking about the ones animated, probably the ones closer to the final product) only had some slight inconsistencies, and looked good overall. I mean, good in their style, which you can like or not. The Cammy images, in my opinion, were all really good, while others like the Ken/Ryu walking animations had clear flaws, but those were already noted by the producer.
I'm not saying that the art will be the best we could get, but if Chun Li walking can resemble a little bit to Chun Li throwing a fireball, I'll like THAT change.
Do people realize that they cannot add more sprite frames to the game? If the animation was not fluid before, it'll remain choppy in the new version. Adding sprite frames would disrupt the mechanics of the game and part of the intention of this game was to simply give the game a face lift.
I am fully aware of that. What I am saying is that, in SSFIIT, Chun Li's walking sprites have a totally different art style than the ones used in her fireball animation, or her move. I mean consistency among the sprites, not fluidity.
Dragon Kick your ass into the Milky Waaay~~ (Milky Waaaay)
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Nobinobita 199th Post
Regular Customer
| "Re(7):Remix updates" , posted Thu 8 Nov 17:00
quote:
What I am saying is that, in SSFIIT, Chun Li's walking sprites have a totally different art style than the ones used in her fireball animation, or her move. I mean consistency among the sprites, not fluidity.
That move is incredible looking, for that one animation she looks as good if not better than her Third Strike sprite. The coolest thing about that one animation is how it also manages to look so much like a kinu drawing, even down to the eyes. They redrew that animation for Alpha, but I think the Super Turbo one is the best. I wish i could find a gif of it.
Also, hit frames and frames of animation are two different things. Sure they're inextricably intertwined but you could easily add in some frames of animation without changing the hit boxes or the overall lenght of time it takes for the move to come out.
Padding animation to make it look nicer isn't so easy as just adding another frame here and there. It would take some careful consideration of posing, timing, spacing etc none of which are on exhibit with HD Remix, so it's probably a good thing they aren't even attempting it.
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