https://en.wikipedia.org/wiki/Number_of_the_Beast#NeroBut how in the fuck am I supposed to pronounce the name "Nrvnqsr Chaos" ???
EDIT: Apparently even he cant spell his name. Call him Nero
https://en.wikipedia.org/wiki/Number_of_the_Beast#NeroBut how in the fuck am I supposed to pronounce the name "Nrvnqsr Chaos" ???
EDIT: Apparently even he cant spell his name. Call him Nero
Almost everyone else moved on from sprite art styles.
I don't understand
It's also where they lost it. All of the modern "cutting edge" rendering techniques are not being used presumably because of performance cost or not having an a suitable art style.It was the movement to 3D that really galvanized the genre's reputation for bleeding-edge, anyways.
Damn you mike.Mike Ross is a liar.
It's also where they lost it. All of the modern "cutting edge" rendering techniques are not being used presumably because of performance cost or not having an a suitable art style.
Then there is all the blended/procedural/context sensitive/physics based animations and things like that which are entirely unsuitable for fighting games. The limited box that the fighting games are in is just not something to show of current advances in tech anymore.
We were supposed to get a CPT today.
No Floe streams or Mike Ross.
How do I cope?
I don't disagree, but the genre hasn't evolved much, either. That stuff is probably unsuitable for FGs as we currently know them.
Mike lied, people died.
Red Bull also put up the kumite trailer.
https://youtu.be/GyKhrxMj2J4
This weekend's thread should have a lot of activity.
Same reason nobody makes 2D animated features anymore. 3D is cheaper.
Almost everyone else moved on from sprite art styles.
I want to get into the game again but I don't see the point of investing in a series that has been finished for years and will likely only get a brief blimp due to this re-release.
Not really true. From what I've been told by people who work in animation is that 2D features are significantly cheaper to make, it's just that 3D makes more money.
When you put it that way I might try it out.As long as you're having fun with it why not? Who knows, a small scene might persist after this revival.
Plus there's nothing wrong with sticking to competitively dead games. Just ask shaowebb!
Even that's not entirely true. 3D has higher initial cost but can be cheaper in the long run, depending on the project. Really, that's all that matters, the scope of the project.
TV shows tend to keep things cheap as possible. That's why many 2D shows use flash animation, or they use 3D models when the camera moves a lot. In the reverse many 3D tv shows tend to have 2D faces and what not on some characters so they don't have to constantly make new face models.I was thinking more animated TV shows. They just love to recycle everything.
For some projects yes, especially small ones. But for feature films which requires tons of unique characters and constant unique animations not really. It isn't like a video game where you constantly export models and animations. Whenever I bring up animators the video game comparisons they immediately say that comparing feature films to video games is night and day as they are hardly related.
Marko in there! Damn dude must be really sick to be on tv with all those names.There's going to be an 8 man tournament on Japanese television new program "Ii Spo." It's on Fuji Tv one. It will simultaneously be streamed on twitch. I'll update you guys when the stream channel is known.
The matchups:
Nemo vs Marco (eu 3s player)
Haitani vs Fuudo
Matsuri vs Haku
Eita vs Mago
April 23rd, 6 pm jpn, 2 am pst, 5 am est, 10 am UK
Red Bull also put up the kumite trailer.
https://youtu.be/GyKhrxMj2J4
This weekend's thread should have a lot of activity.
This is very true. In film you don't get to go halfway. The lighting and render times are pretty meaty. You do a lot of ambient occlusion/ global illumination work and a lot more work on finer details in scenes like trees, water, fire, reflection, refraction...just generally a lot of stuff you dont typically mess with in games outside of cutscenes or more major budget titles and even then generally not to this degree. Plus you need far more elaborate control rigs and face mapping stuff in 3d animation for film compared to gaming due to the emphasis on the narrative and characters. A lot more elaborate physics, and collision stuff gets setup too. Don't even get me started on hair...Brave required a new system to be setup to get that redhead's hair right.
Animation is pretty complex and there are a lot of avenues to work within. Some of which are more focused on film than games because some stuff like global illumination is generally ludicrous to attempt at runtime in a game, but for film where its fine to do an 8 hour render of a complex scene with lots of physics being calculated its normal to use.
Is this really true?!Most fighting game developers still use sprites besides Capcom and SNK.
Someone already didSomeone should make a thread for that Revelator trailer. The SFV sourpusses will have a field day with it.
Is this really true?!
SNK, Capcom, Bamco, Sega(their last in house effort, at least), NRS... Basically all western relevant FGs devs(SG doesn't use sprites). Only one still using sprites are anime and smaller projects indie FGs developers.
Most fighting games have dropped sprites. Regardless of cost, 3D is just more flexible from a development standpoint, and more importantly, more marketable for bigger projects.
SG uses sprites
2D vs 3D in video games is about marketability and not cost for most projects
for smaller projects cost is likely the factor, but when a company is spending millions on a project the decision is based on marketability and what the team wants to do
It's also where they lost it. All of the modern "cutting edge" rendering techniques are not being used presumably because of performance cost or not having an a suitable art style.
Then there is all the blended/procedural/context sensitive/physics based animations and things like that which are entirely unsuitable for fighting games. The limited box that the fighting games are in is just not something to show of current advances in tech anymore.
I dont agree with this. It cant be performance cost because the amount you have to render for a 3D scene in a fighting game is pretty limited(2 characters and a background) giving you more freedom to push polygons/textures/lighting effects in your game. I think the main reason is simply that the series that were known for having cutting edge graphics havent moved to next-gen yet(Soul Calibur, Tekken, Virtua Fighter). Of those 3 series only Tekken has a sequel coming to PS4 and based on how much theyve been improving the visuals in fated retribution, with additional graphical updates planned for the PS4 release, I wouldnt count that game out for being extremely impressive graphically once it hits.
Most fighting game developers still use sprites besides Capcom and SNK.
Sorry I thought sprites = 2D.
If that was the case then:
French Bread
Arc System Works (Guilty Gear Xrd is the only exception)
Examu
Lab Zero
Zero Dimension
Onanim Studio
are all some examples of developers currently developing high end 2D assets.
Just what fighters are all aboutDoa has ass tech and I see no mention here. :E
Just what fighters are all about
When you think about it fighters are all about nothing. Unless it's Ibuki's beauty.
Fighters are all about anime..so nothing. You rightWhen you think about it fighters are all about nothing. Unless it's Ibuki's beauty.
That mask is there to hide her ugly from the world
Of course Namco uses 3D. They don't make 2D fighting games.Namco, Arcsys use 3d, thats the four biggest FG companys right there.
(Nintendo as well if you count Smash)
All those companies you mention with the exception of ASW are tiny indie devs.
I don't dress in ragsHer home is your home though.