• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Fighting Games Weekly | April 14-20 | Some Permutation of "Daigo is Da Bess"

CPS2

Member
I wonder if the fact that SF4 and UMvC3 look 3D has anything to do with a perceived decline in interest in 3D fighters. If those games still had sprites, maybe people who wanted a more modern looking fighting game would be playing Tekken, SC, DoA and VF.
 

Imm0rt4l

Member
[QUOTE="God's Beard!";108781926]I-no is awesome. I played a lot of Guilty Gear along with KOF during my ban.



What? I was talking about the guy who said the 2-frame link was removed because Vega players complained it was too easy and you said i respect that.

How was making the jab link 2 frames bad for anybody?[/QUOTE]

I didn't say it was. I said I respect that the players don't want their character to be easily accessible. I wouldn't want dudley's combo off overhead to be stupid easy considering how much damage it does and how fast the overhead is(yea I know you can plink it). It's the same principle. I never said anything about the mechanics of the game that allow plinking or os's possible. It's the simple fact that people get satisfaction out of doing more difficult combos and have the skill to pull them off of their own volition. It's what separates guys like Chris G from most sakura players. I didn't say anything about select buttons, just that I empathize with those players. If it's so easy to map select button for ease, then have at it, because then it really makes no difference if it's a 1 frame link since you can get it up to 2.
 

jbug617

Banned
Looks like this is where EVO is getting all the 360s from.

@focusfirefeed: Plenty of equipment is being stored for upcoming "FGC" events including #UFGTX, #CEO2014 & #EVO. Can't wait!
BlmyPbHCcAAVkQa.jpg
 

Tik-Tok

Member
Markman, please add a retractable cord to the next stick.

It's a pain in the ass wrapping it up after matches, and I wanna whip that shit back in my stick as I stare at m opponent after beating them.
 

Imm0rt4l

Member
Wait, that Ibuki player that had like a 35 game winning streak in that A-Cho video was Sako? Man I got salty watching that video, it just made me angry that she was still able to run her vortex and keep up the pressure with or without delayed wake up.

I wonder if he's dropping Evil Ryu to go back to her?

Funny since he was afraid that ultra would make setups useless.

"oh nvm lol"
 
The user removed the video, what was in it?

It was a compilation video of several matches where a Ibuki was dominating a lot of different characters. I think it was taken down because the uploader may have jumped to conclusion and said it was Sako when it might not have been. Either way, that Ibuki player was pretty good. He already adjusted to DWU by whiffing normals to time his jump ins and then reacted to DWU by throwing a kunai whenever he saw "Technical".

Immortal, what do you think of USF4 Gouken? He's got some new links now and hit confirms. He can actually do damage from jabs now. I was playing around with the PC mod and it's interesting, it's actually kind of easy to confirm 1 jab into cl. MK > HK tatsu because his cr. jab takes longer to recover than any of the other Shoto's. Which is both good and bad, but good in this case because it gives you more time to confirm.
 

Imm0rt4l

Member
Immortal, what do you think of USF4 Gouken? He's got some new links now and hit confirms. He can actually do damage from jabs now. I was playing around with the PC mod and it's interesting, it's actually kind of easy to confirm 1 jab into cl. MK > HK tatsu because his cr. jab takes longer to recover than any of the other Shoto's. Which is both good and bad, but good in this case because it gives you more time to confirm.

Man, I'm really liking what I'm seeing. Can't wait to get my hands on him, I haven't played the mod, but I saw gaku give an extensive look at what's possible via the mod.

https://www.youtube.com/watch?v=cH4TD6BYNao




mfw when gouken has hit confirms now

birdman-o.gif
 
It was a compilation video of several matches where a Ibuki was dominating a lot of different characters. I think it was taken down because the uploader may have jumped to conclusion and said it was Sako when it might not have been. Either way, that Ibuki player was pretty good. He already adjusted to DWU by whiffing normals to time his jump ins and then reacted to DWU by throwing a kunai whenever he saw "Technical".

Thanks for the explanation I'm pretty sure the Ibuki in the a-cho videos was new Shimauta he's featured in some a-cho videos before and he also posted this on twitter a couple of days ago.
c2ZYt0q.png

Translation
After neck breaker knockdown, do little bit of walk forward f.lk. If DWU doesn't show up, go for usual j.lk/j.mk. If the DWU message shows up, do kunai.

Which is what that Ibuki was doing in those videos.
 

RS4-

Member
Dunno why they even bothered to have the technical popup anyway for DWU. I don't think any SF game showed it when you did one of the various wakeup options until...sfiv?
 
Thanks for the explanation I'm pretty sure the Ibuki in the a-cho videos was new Shimauta he's featured in some a-cho videos before and he also posted this on twitter a couple of days ago.
c2ZYt0q.png

Translation
After neck breaker knockdown, do little bit of walk forward f.lk. If DWU doesn't show up, go for usual j.lk/j.mk. If the DWU message shows up, do kunai.

Which is what that Ibuki was doing in those videos.

Yeah it was Shimauta(#2 Ibuki in Japan BP card system). Video was reuploaded and fixed.
 

Kadey

Mrs. Harvey
There are middle ware tools and software which helps makes 3d games easier to create in general. Think of them as simple mode for development compared to say, a 2d game where no assets are re-used and everything has to be hand drawn or done some way from the ground up.
 

Sayah

Member
There are middle ware tools and software which helps makes 3d games easier to create in general. Think of them as simple mode for development compared to say, a 2d game where no assets are re-used and everything has to be hand drawn or done some way from the ground up.

I'm not talking about reusing assets. I'll requote from previous page and maybe you can give a better explanation.
I'm looking at the possibility of creating new franchises. Obviously when you have pre-existing franchises with decades of history, you're going to have stuff you can use and rework.

HD production for a new 3D fighting game vs. HD production for a new 2D fighting game? You have Blazblue, Aquapazza, Skullgirls, and all sorts of other stuff. There is no 3D fighting game equivalent to these games. Why?

Existing series took decades to get to where they are (Tekken, VF, DoA, SC) and to compete with them would require massive budgets, which smaller devs may not have. Alternatively, 2D fighting games have proven to be very viable for small level developers. So that only tells me that there is a cost difference involved between 2D and 3D in making a VIABLE fighter for the market to consume.

I don't see how developing this:

tumblr_mfvkv3p8kl1r1mu6so1_500.gif


is supposed to be any easier than developing this:

tumblr_mnj6kdqSrj1s1z86so1_400.gif
 

kirblar

Member
You obviously missed the budget discussions re: 2D characters a year or two ago re: Skullgirls. 3D stuff is generally easier, its why Xrd is huge for ASW, being able to dump sprites saves a lot of time and resources.
 
I do believe the benefit for 3d fighting animations comes from reusing a lot of animations across the board for the fighters with the same bone structure (like falls, hitstun, similar moves), while with 2d fighters you have to draw everything for each individual fighter. Unless you do it KOF style where you render 3d models and then make sprites out of them (I recall reading that somewhere). But I'm not an expert in the matter...
 

kirblar

Member
I do believe the benefit for 3d fighting animations comes from reusing a lot of animations across the board for the fighters with the same bone structure (like fall, hitstun, similar moves), while with 2d fighters you have to draw everything for each individual fighter. Unless you do it KOF style where you render 3d models and then make sprites out of them (I recall reading that somewhere). But I'm not an expert in the matter...
I think most do that now so that they can prototype. It doesn't really cut down on costs so much as it allows you to try and balance stuff out before you send it out to be finalized.
 

Sayah

Member
I can write enterprise level software systems from scratch. I can't install a toilet.

As the saying goes, easy when you know how and have the right tools. And these days? Something like Unreal 4 is $20.

And?

I don't need analogies. Using Unreal 4 doesn't mean that you won't invoke labor costs or that you don't need experienced and skilled workers to get the job done.

There's no existing cost assessment (that I know of) of labor required for drawing a character vs. generating a character through a software program. It's annoying how designer and developer work is being underplayed because modern software programs do magical things.
 
Using Unreal 4 doesn't mean that you won't invoke labor costs or that you don't need experienced and skilled workers to get the job done.

There are people that know how to do 3D models.

It's annoying how designer and developer work is being underplayed because modern software programs do magical things.

It might annoy you, but that is the actual reality. In the example you linked above, do you think somebody sat down and drew and moved each individual polygon in the gif for every frame?
 

Sayah

Member
You obviously missed the budget discussions re: 2D characters a year or two ago re: Skullgirls. 3D stuff is generally easier, its why Xrd is huge for ASW, being able to dump sprites saves a lot of time and resources.
Yes, I missed it. But a quick search led to this:

http://www.siliconera.com/2013/02/2...-each-to-create-heres-why-squigly-is-cheaper/

Squigly cost $150,000, which is considered cheap. The same article quotes a single SFIV character (which uses 3D graphics) costing 1 mil. What explains this price variance then?

There are people that know how to do 3D models.

There are people that know how to draw too.
 
Squigly cost $150,000, which is considered cheap. The same article quotes a single SFIV character (which uses 3D graphics) costing 1 mil. What explains this price variance then?

Things like Capcom spending $100000 a day on toilet paper across all their operations for a start. You can't compare things the way you are trying to.
 

kirblar

Member
And?

I don't need analogies. Using Unreal 4 doesn't mean that you won't invoke labor costs or that you don't need experienced and skilled workers to get the job done.

There's no existing cost assessment (that I know of) of labor required for drawing a character vs. generating a character through a software program. It's annoying how designer and developer work is being underplayed because modern software programs do magical things.
And you're an asteroid?

We've had this discussion before, notably when Skullgirls was in development and we all discovered that the per-character cost for drawn-sprite 2D games is incredibly high? It was pretty high for SG and the number quoted for KOF was at least 300K, if I remember correctly. Not being able to rely on collision detection and 3D modeling software causes a lot of incidental costs to rack up.
 

LowParry

Member
So some Smash tourny is going on. No one is left but the players in Grand Finals and the people in the back looking angry of why the fuck are you still playing? Meanwhile, commentators are hyped!

TpwxtwA.png
 

Sayah

Member
Chances are Capcom spending $100000 a day on toilet paper across all their operations for a start.


Really?

I quote you actual price estimates and you reply with Capcom being wasteful with their money. Even so, there is a big price difference between 150k and 1 million.
 

QisTopTier

XisBannedTier
Really?

I quote you actual price estimates and you reply with Capcom being wasteful with their money. Even so, there is a big price difference between 150k and 1 million.

If capcom spent 1 million dollars on a single sf4 character then they need to fire all their budget committee.

Outside of the first character being made and getting the engine up and running cost per character at that point goes down in 3d works til it levels off unless the character has a ton of unique moves and animation work needed.

3d works get away with having a basic skeleton model they can use and manipulate.

It's the same reason why arc sys said fuck doing everything hand drawn and pretty much traced over 3d models like snk. At the same time it's extra work. Not only did they do the 3d shit they also now did the extra work of drawing over it
 
Is it insane and stupid of me that I feel like I'm in the mood to try and learn Marvel?

I don't think so. The issue is finding someone that is of similar level. Low/mid tier marvel is best marvel. I think just coming up with fun teams is part of what makes marvel great.

In terms of art side, 3d modelling is a tricky and specialize path. I was considered a generalist when first starting but now considered a environment artist with hard-surface modeling skills. I still do stuff that many other artist don't deal with; lighting, collision, material creation, basic rigging and cleanup.
The pipeline (as I see it) for characters is often; concept, approval, highrez mesh, texturing, ingame mesh, rigging, animation, design/animation working blend-states and plugging in animations to actions; approval. The last two steps often force you to go back to rigging (adding more stuff, removing stuff)

I haven't worked on 2D/Flash since my brief FlashMacromedia phase; that's what my wife does.
 
I quote you actual price estimates and you reply with Capcom being wasteful with their money. Even so, there is a big price difference between 150k and 1 million.

People need toilet paper so it is hardly a waste. Well it is a waste, but that is its job.

Seriously though, think about how much money it takes Capcom to start work every single day. Offices, cars, electricity, food, drink, marketing execs, accountants, HR, holiday pay, software licensing, lawsuits, patents, training....

Now think about how much it takes for the Skullgirls devs to run for a single day (or just read the links above).

See the difference? As a company gets bigger, so does the overheads. Capcom doing anything will always take a huge amount of money. On the other hand, they have more resources to do things like a 3D fighting game, if they choose to do so, which they do choose to do so...and then lock it to 2D so it actually sells.
 

Sayah

Member
If capcom spent 1 million dollars on a single sf4 character then they need to fire all their budget committee


That's not what I'm saying. That's what the article says.

Even if the estimate is wildly off, at least the squigly estimate is known to be accurate.

I don't like how people are pulling information out of their ass and not providing any actual facts or evidence (or numbers).
 
Top Bottom