@focusfirefeed: Plenty of equipment is being stored for upcoming "FGC" events including #UFGTX, #CEO2014 & #EVO. Can't wait!
Looks like this is where EVO is getting all the 360s from.
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Heh. The irony is I never saw Sako use her vortex all that much in matches. It is like a different character.
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?
Sako is the best
"yaaaaay my kid has just born, now lemme play some videogames"
The user removed the video, what was in it?
The user removed the video, what was in it?
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.
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.
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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.
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 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:
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.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 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.
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.
It's annoying how designer and developer work is being underplayed because modern software programs do magical things.
Yes, I missed it. But a quick search led to this: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.
There are people that know how to do 3D models.
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?
And you're an asteroid?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.
Urban Square BBCP 1.1
http://www.twitch.tv/team_exe
http://www.twitch.tv/team_exe2
Multitwitch: http://www.multitwitch.tv/team_exe/team_exe2
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.
Is it insane and stupid of me that I feel like I'm in the mood to try and learn Marvel?
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
Sounds like Kazunoko might try switching to E. Ryu..