Unknown Soldier
Member
it's just a tool though. does the UE really have that bad of a rep?
Among developers UE is very popular. Which is why um lots of games use it. I don't know of a genre that UE hasn't been used effectively for.
it's just a tool though. does the UE really have that bad of a rep?
If dimps are handling it they'll probably reuse the SF4 engine.
I don't like Ky with the ponytail, I hope there's an option to choose the original design as a skin.
Another benefit of 3D models is that alternate costumes are now a possibility.I don't like Ky with the ponytail, I hope there's an option to choose the original design as a skin.
Another benefit of 3D models is that alternate costumes are now a possibility.
Another benefit of 3D models is that alternate costumes are now a possibility.
Oh yes and if its anything like BlazBlu DLC costumes we are in for a treat, a shit flavored treat that comes in 5 out of 20 unique colors for only $5 or $20 for the whole pack
Among developers UE is very popular. Which is why um lots of games use it. I don't know of a genre that UE hasn't been used effectively for.
Oh yes and if its anything like BlazBlu DLC costumes we are in for a treat, a shit flavored treat that comes in 5 out of 20 unique colors for only $5 or $20 for the whole pack
AFAIK MK vs DC and MK9 were the only "official" fighting games that used UE. I'm sure there are a few independent fighting games floating around out there but not much probably.
I can't wait to buy this game a dozen times over the next decade![]()
Disapointed by art direction and how 3D renders it. Posting the image again to compare :
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- The 3D lacks details for hair and small details on clothes as well on shadows on the muscles.
- Since it's 3D, the models don't deform like original sprites or like capcom did in SF4. So you can see that sol has short legs, a small head, large shoulders compared to his sprites (mainly on his stance, it's ok in most moves so it's cool)
- The models have the same problems some blazblue sprites have : it may be cool to use 3D but it negates the drawing part that made the original game stand out. For example the 3D model of sol has such large arms you can't distinguish the torso from the arm, it's ruining the silhouette of the characters, and the lack of deformation enphasize this.
I really like the fact they try something new, and when I see everyone liking this I am happy they are succeeding. I am sure they'll do a good job with gameplay, I'll probably play it and all... But man... Guilty Gear, from an art point of view, is dead. What is left of it is just fragments of how genius it was before, when you could take risks and not just parody yourself. I just hope the next trailers/characters will prove me wrong.
Correct me if I'm wrong, but didn't KOFXII/XIII also use 3D models before being handdrawn over?
Oh sweet Hogan, it's so beautiful! I... I want it now. Inject it straight into my veins, please.
I wonder if this is going to inadvertently kill the scenes for all other ASW games? I know which one I'd rather play (this'un)
Why do people assume that this is next gen?
Why do people assume that this is next gen?
Right. We don't even have a date for the arcade release, who knows how far we're into development of the game. And then when it gets ported it's probably already 2 years into next gen. ASW wants a fresh start for GG obviously. Being one of the first fighting games on a new platform is probably better than one of a big pile of fg on ps360.Next gen hype, and because we've never seen anything on this level before. Could go either way so I wouldn't rule it out, after all BB came two years after the launch of the PS3, and I'm expecting the same with this game.
Showed this video to my child hood friend over Skype and he actually started getting tears. Said it made him remember when we were teenagers playing Guilty Gear religiously on PSX. Pretty sure he's getting it day one.
Who cares ?
You can get slightly less detailed models and game with full rooster of fighters done in resonable amount of time.
Or you can wait for years for game with something like 10 fighters that will then have rereleases every year with one or two new guys.
1080p sprites would be price prohibitive
Skullgirls is here to prove you can do detailed and well animated characters in 2D for almost nothing.
Did you miss the part where their company was in trouble, so their studio had to be cast off. and that they had to make sure that their fundraiser was a success or they would be in financial trouble? They didn't do it from nothing, they did it from their great community.
Hem the slave wages are here only for the crowdfunding campaign so it's costs less than normal. I don't know for sure, but I doubt they were paid a misery when they were doing the full game for autumn games.
I believe the technique is that they make a model in 3d, then the artist traces over it. So KOF13 is still using sprites, it's like rotoscoping (where people trace over footage frame by frame) except using 3d models, so that's why it looks so fluid.
http://kofaniv.snkplaymore.co.jp/english/info/15th_anniv/2d_dot/creation/index.php
"Skullgirls is here to prove you can do detailed and well animated characters in 2D for almost nothing."
Which released with 9? characters.
"Skullgirls is here to prove you can do detailed and well animated characters in 2D for almost nothing."
Which released with 9? characters.
And only cost less than 3 million dollars. It's 300 000 dollars (and maybe less...) for a character with 1500 frames of animation. This Guilty Gear (and BlazBlue, and KoF) are probably more expensive than that.
Iirc the new KOF sprites cost around 100K each.
But didn't they take 6 months or so to complete a character at first? And don't forget that they were sub-HD.
Kukino adds that each character took between sixteen and seventeen months to be done by 10 designers together along with Nona who revised them.
Why do people assume that this is next gen?