From The Dust said:What do you mean "new way of doing the animation"?
I just mean the hand drawn art tech they're using instead of the pixel art, I think it would make a new Darkstalkers look fantastic.
From The Dust said:What do you mean "new way of doing the animation"?
Elixist said:I just mean the hand drawn art tech they're using instead of the pixel art, I think it would make a new Darkstalkers look fantastic.
Isn't that still a sprite though? I feel like I'm getting my terminology mixed up hereElixist said:I just mean the hand drawn art tech they're using instead of the pixel art, I think it would make a new Darkstalkers look fantastic.
So it's like Paper Mario then. Animated textures on planesdanmaku said:In one of the videos, Mike Z says that the game actually runs on a 3D engine, but with 2D objects. So I guess they can't be considered sprites.
CcrooK said:Sadly, those days are gone. Embrace the 2.5D.
Capcom ain't one of them now. All that's left are these guys, and Arc Systems and.... I guess that's itThe Take Out Bandit said:It's only gone for the EA of Japan and weaklings.
2D fans don't need to compromise and accept polygon jank, they need only support developers that deliver the goods.
danmaku said:In one of the videos, Mike Z says that the game actually runs on a 3D engine, but with 2D objects. So I guess they can't be considered sprites.
danmaku said:Isn't it the same method used by Muramasa (and all Vanillaware games)?
I don't know, considering the amount of meters that combo took (6?), 70% on just one of your two characters seems fine to me. It would be interesting to see how they tweak it.danmaku said:holy shit indeed!
I hope they put more proration on combos, or something else to fix it. It may be difficult to do, but a 70% damage combo is a bit too much imho.
I just noticed that when you do an infinite, not only the opponent gets a free burst, you also do no damage at all after the first loop. The engine looks really solid.
The Take Out Bandit said:It's only gone for the EA of Japan and weaklings.
2D fans don't need to compromise and accept polygon jank, they need only support developers that deliver the goods.
real soviet bias.akachan ningen said:Who wants to bet that mike z made the grappler the best character in the game?
CcrooK said:I agree, but I was just strictly talking about Capcom and the Darkstalkers talk. It's bound to be made on the SF4 engine.
The Take Out Bandit said:Or bound to not be made at all.
_dementia said:I just saw the new footage on the BBVlog youtube account
http://www.youtube.com/watch?v=VgtJy7wrAuQ
Game looks like a lot of fun. Holy shit at that last combo.
SAB CA said:Yeah, sometimes I hate the term "sprite" because I know I wanna use it as "Pixel art image!" Which doesn't keep in line with it's Full meaning.
Let me correct that:
- Characters in Skullgirls are hand-drawn animation. They're drawn at twice the resolution, then scaled down. Similiar to traditional 2D animation for movies. There's a bunch of animators drawing the 1400 or so frames of animation (believe that was the number mentioned) per character.
- Traditional fighting game animation (Such as old Street Fighter, Vs series, KoF old and new) uses pixel art. Generally, a low-resolution, dot-by-dot art style. Like what you see Here. Time consuming, but produces very well animated results generally, but normally not as sharp as is desired now-a-days.
- Vanillaware's stuff is more of a puppeteer type thing; They're hand-painted 2D parts that are put together to make characters, on a skeleton (like the skels they use to animate 3D models). Similiar to what was done for Rumble Fish, or the old Gundam: The Battlemaster games. Thes bits and pieces are drawn at high resolution, and can be scaled up and down easily, making them a lot nicer to use than pixel work (which scales horribly), since you can kinda build characters in a "Mr. Potato Head" fashion.
SAB CA said:Yeah, sometimes I hate the term "sprite" because I know I wanna use it as "Pixel art image!" Which doesn't keep in line with it's Full meaning.
Let me correct that:
- Characters in Skullgirls are hand-drawn animation. They're drawn at twice the resolution, then scaled down. Similiar to traditional 2D animation for movies. There's a bunch of animators drawing the 1400 or so frames of animation (believe that was the number mentioned) per character.
- Traditional fighting game animation (Such as old Street Fighter, Vs series, KoF old and new) uses pixel art. Generally, a low-resolution, dot-by-dot art style. Like what you see Here. Time consuming, but produces very well animated results generally, but normally not as sharp as is desired now-a-days.
- Vanillaware's stuff is more of a puppeteer type thing; They're hand-painted 2D parts that are put together to make characters, on a skeleton (like the skels they use to animate 3D models). Similiar to what was done for Rumble Fish, or the old Gundam: The Battlemaster games. Thes bits and pieces are drawn at high resolution, and can be scaled up and down easily, making them a lot nicer to use than pixel work (which scales horribly), since you can kinda build characters in a "Mr. Potato Head" fashion.
Skullgirls WAS using the Pixel art method not long ago (You can find loads of there old pixel sprites all over the net), but is no uber "hand drawn". I'd love it if the game offered a choice of using pixel sprites too (I'd smile!), but it's pretty cool they've chosen this method.
FreedomFrisbee said:Just to correct a little, HD fighters including Guilty Gear, BlazBlue, and KOF12+13 all use the draw it big, shrink it down method (and even use some 3d model tracing to assist). There are art books out there that document it. Truthfully, I'm not sure why they leave it all non-smoothed (giving it the pixel art look). It really wouldn't be hard for them to use vectors like in skull girls. KOF has the excuse of good shading, but BlazBlue has shading that would be conducive to vectors. Maybe its a processing thing, what with the giant sprites and 3d backgrounds.
From The Dust said:I always use sprite when refering to pretty much anything that's 2D and not Paper Mario style. would that still be incorrect terminology though?
SAB CA said:But KoF is still Pixel work; it's not shrunken down, it's actually blown UP to fit the resolutions it's at. The sprite size you see in 13's chara select are actually the REAL sprite size. What you see in gameplay is being upscaled. In KoF XII, the characters were zoomed in an odd amount for the initial gameplay close up, and then the "best" resolution came up when the action zoomed out. (this is a really odd idea, lol)
Dartastic said:So, the developers have a website up. I went to it, and there's a picture of n3ss near the bottom of the page looking really creepy between Mike-Z and Seth. It's pretty hilarious. I was off drunk somewhere. Hah.
http://revergelabs.com/
![]()
...you can also sorta see A-Rival's arm behind Mike holding a solo cup. Extra hilarious.
Edit - they also have a FB page. http://www.facebook.com/skullgirls
FreedomFrisbee said:I know what you mean sir, but that isn't what I meant. I meant prior to the drawing of the sprites, they drew the animations and color layouts at a larger size, and then shrunk them down to fit whatever sprite resolution they needed. Then from there they resized the sprites.
http://www.ecrater.com/p/9304785/guilty-gear-x-drafting-artworks-jpn
That book in particular illustrates the process.
Slamtastic said:Watch Capcom hire the anime company from the SSFIV stuff to do this for 3SOE.
lol smiley goes here
Frank "Trashman" Reynolds said:Looks good. Did they ever announce a release date?
Who would you personally pick?SAB CA said:I'd applaud their creativity... then realise it's THAT groups style, and everything would grow a bit bitter. :lol:
Dartastic said:So, the developers have a website up. I went to it, and there's a picture of n3ss near the bottom of the page looking really creepy between Mike-Z and Seth. It's pretty hilarious. I was off drunk somewhere. Hah.
http://revergelabs.com/
![]()
...you can also sorta see A-Rival's arm behind Mike holding a solo cup. Extra hilarious.
Edit - they also have a FB page. http://www.facebook.com/skullgirls
Slamtastic said:Who would you personally pick?
(Assuming the limitations of being an anime company and doing it in "drawn" instead of "pixeled" style, so no ASW/SNK)
Slamtastic said:Actually I think choice of studio would kinda pointless.
It's mostly Korean grunt work, right?
The studio mostly comes up with the style and designs and such which already exist from the original 3S materials and game.
And if they need a director type figure for the art, Ikeno is still right there at Capcom.
Is it true this has ggpo netcode?Dizzy-4U said:I'm so hyped for this. Plus, having actual GGPO makes me dream about finally being able to play against people from the US and Europe. Can't wait!
I will, man, 0.00001 seconds after the game is out.n3ss said:BUY IT PEOPLE![]()
CadetMahoney said:Is it true this has ggpo netcode?
That's great to hear!Ravidrath said:Yup.
It's not "based on" or "inspired by," it's the real deal, paid license and everything.
Yeah, that was a hella fun night. My hangover the next day? NOT SO FUN.n3ss said:Ha, such a hilarious picture; epic conversation that night too, this game is FUN! BUY IT PEOPLE![]()
Yeah, this is the truth. The game uses GGPO FOR REAL. Mike said he put the code in himself and everything. It's legit.Ravidrath said:Yup.
It's not "based on" or "inspired by," it's the real deal, paid license and everything.
SAB CA said:Yeah, sometimes I hate the term "sprite" because I know I wanna use it as "Pixel art image!" Which doesn't keep in line with it's Full meaning.
Let me correct that:
- Characters in Skullgirls are hand-drawn animation. They're drawn at twice the resolution, then scaled down. Similiar to traditional 2D animation for movies. There's a bunch of animators drawing the 1400 or so frames of animation (believe that was the number mentioned) per character.
- Traditional fighting game animation (Such as old Street Fighter, Vs series, KoF old and new) uses pixel art. Generally, a low-resolution, dot-by-dot art style. Like what you see Here. Time consuming, but produces very well animated results generally, but normally not as sharp as is desired now-a-days.
- Vanillaware's stuff is more of a puppeteer type thing; They're hand-painted 2D parts that are put together to make characters, on a skeleton (like the skels they use to animate 3D models). Similiar to what was done for Rumble Fish, or the old Gundam: The Battlemaster games. Thes bits and pieces are drawn at high resolution, and can be scaled up and down easily, making them a lot nicer to use than pixel work (which scales horribly), since you can kinda build characters in a "Mr. Potato Head" fashion.
Skullgirls WAS using the Pixel art method not long ago (You can find loads of there old pixel sprites all over the net), but is no uber "hand drawn". I'd love it if the game offered a choice of using pixel sprites too (I'd smile!), but it's pretty cool they've chosen this method.
Ravidrath said:
MacD.O.K. and MoeD.O.K.Ravidrath said: