NinajHeartless
Member
Shoutouts to El Sloth for playing me despite my terribad college internet connection.
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It's impossible due to the way the combo system works in the game. But really easy to make it go off with ms. fortune
Game feels really good, gonna buy it tomorrow, and I know we/re getting 2 dlc chars, but are we getting other chars besides those 2?
So how will this game handle DLC characters anyways? What's their solution, or have they not commented on that yet? Splintering the online base? Locking out characters that aren't compatible with the opponent? Mandatory update pack/DLC for all players?
Played the demo a bit, wanna play it some more before I finish writing my impressions.
Shoutouts to El Sloth for playing me despite my terribad college internet connection.
;__;
So, uh, has anyone experienced a bug in the demo where sometimes the sprites disappear for a second during an animation and all that's left is a series of hitboxes?
Because this has happened to me and it's really weird
GG zxsythe, man this game runs so smooth!!! sucked we could do a ranbat tho
So, uh, has anyone experienced a bug in the demo where sometimes the sprites disappear for a second during an animation and all that's left is a series of hitboxes?
Because this has happened to me and it's really weird
Shoutouts to Ninaj playing me despite my brother downloading a shit load of torrents.
Could you tell I only knew how to play Peacock? Dem assist characters.
How do you IAD? Just jump and dash immediately after you tilt the stick upwards?
We both know why I go for this. I went into animation and this uses the 12 principles SO MUCH. Beautiful to watch for me as an animator. Its like an interactive cartoon. I know your more of a bronze sculptor so its likely not your cup of tea.
We don't know quite how many total we're going to get to do, but our plan is for more than two. Including men.
Mandatory free update pack - you won't be able to play online until you get it.
it's a super budget game so I shouldn't complain that there are fewer frames of animation
Interesting. Kinda like the Burnout Paradise approach. I guess then DLC characters will be released in waves to keep up with the latest pack or offering. TBH it seems like the most expensive approach, and I wouldn't have expected it.Mandatory free update pack - you won't be able to play online until you get it.
Except there are more?
Interesting. Kinda like the Burnout Paradise approach. I guess then DLC characters will be released in waves to keep up with the latest pack or offering. TBH it seems like the most expensive approach, and I wouldn't have expected it.
How do you IAD? Just jump and dash immediately after you tilt the stick upwards?
Yeah it's happened to me a couple of times. It's only for a split second though so it doesn't really distract me.
Yeah, it might be more expensive, but as far as we're concerned it's the only way to really do it right.
Since we plan to roll out free game updates, those will basically be included with the DLC characters, and you'll have to purchase the character unlock to play as them.
It's... kind of like the Valve model? Give people free stuff and the option to buy stuff, and hopefully goodwill will win out?
Hmm, I never thought of that, but your right, rolling updates and DLC all into one package seems more efficient. Paradise did that as well, two birds with one stone.Yeah, it might be more expensive, but as far as we're concerned it's the only way to really do it right.
Since we plan to roll out free game updates, those will basically be included with the DLC characters, and you'll have to purchase the character unlock to play as them.
It's... kind of like the Valve model? Give people free stuff and the option to buy stuff, and hopefully goodwill will win out?
Oh sure, it's even more exaggerated than Darkstalkers and it's a super budget game so I shouldn't complain that there are fewer frames of animation. I just think they overdo it with the overlapping frames and it makes it hard for me to tell what's happening. Like it's blurry or something, even though I know it's not.
Except there are more?
Is this overall across the moveset or per move? Per move or like per second, etc. only really matters in the context of what he's talking about.What Ravidrath said. This game is the current record holder for most animated frames per character in a fighter I believe. I'm at a loss how that looks blurry to you, but hey if its not for you its not for you. Me personally, I gotta say this thing looks incredible. If you ever run out of backers for this series Reverge kickstarter the sequels or dlc for certain amounts of cast and I will throw my wallet at you to see more of these awesome animated characters.
Is this overall across the moveset or per move? Per move or like per second, etc. only really matters in the context of what he's talking about.
I kinda notice what he's talking about too, but I can't really describe it. It's not a big deal or even bothersome, though.
With regards to what God's Beard is talking about, I see what he's saying, I think.
If I had to critique the animation in the game, it's a little "jittery" and the in between frames that transition between a lot of attacks are not as liquid and flowing as ye old standard, 3rd Strike. Even though SG has more frames overall than 3rd Strike, 3S still seems to be the reference game for quality of animation. It's very disneylike, rubbery, and seems to impart clarity for exactly how a character is executing an attack. Darkstalkers is also up there in this area.
The animation in SG, now that I've seen it while playing the game and thus feeling it timed to my own actions, is very good. But, with lack of a professional animator's vocabulary, the best I can describe is that the logic of how a character's animation gets from A to B isn't always as elegant or clean as it seems like it could be.
This is an issue the affects ASW games as well. BlazBlue is not really that starved for animation frames. It has a respectable amount. But the quality of animation is inconsistent. Often creates confusion.
Perhaps a comparison would be KoFXIII. Its animation does have the solid, smooth, clear feeling of 3rd Strike thanks to how they rotoscoped it over 3D models. It's not as bouncy or organic, but it does have logical transitions from one frame to the next.
I don't want to sound like I'm down on Skullgirls. It is visually very impressive. But I find the animation of some characters creates more clarity than others.
For example, Cerebella is so far, for me, a lot cleaner in animation and reads better than others.
gg's, dude. You were completely dominating me. Guess I'm gonna have to finally practice my BnB's now and stop relying on spam bullshit, ha ha.GGs el sloth. Gotta love dem filia combos. <3
My wrists hurt from playing so much now, taking a break
Thanks, bro.Just up/uf/ub + pp as early as possible and the game will IAD at the first frame it's available provided you do it fast enough.
Haha, yeah but I like Parasoul and Fortune for their assists when backing up her zoning.Yeah it was pretty obvious. Once she was out, I pretty much had the match.
I apologize for the disrespectful random supers, tryin' to use dem lag tactics!
I really need to find someone to play this game offline with because whenever I play games primarily online, I develop bad habits. :/
I keep trying to play Ms. Fortune the way I play C-Ryougi in Melty.
Airdash with jump fierce all day + staggering with rekkas.
I still haven't gotten the hang of doing combos online, the stuttering really makes anything that requires a slight amount of timing not even worth the effort when I can just combo into rekkas and cancel them into Cat Scratch Fever. -__-
If you're on PSN, I'd be more than happy to play and I'll even lose a round or two on purpose
I think Raging Spaniard summed it up best. The complexity of the animation doesn't suit the number of frames available, so it becomes more difficult to read than it should be. Especially with characters like double, I have no idea what's happening half the time. I just get glimpses of transformations before she jets off into something new.
There's a lot of reasons moves may feel ambiguous. It's still unclear what moves are best, what should be baited etc. I look at a character like Double and I don't know what to expect because I am unfamiliar with the move set and the plan of attack my opponent will have. I know a character like Filia wants to rush down with her mobility and pressure but no one is certain what buttons provide the best pressure, they're almost exclusively looking for hit confirms at the moment. The animation will likely set in as the game grows.
I think Raging Spaniard summed it up best. The complexity of the animation doesn't suit the number of frames available, so it becomes more difficult to read than it should be. Especially with characters like double, I have no idea what's happening half the time. I just get glimpses of transformations before she jets off into something new.
Yup, sums up my initial thoughts as well. There's just a little too much going on in the attack animations.
My bad, bro. I was exhausted from last night's study session and I found out that I had to stay awake in order to avoid falling asleep during my appointment with an Ophthalmologist(I was exhausted). I made it back and fell asleep after doing a few things. I still feel a bit tired, but I'm a million times more well rested than before.GG zxsythe, man this game runs so smooth!!! sucked we could do a ranbat tho
Good manWe don't know quite how many total we're going to get to do, but our plan is for more than two. Including men.
Mandatory free update pack - you won't be able to play online until you get it.
I have not had any issues with the animations at all, but I'm not really well versed on the subject like you. I have to admit that this makes a lot of sense. Thanks for the informative write up.Im going to sound picky, especially as somebody who worked on what Im about to complain about, but the animations in the game dont read as well as they should.
For instance, I tracked one of the animations I did (c. MK for Painwheel) and in-game it reads nothing like what the animation is. The problem is that the motion is too complicated for the number of frames we used. The character winds up, twists, changes facial expression, all sort of cool things are happening but you dont see it, you just notice the end pose. I know some people complained that the game is too slow, but I dont think its slow enough.
I think it harms the game a bit, because a lot of times your brain doesn't register the motions as anything more than "crazy shit" not "beautiful animation"
In 3rd strike, for instance, they are very aware of how many frames they have and theyre used flawlessly, everything reads and uses the right number of frames to get there ; ie: a medium kick is pretty straightforward, a kick at medium speed so they leave that motion standard but pack in a lot of nice sprite detail and motion.
My suggestion is for the DLC characters to save the ultra complex motions for hard hits, grabs and supers, not the lows and mediums. Its kind of a waste of frames/motions and they dont read too well.
Ibuki holds the record with something between 1700 and 1800 frames. She has like sixteen winposes or some nonsense though.I believe the frame count averages somewhere around 1400 frames of animation per character moveset. I think Peacock topped out at over 1600 frames herself, but I cant remember what the exact number was so dont quote me on that. God only knows what move in any fighter holds the record for most frames ever in a move though. I wouldn't be surprised if Skullgirls won that too though. Not really certain about how many would be played per second either. I suppose whatever the FPS rate is would determine that.