Finaika said:
Yup, although unfortunately he can't follow it up with the DP jumping throw from KOF'99 (I think).
I think it's the same as KOFXII, I did connect several of Clark's Super Argentine Backbreaker rather easily.
Thanks for the info ^_^ Always great to see Clark news. Did you get a change to see if any command throws had EX versions? Even if throws are the same as in XII, if EX added invincibility or throw range, that could be a big deal.
It's rather funny that, with all the new things to give Clark, they give him a punching move, lol. Can't say I hate that, though, especially since it probably has more potential for EX/Cancel than simply something like his Frankensteiner or such.
jett said:
If you make pixel art how the fuck can you be okay with blurred out sprites?
I'd rather see 1 to 1 linework than stair-step edges, that's why. Take windows paint, for example. If one takes the pencil tool, and just draws a 2 by 2 line with it, that's not what we consider pixel art, even if it does look like it. It doesn't have the care of each dot being placed. Only when each line is made specifically, dot by dot, with hand-drawn aliasing and such, is it considered pixel art. If you upscale by a straight zoom (something that has no edge interpolation), it's still considered pixel art.
But when you make a JPG of it, and either compress it (which adds in artefacing and it's own colors), or save as a high enough JPG so it doesn't change colors (much) but leads to improper upscaling (where the pixels are not uniformly doubled, there are some added in because that's the way the format understands the image), then you're taking away all the fine color and line details the artist put in.
An upscaled image retains the linework, retains the colors, but it doesn't look as clear, because the pixels are no longer the size of the pixels on the screen. They might be made out of 4 pixels making up one block, or such. But this still maintains the correct ratios that the artist themselves used. If the edges are 1 block, and then another one pixel above, and one to the right, if it's upscaled 1 x 1, it looks the same.
Of course I'll prefer the method that is as close to original as possible, I love the way XII looks for goodness sakes! Pixel art is easily my fav form of game artwork, but I understand that in this day and age, it's expensive, time consuming, and doesn't get the desired returns. So I'd much rather see upscaled sprites with delicious animation, than bigger, exact res sprites with a drop in animation, or high res, flash-like vectors with poor animation. KoF XIII is doing a better job, so far, of marrying the actual pixel look, animation style, and character size, at HD display res, than just about any other commericial games. So I like to give credit where it is due!
CcrooK said:
Ya know, I'm going to stay on the wagon of XIII having the proper content first before I start cherry picking at everything else such the blur effect and other things.
I agree, these things could change a LOT before the game comes out, and we don't know what kind of filters, or even just straight improvements, could be made before console, heck, even arcade release. But graphic discussion is a big point of modern 2D fighters, so it's bound to be discussed here and there. I'll try to keep it minimal on my end, from here on out.