orioto said:
SAB CA, how can it be 1x1 scaling if it's not two time bigger, i don't get that...
They consciously choose to make a game in pixel art, just to make it sooo long to do and crappy for every people less than 30 years old, BUT, they screw their own job by zooming on it. That's what i never understood in first place.
I mean 1 x 1 as in, if you see 1 pixel in it's native resolution, it looks like 1 (bigger) pixel, at the new resolution. 1 pixel at actual res looks like 1 pixel block in blown up res.
I wish people would just forget about "high resolution" myself, and we could just have a really awesome looking 640 by 480 game, lol. KoF XII on SD looks like a generation leap over SFIII in pixel resolution, but that's all compromised when viewed on an HDTV. But I can't help but respect theif efforts.
I'm sure they'd LOVE to do actual 720p characters, but really, imagine how much more work that'd be, pixel art wise? 4x more work, at least, per frame? SNKP decided to up the res as high as they could, and maintain (and even extend) the animation quality to levels beyond old KoF.
It's like EVERY other artist going to Photoshop, or Painter, even when you still like traditional media. Even though real paints don't have the scaleability, ease of use, and modern acceptance of Photoshop/Painter, there's much to be said for one who continues to work the classic crafts. The texture of the paper (comparable to pixel gradients) the ability to get better and simplier line flows (which is now debateable with such HQ pc tablets now), some things are just more natural to specific media.
GrayFoxPL said:
Yeah. They could take it to new levels. Bowling, darts And my personal favorite: Chess fighter! He'd thrown figures around and he'd shout chess lingo and fameus moves during specials and supers. His HDM would be "Deep Blue death." :lol
That Yuri cloth rip must be untrue
. Watched videos and she was finished with geyzer among others and nothing happened.
If anyone could pull it off, it'd be SNKP! And yeah, I think the "special finish" mention earlier was just about the screen flashing red after the final knockdowns.
Plaguefox said:
I'm confused. Maybe you can help.
Looking at jett's XII image, the background is a mess for some reason. I don't know what to make of that at all. But since you and jett are both talking about the characters specifically, I think it's moot.
As for the character sprite, I do not see any extraneous pixel lines added in the scaling; it looks like it's exactly 2:1. Every pixel I can see is comprised of four pixel squares. Equivalent of nearest neighbor 200% resizing. If I had to have zooming in my game, I'd want the zoom to start at 1:1 and end at 2:1 without any bilinear or bicubic filter applied. That seems to be what's going on here.
So basically I'm not sure where you're getting the idea that the linework is compromised, or that the scaling is anything more or less than 200% of the original size (which would result in the extra pixels).
What I'm referring is to the fact that KoF XII's sprites where constantly scaled and changed. It never stayed a straight "2x" or "1x", as characters moved between these zooms, you could see that odd pixel doubling shimmer on details. This oftentimes made the details get kinda messy on those frames.
XIII seems to do a better job at overall upscaling, so far, from what I see. In XII's screenshots, often times, I'd see some pics where the edges looked muddy, like there was no way that was the crispness SNKP was going for. I've seen much less of that with screens of XIII; The pixel work still looks preserved in each frame, no awkward losses.
When I hear "Filter" I think about things like the Sal and Creed and Eagle stuff you see in emulators. They smear gradients into painterly colors, they make fine linework like eyebrows and mouths dissapear, and they make elements of the characters blend together, so that they look like a mess. When I think "Upscale" I think of pixel art that looks the same in HD as it did on my old 13 inch SD TV. Mouths don't get all funny looking, the same detail lines look just like they used to, and I don't see any awkward 1shimmerin of pixel that are 1 block in 1 frame, and then 2 blocks in the next.
I've always though of "filters" to have a more negative connotation when it came to sprites, than "upscale" anywho. If this is true or not, really matters by the individual, lol, but I didn't want the impression of the game, at this early state to make people think of, say, the crappy filterwork Backbone uses on their Genesis/Arcade ports on XBLA, because nothing I see in these screens of XIII is that poorly implimented.
Of course, alot of this could all be due to the filters the screenshots had on, the size of the screenshots, and if they where resized, what each of us is used to looking at in our KoFs, your TVs, etc.
But I promised I wouldn't go onto this topic again!
Sorry to all those who don't wanna see this ranting again! ^_^;
ReXXXSoprano said:
Kisarah "Kissy Kissy" Westfield and Carol Stanzack would like a word with you. Thank You.
I really like Kisarah in NGBC. Carol, though... she threw that silly medicine ball, right? I wouldn't consider Kisarah to be much of a Cheerleader though... she just seems like a prissy (fun to play!) schoolgirl, with a few athletic splits and vaults.
If SNKP did have a black/latino girl, I wonder what star they'd base her off of? Everyone goes for that Halle Berry Storm look and lighter skin, which would be OK, but Imagine a character bassed around someone like Gabriell Union, Rosario Dawson, or someone more zany, like Cree Summer's character Freddie in "A Different World"...