lol, do you know what kind of work load that would be? I don't think SF3 profited that much.Quote:
Originally Posted by SamuraiMoogle
lol, do you know what kind of work load that would be? I don't think SF3 profited that much.Quote:
Originally Posted by SamuraiMoogle
It can't be that much work to draw sprites.
If some obscure developer can crank out a dozen or so sprites for some shitty NeoGeo or Atomiswave fighter that will end up selling 2000 copies, then Capcom can sure as fuck put the same effort into something as lucrative as SF.
You have to be crazy. Nothing consumes more resources than sprites. Speaking from experience, spriting is one thing that takes exponentially more time with higher resolution. To do it in hi-res with SF3-level animation and detail would be a mammoth undertaking. The game would have to have like 7 characters or somethingQuote:
Originally Posted by kedawa
See, 2D sprites still pretty much have to be done by pixel art, or at least the final layer of polish has to be done that way. It's just a functional thing. And pixel art is, by definition, done pixel by pixel. And there's 4 times as many pixels in a 150x75 sprite as in a 300x150, so it's going to take 4 times as long. It's just not worth it unless you milk it for 6 games like Guilty Gear, and even then the animation isn't exactly SF3 quality.
Now that 32-bit is more standard, actually, it might be possible to use real cel animation instead of traditional sprites, which would be time consuming in its own right, but probably less so than hi-res pixel art. I wonder how that would look... Memory limitations might still prevent that from working though, particularly with a disc-based media.
Then explain the existence of games like Eternal Fighter Zero and Melty Blood, which were made by a small group of Japanese otaku in their spare time. It can't be that hard, and the games are animated fairly well to boot (on the same level of KoF). However, the resolution is a very real issue, and both of these games have low-resolution sprites.Quote:
Originally Posted by Frogacuda
I'm not quite sure what you mean here -- are you talking about generating the images via traditional cel animation methods, or are you talking about reproducing the way cel animation is handled using vector graphics?Quote:
Now that 32-bit is more standard, actually, it might be possible to use real cel animation instead of traditional sprites, which would be time consuming in its own right, but probably less so than hi-res pixel art. I wonder how that would look... Memory limitations might still prevent that from working though, particularly with a disc-based media.
(I wonder if doing such a game with complex vector images would even work. Hrm...)
-Dippy
I always figured that high-res sprites would actually be easier to draw, because you wouldn't need to fiddle with the pixels as much to get things to look right.
Try drawing a face in a 16x16 grid, and then try doing it in a 8x8 grid, and you'll see what I mean.
EFZ uses very small, low-res sprites, and the animation doesn't even approach SF3 quality. I only played Melty Blood breifly so I can't comment as much about that.Quote:
Originally Posted by Dipstick
But again, all I said was that it was "the biggest time consumer" not that it was impossible or anything. But most of the resources devoted to making a fighting game are dedicated to sprites, and it takes a huge amount of effort, so to say "eh, it can't be that hard" is kinda silly. It's going to quadruple the development time (in man-hours), and that's nothing to snort at.
You figured wrong. Low-res sprites are much easier. I can assure you I can bang out 10 good looking 32x32 sprites in the time it'll take me to polish a 100x100. You're right that you need to learn to gesture things that you don't have the resolution to detail, which is a challenge, but it's a skill you pick up, and once you do, it's not a time consuming thing to do, since again, you only have to hint at those details rather than actually illustrate fine details. Obviously drawing less is going to be quicker.Quote:
Originally Posted by kedawa
I've done plenty, I already know what goes into it,Quote:
Try drawing a face in a 16x16 grid, and then try doing it in a 8x8 grid, and you'll see what I mean.
http://img18.imageshack.us/img18/8205/yeti69ij.gif
I'm looking forward mostly to After Burner 4. System 16 calls it AB3, but it should be AB4 considering the 1991 Strike Fighter and its release on Sega CD as "After Burner III". Hopefully Sega goes with Strike Fighter type control in this one complete with full 360 degree, non-self centering turning.
As for SFIV sprites, where I'd really like to see SFIV go is on the Lindbergh. Its gigabyte of RAM and 256 MBytes of VRAM should be more than enough to use high res and animation even better than SF3. Hell, even the Type-X would be good.
Strike Fighter was the sequel to G-Loc, though, so I doubt they'll acknowledge that wonky localization. But "Afterburner III" is unofficial. Right now they're just calling it "Afterburner (tentative)".
You know, if they started when they started recycling sprites and putting out halfassed products, they'd have the whole roster ready to go by now! But if their newer products are any indication of their output as of late, Ingrid must have taken them 2+ years to draw, so I'd bet on SF4, if it exists, being cel shaded.Quote:
Originally Posted by Frogacuda
When I saw Melty Blood, it surprised me a great deal. Low res or not, if fans can put that much work into the games they make, I wonder why companies the size of Capcom won't. Capcom Fighting Jam/Evolution looked lazy before I knew games like Melty Blood existed, and now it bothers me twice as much.
Preview screens are here:
Afterburner
http://sega.jp/arcade/lindbergh/images/screen_ab_01.jpg
http://sega.jp/arcade/lindbergh/images/screen_ab_02.jpg
Virtua Fighter 5
http://sega.jp/arcade/lindbergh/imag...een_vf5_01.jpg
House Of The Dead 4
http://sega.jp/arcade/lindbergh/imag...en_hod4_01.jpg
http://sega.jp/arcade/lindbergh/imag...en_hod4_02.jpg
Power Smash 3
http://sega.jp/arcade/lindbergh/imag...een_ps3_01.jpg
http://sega.jp/arcade/lindbergh/imag...een_ps3_02.jpg
Psy Phi
http://sega.jp/arcade/lindbergh/imag...een_psy_01.jpg
http://sega.jp/arcade/lindbergh/imag...een_psy_02.jpg
http://www.virtuafighter.jp/
http://powersmash3.sega.jp/
http://psy-phi.sega.jp/
http://afterburner.sega.jp/
http://hod4.sega.jp/