Will 2D sprites in fighting games ever return to prominence?
Will 2D sprites in fighting games ever return to prominence?
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Only if they make good procedurally generated workflow so it doesnt take for fucking ever to animate a dude breathing.
Capcom tried to make a HD sprite fighting game once, they said it ended up almost costing as much as SF4 at the time. And the game was a fucking remake of SF2 and looked like ass.
haven't 3D-model fighters changed to have planes now, like Tekken?
that would look weird unless they make sprites at every angle
Most fighting games are still 2d
>haven't 3D-model fighters changed to have planes now, like Tekken?
no. tekken and soul calibur are the only games that do that.
Bbtag is having a good run right now
What benefit does this have beyond sating your nostalgia?
That was due to a combination of getting comic artists (bad ones at that) to do the job of animators, and the sprite animations themselves being limited to what they were back in Super Turbo's era, which was already pretty limited
that doesn't mean shit, work is work and just because you get an "experienced and talented dot artist" to work on it, doesn't mean it won't take a lot of time and it doesn't mean he won't ask for a lot of money to work for it
you seem to think he is willing to work for wagies
should i summon HIM to this thread
because i will
he'll show you the cage
with all the rage
despite all his cage
rat in rage!!
not in its original form, probly in some bastardized automated version
whats that from btw?
Maybe. But with the advent of resolutions, that sort of complicates things.
>no. tekken and soul calibur are the only games that do that.
u wot
Looks good.
Diepod's mugen game
That'd be great, but I doubt it
I'm not saying that it wouldn't cost time and money, I'm just saying that time and money could have been spent elsewhere to make a better game
Nope. Too expensive and time consuming for most modern devs.
Bloody roar and fighting vipers don’t exist anymore senpai. Nancy has the monopoly on 3d fighters.
Not a quantifiable benefit, and really only for your own tastes. Nobody is willing to invest in something merely for that.
2d sprites require more artistic talent than 3d realistic modeling. Harder to find people who can do it well.
Is there a quantifiable benefit to 3d? Because despite memes 3d isn't actually any easier, less time consuming , and certainly not less expensive
the people who decide what gets made are the top execs, they are the main shareholders who have the money in the company
and they want a low bottom line and high roi
the easier and more affordable something is to make with the highest return, the better
just like greenlighting the production of moobie dolls for materials they know are toxic and unsafe because SURVEY SAYS
less costly
not that people want to do 16-20 hour work days all week just to make sprite based fighting games like what happened with kofxiii
i imagine you don't want to do more than your shift at work, if you even have a job, why, because you have a life? heh i don't think that is the reason but say what you want
Meanwhile at Lab Zero on a shoestring budget
it's all of those things
you just pull words out of your ass, dont you. You know 0 about fighting games. Be quiet, you.
what does shitty 3D has outside of sating your daddy issues?
A game liked only by the lowest class of beta male on the planet.
skullgirls aren't sprites retard
Haha, no. What a dumb question
Absolutely not. It's easier for companies to make costume DLC for 3D models than having to redraw every frame with a new outfit.
>the MLP of fighting games
Yes, in h games.
No, that's Them's Fighting Herds
If Skullgirls was like MLP, maybe we'd see it played more and talked about
So wait you're saying they hired expensive western comic book artists... because they wanted to save money?
They could have easily hired ANY animation studio in japan (an industry notorious for unpaid overtime) for a fraction of the cost, and it would have looked better too
oh right. it's all drawn. Much harder
I wish sprites in games would become popular again, I'm tired of seeing devs trying to recreate real life using shitty 3d model and poor texturing. Imagine how good a 4k hd sprite would look; it would LITERALLY look like real life. Plus it would be a lot easier on VRAM to render some 4096x4096 sprite versus a 1,000,000 polygon 3d mesh that still doesn't look like real life.
it's very scalable because of vector logic, and rather easy to subdivide polygons algorithmically and smooth and adjust just one single model's extra vertices so you can have a model with more polys easier in a new game for a new generation
when you build sprites you're building a raster graphic
do you know what that is?
when you try to move a sprite into a larger resolution, it just looks smaller, and if you try to resample, it looks blocky or really badly dithered, and you can come up with all sorts of algorithms, interpolation and what not, but it's gonna look like shit and the best way to make them look better ~probably~ is to manually edit each and every single frame in a sprite set
scalability is why a lot of things get preferred over legacy concepts
>Them's fighting herds
Saw the devs for that at Dreamhack Austin earlier this year. Cool guys, but like...idk, they looked sort of like their fans in an unkempt kind of way. That said, game is fun, pom is bae.
>2D bitmap images
>not sprites
I'm sorry that the resolution isn't low enough for you to see every individual pixel but those are sprites
RO had the best sprites
>So wait you're saying they hired expensive western comic book artists...
i wouldn't say that, i don't even know how much udon actually worked for
those sprites are just handpainted rather than dot-art
dot art is a very precise approach compared to handpainting and i know this from having worked with both
i can tell you that if udon or whatever actually tried redotting every sf2 frame for high res, assuming they have the skills, then they'd be asking for an enormous amount more than what they most likely got for that trashy looking game
>Imagine how good a 4k hd sprite would look; it would LITERALLY look like real life
that sounds EXTREMELY time-consuming aka expensive
you're wrong though
There is still a place for sprite based games, but the indie scene right now is pretty bad so real talent won't really be able to outshine the thousands of shit being dumped on steam daily.
When did I ever imply that it should be pixel art?
Good spritework and animation looks straight up superior 98% of the time unless your name is arcsys. I can count the number of good looking "2.5D" games I've played on one hand
It's not just the sprites but also the color, the style, and the expressiveness that came with them at the time. Like go pop in 2md Impact, Alpha 2/3, or CvS2 and just take in the menues, the UI, the presentation. Everything just oozed style. I think SFIV was genuinely a great game, but it and V are just ugly. Not just the models, but the presentation as well. Nothing pops or stands out at all and I hate it
i don't know, i probably misread something you said along the way
Wrong about what? I didn't say anything that could be wrong. Just questioned that insanely ignorant post you made.
It's about scale. 2D is more cost effective for small projects but becomes much more time consuming very quickly.
3D is more of an upfront cost but you get something that's very malleable out of it.
The sad thing is there are a shit ton of decent western artists out there who would gladly work for peanuts just to have a stable income but they all still want to hire the meme shitlords and all the baggage that comes with them.
SAUCE
that black guys looks like he could recommend me good anime and sometimes doujins
The artstyle and its community is irrelevant, my point is that Lab Zero made a fully 2D fighter with great animation on a budget much lower than most if not all modern AAA fighters
It's not pixel art, but it is sprites
2D is cheap for small projects and expensive for larger projects
3D is more expensive, but models only need to be rigged for animation, you don't need a whole new model for 90% of animation, the other 10% though can be extremely expensive to make it look decent, let alone good.
Talking purely about time budgets
RO was fucking awesome. Shit was lightning in a bottle
3D models on a 2D plane is not 2D sprites.
it's absolutely less expensive. that's why snk had to switch to 3d, sticking with spritework almost bankrupted them.
>Cyber Double
neat
Thats a thing of the past it was good we all enjoy it but is time to move on .
She's more like Sexy Twelve.
She even steals a couple moves.
Diepod
We could have made them return, but you didn't believe.
4 days remaining doesn't fill me with much hope
kickstarter.com
dumb zoomer
The Lab Zero devs were also working for pennies. Most devs won't be willing to eat ramen and canned soup so they can make a niche videogame.
>that doesn't mean shit
>Who you hire, what you hire them for, what you're doing in the project, doesn't mean shit.
God you're stupid.
I hate people who pull this shit. The art killed this game and is why it launched with fucking 6 characters and many of the new ones are just recolors.
Read up on KoF12/13 to see how much time and and money HD art takes. Every game that takes this approach hemmorages money, lacks content and heavily relies on headswaps and recolors to make up a lack of content. And the lack of content is not due to lack of ideas or ability, it's purely because it takes so fucking long and costs so much money. There is a reason the only large scale project in HD 2D was by fucking ubisoft (who have since ran a mile from it) and look up how many people worked on the art for that.
KoF12 supposedly it took 4-6 months to animate a single character, then the game came out and was hated for a lack of characters and missing moves (because they were cutting back on animations). Only by lifting those assets into a whole new game (13) were they able to salvage it.
There is also the fact that to the random pleb sprite art is considered 'budget and it actually costs sales and people are less willing to pay full price for something that costs more to make and is more skill intensive in dev.
It is just not viable for anyone but AAA companies, and they are the most risk averse so won't do it.
it doesn't, though
even if you had the most talented person, it's still gonna take a lot of time, maybe a bit less than someone struggling to make them but oftentimes deadlines will squeeze them into just making less quality stuff
it's still work and there'll be a high demand for money for the amount of work that needs to be done creating those raster graphics frame by frame
They can still finish the game and shove it out as a labor of love, not that this looks exactly superb in any fashion beyond an honest effort from nobodies.
Shoestring? Didn’t it have three separate crowdfunding projects?
>4-6 months
you're way off
>fags who want kofxv to be spritebased and have 30 characters at start
enjoy waiting 5-10 years, by then the execs would cancel it and switch over exclusively to mobage
No, 3D and indieshit 2D replaced them for cheaper.
Jesus I think I had just read the end before
Never, nobody wants to spend the money and dudes cant animate for shit these days.
this thing would look so small at its native res
>dudes cant animate
there are plenty of people out there who can, you can hire them and pay them with "exposure"
>bae
What the fuck?
thats pyron from Darkstalkers
you dont know what bae means?
also gift from drawthreds
bae is used by twitter niggers and manchildren
>sprite = pixelart
Found the literal retard