Sakura totally has some perspective shaped hitboxes on Shunpukyaku, I think I finally deleted it because it really has no use for me so I can’t find it off hand. They exist in some other places as well.
Rotational axis? I have that one covered, actually
I think the average Chun Li hitbox is seriously about twice the size of the average Sakura one in original Super, totally ignoring how far they extend past hurtboxes. Admittedly they still don’t tend to really hold up to ST and A2, but they have pretty much an entirely different philosophy. Although, at least there are no hitboxes switching from a tiny one in the back to another one in the front for crossups like A3.
rotoscoping is mainly used for uniformity because of the tendency of the artists having different drawing styles. By doing rotoscoping all the characters animations will have more overall sameness.
Still, I stand by my point that the more you play the game, the more you get used to hitboxes. It goes for any fighting game. Street Fighter, Guilty Gear, Mortal Kombat, Tekken. People moving between games always complain that the new hotness feels “weird”. It’s substantially jarring when moving between game engines.
I don’t see any inconsistencies, but that’s because I’m used to the engine. You see it for what it is. Tools to be used. Good pokes, bad pokes.
its not that its weird so much as its just not a good way to build a 2.5D fighter. sure, it works for something like ST and 3S to have hitboxes the way they are because the image is ALWAYS flat and so because the image can only get longer or wider, you could just get away with squares. i dont feel though its working for SF4 because of how rounded the characters are in all 3 Dimensions. what ends up happening is that boxes either take up too much space and you end up with moves that hit when they shouldnt. or the boxes are too small and a move that should confirm doesnt. now im not a programmer or nothing but if they want to continue making fighters this way then they should experiment more with how the hits confirm and maybe change or tighten the boxes a bit. cause at least in SF4, it does come off as a clumsy game next to something like 3S.
You do realize that any hitbox issues can be considered inpedendent of 2.5D graphics. In other words, if they really wanted to, they could simply make the hitboxes tighter.
I’d like to see 2.5D remakes of old 2D games. The 2D game runs invisibly in the background, and then they display 2.5D graphics on top of it. The 3D animations are new and properly tweened so that they animate more smoothly than the original 2D sprites.
Purists can switch modes and just play with the old 2D graphics
Best of both worlds.
(eg. a KOF98 that has cel shaded 2.5D graphics )
I shouldnt have used tweened, its not the right word for what I was trying to say. But basically rather than matching the original sprites frame-by-frame, instead you have a smooth 3D animation that intersects the original sprite animation frames in the right places at the appropriate times.
I dont like this idea because SNK would go out of business due to the cost of hand animating all of those characters
Not to mention 13’s sprites are pretty low res and are due to be obsolete in a few years once again, if they arent already.
do you realized this will eventually happen? but it won’t feel like 98 it’ll be something different. This is probably the only good reason I see with 3D games they can update the graphics without reinventing the engine or so that’s what I get from the first post.
xiii graphics look good, they look pixelated so what, they’re sprites. If you think they look ugly you don’t have an appreciation for this art. 3D cell-shaded looks more ugly and infantile in my opinion and not to say how awkward the games feel.
It’s true, I dont appreciate pixel art. Jaggies are simply ugly to me. I was playing AH3 on PS3 recently and it really struck me how out of place the game graphics were, when side-by-side with the hires traditional art on the screen borders.
Really, in the era of 720/1080 we can ditch pixels altogether - normal artwork looks fine at these resolutions.
My interest in 3D anime celshading is driven purely by cost and efficiency. celshading looks “ok” to me, and it brings great benefits. It doesnt look quite as nice as handdrawn, but the side benefits are insurmountable imo.