KOF XIV General Discussion - King of Fighters XIV Arcade Ver. Burn 2 Fight cabinets from Taito!

So you don’t have a character’s hair clip straight through their entire arm on the character select screen, like a certain game. cough

It’s their style. It’s a lot of work, but to have 100% control over the outcome of how something looks, rather than 70%, and the other 30% left to computations… it’s a thing many artist prefer.

In that case would it be right to assume SNK opted for performance over power. If they can work all these fine details on smooth, functional 3D models that would probably mean a graphical cutback. I mens a game like a SFV is beautiful to look at but those clipping issues really look bad.

It has nothing to do with performance, doing things by hand could be just as resource intensive if not more than automating things with engine calculations and animation auto sequencing. The difference is how much work your artists have to do vs how much heavy lifting is done by the engine.

We can speculate that animations are hand done such as hair physics, breast physics, cloth physics, etc. and this would make sense with how the animations have been turning out and why clipping has been fairly minimal compared to other games. You can also very easily tell that the game uses per character lighting rather than scene lighting and that would also explain why Kim looks especially crappy right now, among other things his character specific lighting has not been properly rigged yet. You can take this a step further and assume that the stage also uses per object lighting rather than scene lighting. This makes sense to me based on things like the cathedral stage where most things look excellent but the pile of rubble on the left side of the stage looks horrible and unfinished. It probably IS unfinished and hasn’t had its per object lighting and effects applied.

So you’ve got per character lighting, per object lighting, hand animated attacks and physics, no doubt hand manipulated bump mapping, with some crazy accurate texture work and you have a game that takes a crazy long time to make look good and that makes you wonder why the hell SNK decided to make a 50 character roster and why they decided to make stages per team and why the bloody hell they decided to show it off so early. SNK is insane.

Guess SNKP periodically goes on a Blood Riot

There’s also some teleporting going on half-body wise for leona and Kyo atm.

SNK always does the craziest things, but it always works out somehow.

Like when they traced Ryu and Ken’s Street Fighter II sprites for a game made in 2003, and it actually worked, somehow.

I didn’t see anything in footage you posted? by anywhere juggle I mean a move that will hit the opponent during any hitstun, including the flip from when you hit an airbone opponent with a normal, like Vice’s EX Decide or Takuma’s EX Zanretsuken in KOF XIII.

Thought you meant like the part at 1:20 where an EX move would cause a juggle.

Slightly irrelevant post but…

We need alternate costumes.

https://www.youtube.com/watch?v=8l-byPKenNM

With all the effort SNK is giving this game it was really dumb to show the game so early in development. This is a game that looks like it won’t pay off visually until release.

I wonder why SFV and MKX were able to be developed faster. Like if you look at be first reveal of SFV, it was only like a few months after that it had its visual upgrade that we saw until release.

You have to ask why two of the TOP franchises in the history of gaming got to develop faster? It’s called money.

wow, already the new screenshot.

https://scontent-mxp1-1.xx.fbcdn.net/hphotos-xpt1/t31.0-8/12672138_249507888724872_1286764170834606142_o.jpg

“There’s no such thing as a stupid question” is only true in an academic setting.

SNK going ham with all the screenshots. What are they planning?

King is perfect as Uranus. Makes me want an HD remake of Sailor Moon S, Uranus infinite and all.

:love: :love:

Hope KOF has alternate costumes

@AT_Ryo_Sakazaki - Nice concept video, pretty clean editing all things considered too! When you take into account all the new hit states we have (Ground bounce, Wall Blowback), and the old ones that might still be there (Counter Wire, Dizzy like from Ryos super punch DM), the possibilities could be very ridiculous, but less lengthy and monotonous than KoF XIII’s HDs felt to many.

Oh, and on the screen of the day… I guess that’s a Maxima Guard Point! Since all Sylvie’s electricity is yellow… GOOD. GOOD.