Mike Z on the cost of making (fighting) games

Not to mention Super Meat Boy is animated in Flash, has very few animations and the ones used are simplistic; while Skullgirls has tens of thousands of frames of animation that are very detailed and complicated as well as hand drawn and colored. It’s essentially comparing the animation process and overall aesthetic of MLP: Friendship is Magic to any Walt Disney Traditionally Drawn Animated Classic; and I’m being generous with Super Meat Boy equivocating MLP.

And mess up if you try to do crossup on a standing character with less hurtboxes? the idea is to be consistent with them, that’s why is so important to do them properly and to be balanced.

And Mike Actually uses priority engine to do some hitboxes and hurtboxes, just for testing purposes. But he can’t afford (by time constraints) to do them all with priority engine and then try to fix them on the go. Actually is cheaper to contract that work for 15usd per hour.

Less boxes make cross ups harder? Have you played many 2d fighter’s before 2008? How many Hurt boxes you think there is Jojo’s or SFA2?

Doing less hurtboxes is inconsistent, and crossup is just an example of a situation were you can hit an standing opponent. And I don’t know from where did you get 10 from a number. Less hurtboxes ain’t gonna reduce the costs anyway.

That’s fucking stupid, pardon my French. There’s a difference between selling out and being indie. The DEFINITION of indie is Independant, as in once they got a publisher they stopped being indie by definition. Selling out would be turning Skullgirls into a brown and bloom modern warfare shooter set in the middle east because that would sell more copies and make more money, however Skullgirls is still the same fighting game it always has been. They didn’t sell out, they stopped being indie.

If Bahamut Dragon was able to or knew how to produce the same quality as SG with a quarter of the budget, he’d be one of the most successful game producers and revolutionizing the industry, not posting on SRK.

You didn’t answer the questions.

So what they need for a fighting game character is legit, right?
But hey, since they’re not depending economically on Skullgirls publisher anymore, they’re just an Independant studio. Must they ask for less funds, since that’s how indies rolls nowadays?

Seeing as how they got funding from the Indiegogo campaign to continue working on the game, no. The public became their publisher. What they are asking for said character is legit and I understand the cost involved, but they didn’t fund the characters themselves. As far as Skullgirls is concerned, no, Lab Zero isn’t indie.

Oh, you can be successful and post on SRK at the same time, but he wouldn’t be thought of as a prick.

And then, you agree that the whole “I can make a game for far more less than a character of theirs” is nonsense? Even if the public funded their DLC, as far as the decisions they make about their game, is up to them, hence the Independant.

crossup is just an example of a situation were you can hit an standing opponent
I didn’t say it’s going to be harder, but could lead to weird glitches.
And as I’ve said, doing less hurtboxes and hitboxes per frame adds little to save money.

If getting a publisher disqualifies you from being Indie, then please explain how Journey won numerous “Best Indie GOTY” awards" despite being under contract, funded, and published by Sony?

Don’t worry, I’ll wait…

Are you sure they were funded by Sony? Because Phil Fish and Fez were under contract and published with Microsoft, but the development of the game was still funded by him solely. Either way, people have stretched what the word indie means in the past couple years, as if being indie give a game more “gamer cred.” I wouldn’t be surprised if it was Sony themselves who were calling Journey indie as a marketing ploy to get people to pay attention to a pretentious game with minimal gameplay that was probably made on a shoestring budget so they could make more profit on it.

Now you’re changing your stance as the initial statement you said was

As in consistent to do.

Also you didn’t answer these
Have you played many 2d fighter’s before 2008? How many Hurt boxes you think there is Jojo’s or SFA2?

Also I’m going to add this one, do you know what a push box is or “Osi box” and what function a box like this has?

I’m not going to answer your questions until you can better word you’re answer and answer all of mine. You can’t straw man you’re way out.

The literal definition says Platinum Games is indie.

Disregard the funding, you just said…

Journey is a second party game. By definition, they are an independent studio that was contracted by Sony to produce an exclusive for them. I must add that the developer went bankrupt during the development of Journey.

As in consistent per frames, as animation flows like no changing from 3 big boxes for standing from 8-10 while in blockstun or hitstun. And yeah, I’ve played little to none jojo, and a bunch of SFA3.

I also said it doesn’t need to change a lot.

You have more to answer.

What exactly is this definition? Because the definition I quoted from JohnGrimm is obviously wrong.