MVC Infinite Lounge: DLC Characters and Costumes launch Dec 5th

What are you talking about **no one is against importing 3d model ** or 2d sprites?

and no one was even hating re-using 2d sprites or 3d models?

Try to back read dude! it was a follow-up comment your missing the point.

The “video comparison” above was to show that Capcom is re-using it’s previous resources which is never a bad thing or a better idea but it was just to prove that the 3D models conceptualization would be more ease and faster than those games without no 3d models to begin with.

Moved the conversation (and a few others) to the Lounge thread since they were already going pretty off topic in the character thread. In any case…

The thing to remember is that the game has actually been in development for around 2 or so years now, since 2014. Simply reusing source code is risky when the dev team is completely different. As stated, 8ing isn’t the team behind this game, rather it’s an internal Capcom thing now. Now if this is UE4 (which is the most likely candidate since Capcom is using only 2 engines for current gen, non-handheld games right now - UE4 and the RE Engine, and the latter is built for VR/first person for RE7), the more obvious code base to take from is SFV not previous VS games which were either on MT Framework (no longer used for console/PC games these days) or the custom engine for the Wii. In any case, this wouldn’t be without precedent considering that the old Marvel games were based on the SFII engine, and more importantly, the game’ director Norio Hirose was one of those involved in turning the old SFII engine into into games like XvSF and MvC1.

I agree that it would be risky reusing the previous source code but It can ease time of development for the current engine by using the previous source code as reference for creating functions. 3D models that are developed externally is controlled by set values in their properties within the game engine that will define the likes of collision detection, responsiveness, interactivity, camera angles and etc.

It’s undeniable that the current Ryu, Morrigan and Ironman in MVCi trailer has a slightly updated 3d models of MVC3 and having almost the same property settings from MVC3. Going back to my comment to NoChart is for him to know that MVCi does import of some 3D renders and their properties from MVC3.

Thanks.

I’m having a hard time deciding which super activation animation I like more

MVCI’s is more straightforward with no transition (kinda like SFV), while UMVC3’s is more stylised because the initial Super animation plays as the foreground for the main battle screen, while the currently selected characters are darkened and in the background

I’m pretty sure no one wants the return of UMvC3’s hit sphere based collision detection and we’d rather have traditional hitboxes.

http://i.imgur.com/tr0Zi2K.jpg

Wait, they literally made Doom footdive’s hitbox his entire character model?

http://i.imgur.com/GWMpoan.png

http://i.imgur.com/9xdwH.png

Nah it wasnt to you specifically but i saw a post of someone calling mvci lazy for reusing mvc3 ryus shoryuken animation.

What the fuck

Wish I could find the picture of the hitbox on Magneto’s st.LP.
That shit made the anti air lights in SFV look pitiful.

what am i saying is based on the characters in shown in the trailer they would probably tweak those. Don’t take it literally, you know that it was not what im trying to emphasize :slight_smile:

Thanks

@NickRocks you disagree onto my video comparison. It had nothing about saying capcom lazy or against something.

Honestly i wont bother capcom re-using 2d sprites or even Sf4 3d models for a new game. I never had problems with either sprites or old 3d models.

I disagreed cause you posted max. Thats an instant disagree from me

imgur.com/a/akggz

It won’t attach the image directly for some reason, but there’s a link to it.

Oh okay! Dude.

An indie development company had enough RAM for Cinder.

https://www.youtube.com/watch?v=g-77exb7Ng4#t=90s

Tbf, the 360 had less a little over half a GB of RAM, while the XO has 8GB.

Hopefully that means we can get characters that require that extra bit of RAM in infinite.

Why couldn’t he just hover like MODOK?

I guess at this point, I’m hoping this game leans more heavily to the TvC side of things and less…whatever UMvC3 was.

The shape of the hitbox doesn’t matter. Capcom could fuck it up with boxes too if the size and placement are wrong.