The 2nd KOFXII Thread (debuting at AM Show in September)

Fixed

I don’t think the fans will be happy if KOF becomes that slow

i understand in some way what you say, but in the other hand the rotoscope thecnique is one of the most dificult ones to implement not only for the cost and for the time , also for the work that its needed, we are talking about many frames per move, and not many have the skills to made a good work this way; and in the end, the animation is made to imitate the nature :angel:, art is art no matter the technique :wgrin:

nah, we need to remember that maybe is dead in some places, the evo and sbo are proof that there is a big community, the problem is the closed mind of many of the members >.> that arent men enough to accept changes even when they are for making better the games, the industry needs to see that there is a new niche that they can exploit, the online gameplay, there is a lot of places in asia and america latina where the arcades are still healthy

That page is edited all the time with people putting random bullshit. At one point someone had put K999 and Angel as characters in it.

Unless it has a link to a page confirming the characters, its probably just someone messing around.

I don’t think you get it. The higher animation count has absolutly nothing to do with how fas the move comes out. It has to do with how fast the animations play and more importantly when the hit box becomes active. More frames=/=slower. This is a fallacy its not true at all.

incorrect, more frames = slower, just name a game with high count of frames that its not slow as hell, if you have an animation of 10 frames of a move, and then you draw the same move with 30 the 30 one will be slower for the merely reason that it has more frames, you will need to put the animation in a higher frame rate to make it seem more faster

It’s simple. You two have different definitions of the word “frame”.

Radiantsilvergun means frames as “individual pictures”, as in frames of animation.

Hecatom means “frames” as a measurement of time, as in 60 frames per second.

actually im talking about the both definitions, thats why i said frames when i talked about the number of pics tha compose the motion, and then said frame rate , on how you need to increase it to make it look quicker when you have more frames per motion :slight_smile:

So…I think you two are basically saying the same thing, then?

But thats not what he was talking about. He was saying more frames in the move the slower the game which isn’t true. Increase the frame rate and the game moves faster the amount of frames in the move has very little to do with it especially when what matters is not how many frames are in the animation of the move but when the hit boxes become active in the move. SFIII is slow because its a slow methodical fighter the way its animated has little to do with the speed of the game.

I understand that, I’m just saying that I would prefer that it wouldn’t be rotoscope. I understand why SNK has gone that route. Hello it’s amazing that they’re atempting this with the amount of money they make with these games.

PM me and I’ll give a response. I don’t want to bring this off-topic.

One could just speed up the gameplay from the FPS or more so. Think of how you could speed up the animation in Street Fighter II (is this what you were trying to say?). Oh and also Melty Blood is a good example.

Actually I have to respond to this because its bugging me. The truth of the matter is if you take the same move and animate it with more frames its still the same move and would come out at exactly the same speed. What determines a moves speed if where its hit box’s are placed. For example. If you take Ryu’s Shoryuken from SFII and better animate ryu launching off the ground and add more frames to his spin it doesn;t make the move longer, the moves still exactly the same it just looks smoother. Thats all that happens. The move doesn’t suddenly change and take longer to come out because it’s animated better. The system and the speed of the game dictates how fast the game moves. Super Turbo does this simply enough with its speed boosts. The frame count doesnt change just because the game is running faster or slower. Hell a more modern example is another Capcom Game DMC3 Special Edition has a turbo mode that makes the game move 30% faster and the animation counts don’t change for that game either. They are exactly the same on either speed setting.

How many frames of animation a game uses has nothing to do with how fast or slow the game moves.

then why udon didn’t add more frames for SFII:HDR

Beyond the budget and scope of the project. They where redrawing existing sprites not creating new ones. Of course the project has expanded past what it originally was going to be but the art itself hasn’t. They’re changing game play elements but not drawing any new sprites. Only redrawing old ones.

They stated that they wanted gameplay to be identical to ST. Frames and all. Of course, this is bent a bit by remixed mode but w/e.

Ugh, this “more frames, equals longer animation, equals slower game” bullshit is making my head hurt. Thankfully when the game is finally shown again we can start talking about shit that actually matters (and is more factually accurate). :bluu:

man im an animator and i know what i am talking, if you have more frames, and if you want to make it move more quick you have to increase the frame rate, its not the same a jab in 15 frames at a 60 fs compared to a jab wit 30 frames wit a 60 fps, to make it look similar in speed you have to take the proportion of the frame rate and apply a new one to the jab with 30 frames

and yes the the 30 will look more smother and some how more fluid but it will be more slow

I seriously doubt they’re drawing the game at 60 fps. The only reason they would need to slow down animations if the total frames per second were to exceed 60. Typical theatrical animations don’t go above 24!

actually, every fighting game on the market runs at 60fps

Games display at 60fps, doesn’t mean there are 60 individual frames of animation created for each second of the game. You could technically program the game to run at 30 frames and a TV will still try to display it at 60fps, but if it’s hard coded to stay capped at 30fps, it doesn’t matter.

The point is that you can take a game like the original SF2 for example to make things easy. It has a speed modifier, you can speed the game up to a point without removing frames to make the game faster. You are still displaying at the same frame rate on your television, but the game’s programmer can designate how fast or slow he wants frames to cycle as a standard. This has nothing to do with your display being able to show you that other than if the game is moving much faster than your display’s refresh rate allows.

I dont think you guys are even on the same page. The discussion is going in circles.