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Messages - shaheen
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61
General Discussion / Re: Street Figther HD Remix
« on: August 28, 2007, 06:36:45 pm »
It's easily understandable why Helm's remake wouldn't have appealed to the general population, and especially considering the target audience of SF fans out there. The style is completely different from anything you would expect to see with the label "Street Fighter" these days. Some people can come to admire it, but there's generally nothing all too 'Street Fighter' about it, at least not what the fanbase has come to know and love. I saw that he was trying to keep the western style of the original, though it's clear the taste of the fanbase goes more towards anime-inspired stuff. So in the end, the only way you will please everyone is by achieving a good balance between that typical anime style of Capcom art with the application of good figure drawing skills.

62
General Discussion / Re: Street Figther HD Remix
« on: August 28, 2007, 12:24:38 am »
Actually, I find that their latest update makes it very easy to disagree: http://blogs.capcomusa.com/blogs/digital.php/2007/08/23/latest_sfhd_update_w_first_bg_art

The art isn't even up to the standards of the SF comics I've seen Udon come out with.

63
Pixel Art / Re: [Wip] Haunted Girl
« on: July 20, 2007, 04:21:53 am »
Sorry I hadn't just made this edit when I originally posted:


The lips in yours looked more like they were coming from someone facing the viewer. They seemed a bit long and angular along with having a few oddities in shape, which I was hoping you would see, regardless of the slight difference in pose in the reference image. I also edited the (her) left side of the face that we can see. Seemed a bit too straight to me.

My edit's not perfect, but hopefully this will help you understand what I was talking about with the lips.

64
Pixel Art / Re: [Wip] Haunted Girl
« on: July 19, 2007, 07:13:52 pm »
At the moment, the lips look like they would be viewed from a straight view. I think this image is pretty close to the angle you're doing:

65
General Discussion / Re: Street Figther HD Remix
« on: June 30, 2007, 10:29:24 pm »
Hm. I was curious as to why his head was so out of place compared to the older sprite. I was suspicious about Akuma, and sure enough, he was traced almost exactly:


The hair is exactly the same, and there's only some minor differences between the parts of the head that are the same.

66
General Discussion / Re: Street Figther HD Remix
« on: June 23, 2007, 05:30:27 am »
High definition 2D graphics, or high resolution remakes of older games?

If you mean the first, there's been at least one game that came out recently that I can name and that's Odin Sphere. A pretty nice looking game that, unfortunately, suffers from looking a bit too much like a Flash animation at a lot of points.

As far as the latter, I can think of two off the top of my head. There was The King of Fighters '94 Re-Bout which was basically a high resolution remake, but all they really did was trace over old, upscaled sprites to maybe a little larger than the Guilty Gear series' sprites with some new 3D backgrounds. The end result was mediocre as was to be expected from that one. There's currently also that remake of Ruff 'n' Tumble that seems to be using the same basic method that the artists for 94 Re-Bout used.

67
General Discussion / Re: Street Figther HD Remix
« on: June 23, 2007, 03:13:08 am »
That animation would actually look really decent if they went and redrew every frame. Oh well. :/

68
General Discussion / Re: Street Figther HD Remix
« on: June 19, 2007, 04:58:19 pm »
I'm pretty sure that the nearest neighbor frame is part of his walking forward animation cycle. Which never was all that great, but that's why it looks so funky.

I think what annoys me the most are the obvious and, frankly, mindlessl screw ups, and not so much the weird muscle stylization. This Akuma sprite, for example:
Akuma

The mouth is completely unreadable in that one. At first, I thought that they had just forgotten to add the mouth/teeth showing, but it ends up his lips are making a "O" form. The shading on the mouth just above the chin is really off and adds sharp line creating depth (which ends up looking like a lip) to a place where there shouldn't be, confusing the viewer.

On this one, I can't even imagine why they screwed up the thumbs so badly:
Ken

I'm also confused as to why they're using so few colors for shading. It almost makes sense if you think that they're limiting themselves in order to use the old code, but then that point is made moot when you consider (among a few other things) that they'll be creating a bunch of new colors through auto AA. I'm also not a fan of the extremely angular lines that they're using. Bleh, overall.

Being a hardcore fan, I'll still probably buy this, but that's only if I end up having one of the systems that'll have it for download.

69
Pixel Art / Re: jackel kid [wip]I am in need of animation help.
« on: June 11, 2007, 10:22:29 pm »
You need to designate whatever color the canvas/background is as the transparency color for each frame. Onion skin should work, then.

70
General Discussion / Re: Official Off-Topic Thread
« on: June 09, 2007, 07:04:46 pm »
I'd like to see a fighting game all goofy, with attacks that make you go WTF and laugh at the same time, with funky characters, and all sprinkled with neat and dynamic animations.
Screw serious ones, there are too many around already.
I think, perhaps, you're looking for something like this: Slap Happy Rhythm Busters ?
It's a decent fighter with a theme similar to Jet Set Radio's. It's hella expensive if you're hoping to get it legally, however...

Personally, I'm really tired of seeing fighting games progressing (or digressing?) to a point where first hit = win. By that, I'm referring to combofests, with the recent Hokuto no Ken fighter being a very blatant example of this. I guess a good thing the game managed to do was reflect the insanity of the anime and manga series well enough, at least. Don't get me wrong, I love combos, and I love trying to find broken ones, at that. The problem is that there comes a point where it's just too much and it ruins the competitive aspect of a fighter. I'm with the others in favor of a 'down to Earth' fighter. I think it'd be interesting to see something that completely realistically simulates a fight, even more so than Virtua Fighter.

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