07 February 2021, 19:36 | #401 | |
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07 February 2021, 19:45 | #402 |
Lemon. / Core Design
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actually dahlsim might not be a problem after all... even his long flying kick is only 119 pixels wide
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07 February 2021, 19:53 | #403 |
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07 February 2021, 20:00 | #404 | |
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from the other thread
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07 February 2021, 20:07 | #405 |
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07 February 2021, 20:11 | #406 |
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I saw panza kick boxing on youtube- I assume the animation is roto-scoped? No scrolling in the game though it seems.
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07 February 2021, 20:28 | #407 |
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07 February 2021, 20:55 | #408 |
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For doing the attack and defence hits one could use the approach in the attached PNG
Very easy to create a little script which reads the square coordinates for each frame and apply them into the game engine. Easy peasy. |
07 February 2021, 21:05 | #409 |
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there is a way to view the Hit Boxes in one of the Arcade versions.
[ Show youtube player ] |
07 February 2021, 21:18 | #410 |
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07 February 2021, 21:41 | #411 |
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Dhalsim in time
SF2 World Warriors (ocs) SSF2 New Challengers (AGA 50hz) |
07 February 2021, 22:05 | #412 |
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07 February 2021, 22:13 | #413 | |||
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edit: ok I have found it thanks that's really good https://doctorguile.github.io/ssf2st/compare.html Quote:
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08 February 2021, 17:21 | #414 | ||
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But in that palette, even if it has 16 colors, I still decided to ditch the greens, simply because most characters had either blue or red clothing. So to me it made more sense to maximize the blue and red hues. Blues and reds work well together, and in the shadows both could be hue shifted into the purples. And the purples in turn worked really well with the dark browns, which made the whole palette a one giant color ramp, where colors flowed from one hue to another really well. This is what made it possible to actually beat the SNES version graphics in many occasions. Adding a green is problematic, because it could work with blue, but not so well with red. And if I added that green, it would be just one green. Guile would look better, but for all other characters I would now have a "problem color" that's hard to combine with the others. And if I made the green more skin color like, or maybe a little bit more "blueish green", so that it would work better with the other colors, then it could easily lose it "greenness", and now the colors of every character would get a greenish hue, especially so if two greenish colors were added instead of one. So at this point, with the palette already "locked down" to this "red-blue-purple-brown" paradigm, I don't think that a green can be added without breaking something. So a new palette would be needed. But I'll leave the creation of such a thing to someone else. --- Also I agree with Blanka, the way I colored it in the 16 color palette is maybe not the best solution. And the same goes for Honda and Ryu. They don't have to be colored like that; Ryu could use the yellows/lightest browns in the suit or even some detail could be sacrificed to get more white areas. Also the 8 color SNES version of Blanka that I posted earlier in this thread should have used "white + yellow" instead of "yellow + red" in the dithering. I think I'll later post updated versions of all the 8 color characters to the graphics forum, to see how the full set of SSF2 characters looks in those 8 colors. And maybe I'll even update the 16 color versions, so that we can see the 8 and 16 color versions side by side. Who knows, maybe I'll even do 4 color versions, just to experiment. Quote:
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10 February 2021, 17:30 | #415 |
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Thanks Master.
That's another very helpful post. Btw, one noob, technical question: Why are we torturing ourselfs with 8 colors, when Mortal Kombat 2 (OCS) used 16 colors + 16 for the background, and is very smooth and very playable? Is it because of parallax (that MK 2 doesn't have), or something else? Please, keep up the great work! |
10 February 2021, 19:29 | #416 | |
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12 February 2021, 06:54 | #417 |
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12 February 2021, 08:16 | #418 | |
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I remember reading somewhere they decompressed the frames on the fly, which while it has its advantages in saving ram, has its disadvantages with speed. I can't confirm but it doesn't like like MKII is running every frame - maybe 25 at most. |
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12 February 2021, 08:18 | #419 |
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Well, look at it.
[ Show youtube player ] Actually MK2 doesn't show many frames for its characters. It's barely animated. Same with Elfmania. Also like McGeezer said above, it's only 25 frames. A 50 fps nicely animated SF2 would play a lot better than this. I'd take 7 colours with this over 16 colours and a choppy mess anytime. The amount of characters available for selection is more a question of disk space and crunching. |
12 February 2021, 08:35 | #420 |
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I think MK2 plays every third frame, not even 25. Still, a great conversion, but not a good method for SF2.
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