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by Jerry Whorebach 09/20/2006, 5:16am PDT |
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Here's a thread on QT3 about the technical feasibility of 2D fighting games in high resolution.
Charles wrote:
First off, you never have an animation frame for every actual rendered frame in 2D animation. Almost everyone does it at a half rate or lower. I think the only animation I know of that uses a full natural framerate is Disney cartoons, which use a full 24FPS compared to standard animation (which I believe is 12). I seriously doubt SF3 used 30FPS for their sprites.
shift6 wrote:
All of his math also makes other assumptions, such as that a complete, full-size sprite is redrawn for any given frame of animation. Sitting here elbow deep in a carton of cheesy gold fish, I thought to myself: wouldn't the trunk and head of the character be fairly static (mod rotation and translation)? and if so, why not just keep a couple of body sprites and redraw legs and arms into the video buffer most of the time? Shit even Primal Rage with it's insane amount of 2D animation had fairly static main bodies from what I remember.
BaconTastesGood wrote:
My first thought is that you'd use, say, 15fps animation and then lerp between them using some type of image warp (paper mario style).
Reldan wrote:
If we're talking what passes for animation in a 2d sprite-based fighting game, then yes, 12 uniquely drawn sprites would easily look fine to cover a second's worth of animation. We're not talking a Pixar production here (although Pixar as well only renders 12 unique frames in a given second and people think it looks marvelous).
Reldan, again wrote:
The most visually impressive 2d sprite fighting game I've seen is probably Guilty Gear XX Slash. The animation has always looked very fluid to me. Does anybody have a rough idea on average how many unique sprites they use to pull off animating a character in this game?
Granted, computer gamers in general and programmers in specific have never been known for their visual acuity or quick reflexes, but this is ridiculous. Do I really want to play a twitch game developed by a pathetic nerd who couldn't catch a ball even if he did manage to see it through his comically thick glasses? Should I trust that same nerd to review my games on the fluidity of their play and responsiveness of their controls instead of how many pixels his calculations tell him his monitor is displaying?
Pixar movies or Hayao Cockasucky anime or whatever the fuck nerds get the same thrill out of that I get from illegal street racing in mom's Datsun run at 24 FPS. Playing Toy Story 2 like a fighting game would be as painful as playing Primal Rage as the puking ape or the Sub-Zero ape or playing Primal Rage at all. Guilty Gear X2 runs at 30 FPS. It sacrifices smooth animation for high-resolution (640x480) sprites, and makes for a reasonably competitive fighting game. Street Fighter III runs at 60 FPS. There are those who will play nothing less.
Even if you haven't been to enough arcades to appreciate Street Fighter III, you should at least be able to tell the difference between it and Scooby Doo. That apparently few hardcore computer gamers can is possibly why they're still satisfied with the kind of barely-playable twitch games North American developers have been shoveling onto the PC and 360 of late. Would they even care if Blizzard were to add a context-sensitive mouse pointer to Diablo III that lets you target a baddie just by mousing over him, eliminating the need to hold the button down until he's dead like Diablo II or actually click on him repeatedly like Diablo I? I'm thinking no :( |
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