These numbers mean diddly squat and in game development the first 10% is the hardest. They have already done that.Street Fighter V is only 20% done.
The game could very well release in early 2016.
These numbers mean diddly squat and in game development the first 10% is the hardest. They have already done that.Street Fighter V is only 20% done.
These numbers mean diddly squat and in game development the first 10% is the hardest. They have already done that.
The game could very well release in early 2016.
guardcrushspecial is pretty toxic but he can be cool at times. he was the one who sent pizza to nlbc last month.
Tell me more about game development.
Dahbomb is right that the numbers mean nothing (20% complete) unless he is talking milestones. Doing a proof of concept is pretty hard to do and it was very brave of them to have it available to play so early in development. There is so much more to deal with but must be oddly less stressful not to develop for multiple skus (and their different firmware updates). I feel like the most important work is the last months of a project where you just test, polish, test, polish, test polish (if your producer schedules it).
The animations are anything by jank. They look different from SF4 but they are not worse at all, in fact they are a lot better.
The animations are anything by jank. They look different from SF4 but they are not worse at all, in fact they are a lot better.
guardcrushspecial is pretty toxic but he can be cool at times. he was the one who sent pizza to nlbc last month.
Anime fighters kind of prove his point, right?
It's coming out early 2016. I would say that's a very safe bet.Demos are based on old builds since they take time to make, what we saw being played or in the trailer is probably 6-8 weeks old imo.
Japanese fiscal year ends March 31st so I doubt it'll be ready in 3-4 months.
I refused to try ST for the longest time because of the logical reason of character imbalance (in the form of the game's counterpick circus). Besides there's stupid broken shit in it and stuff. I also left airdashers and KOF untested because long combos are an unnecessary execution barrier. 3S - imbalanced and no fireball game, wtf is this shit.
SF4 felt frustrating (yay getting bopped for 400 on reaction because I had the audacity to throw a fullscreen fireball in Street Fighter) but what can you do? The other games were even worse. Stupid long-ass combos, an even worse fireball game, that constant counterpicking circus with horrible numbers like 3-7 all over the place.
It's very easy to see why someone would dismiss ST, especially with all the balance concerns nowadays.
Logic can be such a bitch if your premises are faulty. All the while I was playing The Best decks in MTG formats, decks that did broken things. I loved playing high-movement games like Melee and Brawl and picked MK in Brawl (ostensibly to escape from the stage counterpick circus, not because I actually just love playing master of all type characters). Just didn't see the signs.
Of course, none of those complaints of logic stood up to the realization that I actually wanted to just play characters that did everything to top tier strength if at all possible and the visceral feeling of fun playing the higher-movement games gave. But for a while they felt valid.
2016 fiscal year.Demos are based on old builds since they take time to make, what we saw being played or in the trailer is probably 6-8 weeks old imo.
Japanese fiscal year ends March 31st so I doubt it'll be ready in 3-4 months.
Not sure if jumping HP is new recycled animation or just looks the same, but in SF4 she only had that HP animation for vertical jumps and in SFV she was doing it from diagonal jumps. Things like back+MK, that cancel she did in the new trailer which looked like her Focus Attack, jumping HK all look like the old animation but if you compare them directly they don't look exactly the same(I actually checked those because I was disappointed they looked the same too). Some moves like her back+MK follow up does look exactly the same though.I may be very wrong here, but the first trailer barely showed any new stuff for Chun besides her 3S HK bouncing/OTG'ing and the air finisher move, whereas the second had the new super animation, the 3S crouch, etc
She still has her IV Spinning Bird animation, jumping punch, etc. But feel free to correct me, that's basically my gut feeling.
It wasn't brave.
It was pleading that we not abandon them as a dev.
Honestly, I just think it's cuz Nintendo has a ridiculous fanbase. Don't think anyone's ever guna not feel the nostalgia that those characters carry. That and it's a purty fackin solid ass game.
Edit: Hold on a second.... Did I miss something??? KAGE VS. BIZZARO!??!?!??!??!?!?
![]()
That ganon was on another level man.
Man, I don't know what to say. Also does someone made making a summary of what Beef said 2-3 pages back? I really wanna read it but I'm short on time...
*sigh*
Out of a job at Christmas.
More time for streaming and SF, I guess.
What are folk's Christmassy FGC plans?
*sigh*
Out of a job at Christmas.
More time for streaming and SF, I guess.
What are folk's Christmassy FGC plans?
*sigh*
Out of a job at Christmas.
More time for streaming and SF, I guess.
What are folk's Christmassy FGC plans?
*sigh*
Out of a job at Christmas.
More time for streaming and SF, I guess.
What are folk's Christmassy FGC plans?
These numbers mean diddly squat and in game development the first 10% is the hardest. They have already done that.
The game could very well release in early 2016.
Fighting GAF, I have enough money for a new console. What should I buy?
A. Wii U
B. PS4
C. Save your money
That's what impressed me the most on a visual level, too. Some stuff was rough around the edges, but attacks seemingly having different animations for on-hit and on-block was neat.Yeah, super disappointed with the art style but the animations have weirdly specific things like an attack getting blocked actually stops mid way like actually being blocked instead of powering through with the continued animation that we're used to.
There are a lot of reasons why I haven't really given /r/Kappa the time of day, but that guy is actually the #1 reason on the list.Honestly his response doesn't place him too many notches above Watson on the maturity bar but I don't know what I expected.
Beef....I...had no idea you could make a thoughtful and serious post.
I come to GAF to turn my brain off. I could make posts like that one all the time, but then I'd get burnt out and sick of this place.
Depth is more importance than balance, in the same way that fun is really just more important than winning.
That's what impressed me the most on a visual level, too. Some stuff was rough around the edges, but attacks seemingly having different animations for on-hit and on-block was neat.
New iterations give you a chance to throw out old conventions that weren't good (Such as FADC and 1f links)
.
Really? LolQ wit da quick cameo in da Giant Bomb quick look of Xrd.
Q wit da quick cameo in da Giant Bomb quick look of Xrd.
Beef's point is good- games move a lot quicker now due to all the info and access of high quality play. This makes games fraudulence come out a lot quicker than it used to be.
Back in the old days, people had to lab monster it up themselves, in arcades, while trying to win matches to try and figure things out. This meant your Viscant-type players had a huge advantage back in the old days, because of how they could analyze quickly off small amounts of info.
I miss those days just for the fact folks had to figure out stuff on their own more. You see a ton of folks online these days at around the 3000 PP range in SFIV who really are great at setplay situations and hit their combos, but can't think outside the box. So boring to fight against, and today's modern fighters really seem to cater to that type of player as well, making it worse.
All this drama and I'm just sitting here masturbating. ¯_(ツ_/¯
It really does tbhThat Ryu cr.MK/cr.HK (couldn't tell) looked kinda scust tho
The weight/impact and things like Chun blocking in the specific places she's being hit are unreal.SFV is ANYTHING but jank when it comes to animations, it makes every other smoothly animated game look jank. I don't even know how you can come to that conclusion, it probably has the most fluid looking animations with even smoother transitions. I don't think a bit more hits top changes that. It looks mesmerizing in motion.
Depth is more importance than balance, in the same way that fun is really just more important than winning.
Do you have any idea what it's like to get punched in the forearms by a multi-decades kyokushinkaikan/shotokan master with electricity swirling around his fists?The weight/impact and things like Chun blocking in the specific places she's being hit are unreal.