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qwerty

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Everything posted by qwerty

  1. is anyone actually going to play kof02um?
  2. to elaborate a bit on what henaki said in that post, it's worth noting that the most significant difference between the two is that potemkin is actually threatening at close range, whereas tager isn't. a grappler doesn't necessarily need to be good at getting in, but a grappler does have to have a downright scary mixup game once he does get in; and this is what tager doesn't have. 360? even if he ends in gadget, that's hardly enough to keep you where he wants you. though it should be noted that he does have an anti-jump strat in this case (the galileo mixup, where you do 6A and if it's blocked you jump cancel, mash j.A and randomly insert an airthrow hoping for throw reject miss), his options after gadget are effectively the options he has at neutral; which is to say, not much. sweep? this is bb nigga, i'm just gonna tech away and make you sad. 720? if you think you can land it, sure, why not? now compare this to potemkin's close range game. slidehead? you're not safe blocking even outside of pot buster range. pot buster? hope you knew it was coming, otherwise you're eating 60% or more if he has meter. sweep? now he gets a free mixup. and this is just scratching the surface. not to mention he has actual anti-airs: 6P, 2S, 2HS, air buster, heavenly.
  3. http://www.dustloop.com/forums/showthread.php?9940-GGXX-Accent-Core-now-%28actually%29-playable-online!
  4. thanks to everyone who came friday. sorry i wasn't ready at all when you showed up ernest, lol.
  5. like i said, i was giving you the benefit of the doubt. other people read into statements like that and start to draw wild conclusions, which is why i thought it necessary to clear the air on that.
  6. i know this isn't explicitly what you're saying, but comments like these imply that arcsys didn't make money off of guilty gear and that there aren't many guilty gear players in japan; both of which are false. you don't make arcade games for six years without making a profit, and that's that. there were less people playing gg even in it's heyday than there are people playing bb today, sure, but you also have to take into account that everything was different back then. the naomi was still being supported by sega, so they had a very cheap, versatile platform to work with. there weren't any nickel and diming online distribution systems, nor any $10k midrange pc's from 2007. the cost of producing an arcade game, and likewise the cost of purchasing one, was much lower on the naomi than it is on most modern arcade platforms. if it weren't for the naomi being as cheap to develop for as it was, i doubt there would have been any arcade guilty gears at all. i can't comment on the age of guilty gear players, but there's still a lot of them over there, regardless. it's been on the arcadia top 10 for four years and counting, which i don't think you can say for any other game, even third strike.
  7. random guys on the internet know more about competitive gaming and 2D graphics, for starters. anyways, dude, i don't know what left there is to say at this point. you clearly have some artistic ability, but i think you're underestimating just how difficult it is to do 2D correctly. i could be wrong, but that's what all signs are pointing to. if you don't feel the work you've posted is representative of your abilities, then you shouldn't have posted it in the first place.
  8. it's two things: the fact that 480p has never been recognized as hd in the us (and most other countries, as well) and the fact that high res monitors have been around way longer than anything classified as being hd. for reference, 15khz horizontal refresh is low res (240p in layman's terms), 24khz is mid res (496x384), and 31khz is high res (effectively 480p, the native resolution of naomi games including guilty gear).
  9. it's okay, i care about you guys. and norcal blows. i wanna go back to austin.
  10. bumpin this shit so people know we're gonna be playing resentful cogwheel: speech impediment center at my place tomorrow and saturday
  11. actually, the two are very closely related within the context of arcade monitors, since horizontal refresh rate and resolution go hand-in-hand. but, that's just getting to the point of nitpicking, isn't it? :P
  12. a full screen rendered at 480p is not considered high def. likewise, images (read: sprites) rendered at 480p are not considered high def, either. go check wackypedia if you don't believe me. this is also the main reason kof13 can be played in 4:3.
  13. you brought them up first...? everyone that works there is a clown; you really expect even an interview of theirs to go well? besides, that's from back when blazblue ct and kof12 were still in development, so maybe they had changed their methods since (or arcsys didn't really know what was going on over there, which is more likely). that link on snkp's website was made after the game was released. even if they did their shading in 3D, it's funny that he'd say that the 3D models were "only an outline" for bb's sprites, seeing as they TRACED OVER THEM, lol. this is correct. they're rendered at ~480p, which makes them high res, not high def.
  14. oh hey, my house will be free on saturday, after all. so you people from far away can spend the night on friday if needed. so niggas don't get lost on the way to a pho place not even a mile away...
  15. the whole house is gonna be free. so if you were here back in august or so (when digital watches was here), that's what it's gonna be like. four or so setups in the kitchen, one in the living room, one in my room.
  16. oh, and to anyone tripping out over radiation: http://e-trees.net/park18.wakwak.com/weather/uploaddata/radiation.jpg that's a graph that updates every ten minutes, which measures the radiation levels in tokyo. that spike was yesterday, and it hasn't even come close since. as long as there's no major increase between now and when the reactors are under control, there won't be much to worry about.
  17. ^ lol anyways: friday, my place, ALL FUCKIN DAY. if you need my address just pm me. if we've never met, that's cool too; just try not to be a huge homoe.
  18. his eyebrows look like they protrude farther than his hair, his right hand looks like an egg and the upscaling looks horrendous, as if someone spooged all over his jacket. the truest representation of a sprite is not upscaled, lol. who was complaining exactly? blazblue and kof13 both look great and have their own unique aesthetic. if anything, the ugliest thing about blazblue is the stale ass 3D backgrounds. "your" sprite, lol. because you were the one who made the 3D model, traced over and rendered it. are you serious? did you entirely ignore the link posted earlier in this thread?
  19. the remy sprite is about the closest thing you've made to aesthetically pleasing, but even it has glaring flaws. what exactly are you trying to achieve with this "style"? most of the sprites you've made just look like upscaled sprites that were left out in the rain. have you thought at all about how these things will look on an actual display? i can see you have some artistic talent, but you're seriously not set out for sprites yet if this is all you're capable of. the fact that you think making sprites is easy tells me enough, really.
  20. i realize you're just using those bb sprites to test your engine, but i really hope that's nowhere near what you'd be making for your actual game. that upscale filter is making me want to puke. really now? because even arcsys, those people who were badmouthing snkp, resorted to rotoscoping 3D models for the sprites in blazblue. this is in contrast to kof 12 and 13's fully hand drawn sprites, which took months to make (and animate much more fluidly, might i add). once you've done a little more than throw an upscale filter over some sprites and edit their faces in photoshop, i think you'll see just how hard 2D is. that being said, i hope you continue your work; especially if that remy sprite is indicative of what's to come.
  21. sssh, don't tell them that, otherwise they'll start to realize that xf isn't a comeback mechanic.
  22. that's not my argument, at all. my argument is simply that bursts are a comeback mechanic. this is on the basis of bursts being a universal option (read: everyone has one) that favors the disadvantaged player (read: the guy getting hit/blocking). are bursts a win button? no, but most comeback mechanics aren't. i believe the ridiculousness of the games released in recent years has tarnished the reputation of an otherwise desirable mechanic that can serve to make games more interesting. if you compare ultras in sfiv to rage mode in samsho 5sp, you'll find that although the latter gives you more options (including a burst ), they are much harder to utilize correctly. i guess it should also be noted that the definition of disadvantage varies depending on the game in question. luckily, games with comeback mechanics define it for us. in the case of marvel 3, xf gets more powerful the less characters you have. in the case of anime games, you can use a defensive burst when you're getting hit/blocking. in the case of ultras/rage/whatever, you gain meter for getting hit. the list goes on, but this hopefully clears up any confusion.
  23. i'm glad we see eye to eye on things. in this sense, yes, you are correct. but imagine if the game didn't have bursts at all; getting hit would be that much worse, since you would never have a way out (short of the other guy dropping his combo). this is what i mean by gaining an advantage; you have a very valuable (albeit expensive) option at your disposal that you wouldn't normally have (in this case, a defensive burst). no argument here, xf is ridiculous and needs to be fixed or removed. i don't know, maybe i'm not being clear enough. if the definition i proposed doesn't make sense to you, could you please elaborate as to why?
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