Now all they need to do is make Battle Fantasia 2 (and make the gameplay a little less rigid)
Some of them were. Like, the basic principle of the outlines has been around for a long time, but on the other hand the things that really bring them to life, the variable width and z-offset, are pretty much unheard of. But one big difference with other cel-shaded games which drove a lot of their decisions, is they were specifically going for looking as 2D as possible. Something like the Naruto games is still designed with a 3D game in mind, so it has to look good at all angles, while many Xrd tricks are dependent on strict camera control. The local character lighting alone would be a lot less convincing with a free 3D camera, and some other things they don't talk about like how characters don't intersect even when the occupy the same spot would be a lot harder.
Now all they need to do is make Battle Fantasia 2 (and make the gameplay a little less rigid)
Cant wait for an action adventure game to use this tech
Well, there's a second thing, which is that a solution like Xrd can really only be reached by having 2D and 3D artists plus at least a technical artist or a graphics programmer versed in the artistic side. For example, for a 3D artist the notion of z-offset won't even be a thing, since that's a transformation pipeline-specific thing that's not exposed in his modeling software. Or more specifically, cutting down the 3D frame rate is the first thing a 3D animator would suggest but the actual result will feel floaty and weird, because you also need to specifically change the timing and poses of your anims so they behave like a 2D anim would (which actually means you don't need lower framerate but step animation, ie variable framerate to put it simply. Disney animation isn't 24fps, it's a combination of dividers of 24fps).It just always seems weird to me how little game artist try to fuse the best aspects of 2D and 3D, I guess you could say. While in class for 3D animation, people would speak about how 3D animation was just too smooth and looked odd alongside 2D, because of it's high frame rate. Always made me wonder why so many animations didn't just cut down the 3D animation frame rate and tween'd animations, in order to directly replicate the object being made with traditional tools.
It isn't a prototype in the game prototype sense, it's a movie they made as a proof of concept. Anyway, I translated bits of the article on polycount, for those who might be interested in technical matters: http://www.polycount.com/forum/showthread.php?p=2099538#post2099538
Dan, is that you?
http://www.polycount.com/forum/showthread.php?p=2099538#post2099538 said:It doesn't use MSAA but FXAA for anti-aliasing.
Well, there's a second thing, which is that a solution like Xrd can really only be reached by having 2D and 3D artists plus at least a technical artist or a graphics programmer versed in the artistic side. For example, for a 3D artist the notion of z-offset won't even be a thing, since that's a transformation pipeline-specific thing that's not exposed in his modeling software. Or more specifically, cutting down the 3D frame rate is the first thing a 3D animator would suggest but the actual result will feel floaty and weird, because you also need to specifically change the timing and poses of your anims so they behave like a 2D anim would (which actually means you don't need lower framerate but step animation, ie variable framerate to put it simply. Disney animation isn't 24fps, it's a combination of dividers of 24fps).
All those things are things your team will only realize once they set up an experienced interdisciplinary team of 2D, 3D and programming. Which isn't all that common.
It's not completely ridiculous but I do think they are often different skillsets. But for the earlier years there's another factor, which is that a good chunk of the tech wasn't feasible. The whole fancy shadowing model thing just wasn't an option on fixed function hardware or earlier shaders, and variable outline width control requires high polygon counts (and modeling software that can run realtime shaders otherwise authoring is gonna be a pain in the neck). In the dreamcast era, which already was post-transition, Jet Set Radio really was the pinnacle of that kind of rendering, and while it does look awesome for its time it's no Xrd.I guess I'd I'd have liked to think there would have been a lot of cross-over between such skills during the earlier years of 2D~3D graphic transitions. I guess assuming each artist can shift between 2D and 3D spec. animation is as ridiculous as assuming every pixel artist can do 3D art, and vice-versa.
Kiss ltd is teasing some Guilty Gear news on Facebook, so hope this means they got a hold of Ark sys
Backgrounds are not fake. It's all 3D yo.
Now if it had some higher res textures/better texture filtering, it would be indistinguishable from anime (you can see extreme blurring on the ground).
Xx Reloaded on steam!Kiss ltd is teasing some Guilty Gear news on Facebook, so hope this means they got a hold of Ark sys
Seeing the normal badguy and pachinko badguy reminds me of this
Now that sounds really awesome.Nice seeing a developer,other than CC2, putting in some real work in new stylized graphics.For the arcade version ease of play was the priority so they went with a purely 2D view during fights, but they may include full 3D camera modes in home versions.
They've acquired a lot of stylized rendering know-how on this project, and note that to further extend these 3D techniques it is absolutely necessary to analyse what makes 2D anime work. They think in the future these techniques can and will be applied to other games and genres with even more surprising results.
Thanks.And the translation: http://www.polycount.com/forum/showpost.php?p=2107579&postcount=241
After Hard Corps and Persona 4a(and to a lesser extent, BB), I though ASW didn't give a fuck about readability. Good to see they do now.Most of those effects are simple and don't have outlines, they don't cast light on surrounding objects so as to keep the fight clear and readable.
Better assume "readable in the context of an arcsys game", to be honest.After Hard Corps and Persona 4a(and to a lesser extent, BB), I though ASW didn't give a fuck about readability. Good to see they do now.
The release date has been leaked.
Mark your calendars for.
DECEMBER 4TH 2014
On both PS3 and PS4 in Japan.
source: http://blog.livedoor.jp/od3/archives/52080141.html
This tech is the future of 2d fighters.
The release date has been leaked.
Mark your calendars for.
DECEMBER 4TH 2014
On both PS3 and PS4 in Japan.
source: http://blog.livedoor.jp/od3/archives/52080141.html
LmaoRare screenshot of Axel being a death star
Backgrounds are not fake. It's all 3D yo.
Now if it had some higher res textures/better texture filtering, it would be indistinguishable from anime (you can see extreme blurring on the ground).
Wait aren't we getting it in the Fall though?The release date has been leaked.
Mark your calendars for.
DECEMBER 4TH 2014
On both PS3 and PS4 in Japan.
source: http://blog.livedoor.jp/od3/archives/52080141.html
I still cannot believe that they brought back Shorts Low.