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Beast's Fury, 2D fighter on Kickstarter (Trigger Warning: Furries)

I know people harp on anime for being creepy and borderline if not full blown at times pedo... but this kind of art and art style is vastly more disturbing. Shark looks cool but... uh... no
 
Pfft, haters gonna hate.

I know one of the guys who worked on this (and actually saw him work on it) and he's a good artist.

This is my first time seeing the other characters, and I'd help it out if I could, and I'm not a big fan of fighters.
 
That shark has to be the coolest one out of all of them. It's nice that they put up a gameplay video and set clear stretch goals. But I'm worried about how they will budget the game. As it said a few posts up they undercut the animation. So I'll watch this from the side lines to see how this pans out.
 
Judging from the rest of this thread the trigger warning completely failed to stop people from triggering themselves. :P

Nah, it's just that furries are an easy and free target to lash out at.

However i bet most here loved some Disney cartoons featuring antropomorphic animals.
 
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This looks something taken out of a obscure cartoon from the 80's
 
This has to be classed a vaporware surely

"Digital Copy of Beast's Fury Full Game PC, MAC, LINUX when released (18 characters and stages ) +"

Its been in development for 13 months+ and they have barely done 1 character
 
The fact that the Shark Man's finisher has quite a lot of unique animation frames for the opposing character should tip you off the most. You'd have to go back and edit that sequence for every single character. I bet anyone on the Skullgirls art team would tell you that that's a bad idea.

Yeah they're not going to even come close to their vision with the amount budgeted. There's Demitri's Midnight Bliss, and there's this self-indulgent exercise in lousy priorities.
 
This seems relevant



Did they even deliver a playable demo? I'm not filled with confidence that their ability to estimate costs, let alone come in under budget is any better than it was a year ago when their first got funded.

Man these people don't deserve a dime.

And they clearly don't know what the hell they are doing. Why in fuck's name are they doing the animations at 30fps? That's fucking stupid. Most full length animated movies don't animate at 24fps.
 
That alligator dude at the end looks fantastic!

Straight up from Black Sad:

http://therealscratchpad.files.wordpress.com/2010/08/blacksad2.jpg[IMG]

Too bad about the silly "Furry" stigma.[/QUOTE]

This is an interesting contrast. Are people still weirded out by this comic? I wonder how much of the reaction is due to the concept of anthropomorphic animals itself, or is it this particular cartoon/anime style.

The stigma is real. It's not just "this niche game isn't for me so I'll pass it by" - there's actually negative peer pressure so people would be made fun of for liking it. It's a popular thing to for people openly dislike.

If a Bloody Roar sequel was announced, would this many posts be about how it was a furry game and therefore people aren't interested? Where else on GAF can you come into an OT and say you don't like the genre and therefore have no interest? Try that on other threads and you might catch a ban for derailing.

Shiness is a really interesting game with a constructed language which was barely talked about for this reason.

I just happen to have a matching avatar, not anything significant there. This whole thing is just catching my attention because it seems to be a really big mistake for indies to make games with this subject matter.

Re: this game specifically - no sale for me, bad project history. Don't throw good money after bad.
 
Between a game like this and a game like Demon Gaze, I still don't know which is worse. No, actually I do know, but whatever.

Oh well, at least the animation looks fluid. That Shark looks great, too.
 
You know, if they end up doing a 2d fighter with animal transformations like Bloody Roar and make the animals more ferocious and wild (the shark looks awesome), they might have better success
 
Man these people don't deserve a dime.

And they clearly don't know what the hell they are doing. Why in fuck's name are they doing the animations at 30fps? That's fucking stupid. Most full length animated movies don't animate at 24fps.

Some more info from the lead animator:

beastsfury@Skullheart said:
Hey everyone, Ben Halstead here, the Lead Animator for Beast's Fury. I'd like to address your questions regarding our animation. (this is a long post - sorry!)

Regarding Vincent's animation retiming, our situation is this: We originally animated him at 24 frames per second. This is because most of my prior 2D animation experience was cinematic-style animation, and 24 fps is a common standard for such animation in the US. The frame data for all of our characters assumes a 60 fps functional frame rate. So, we later realized that it would be more convenient to animate at 30 fps, and then double the exposures for the animation in order to play it at 60 fps at perfect accuracy, rather than trying to force a 24 fps animation into 60 fps, which as some of you have noted, involves extending some exposures more than others. In addition, since the frame data assumes 60 fps, there are times when a move might have (for example) 3 startup frames at 60 fps. So, some further tweaking is required to match the animation (which has an even number of frames per exposure/hold because it was doubled from 30 fps) to the occasional odd-numbered frame number in the frame data. All of this is not that big of a deal for a 30 fps sprite animation, but it's a bit more of a hassle for Vincent, because 1) we're forcing his 24 fps animation to play at 60 fps, 2) we're figuring out where it would be better to round down rather than up with his exposures in order to match odd-numbered frame data, and 3) to top it all off, some of his earliest animation was made even before the IndieGoGo, and in fact even before we had ANY frame data at all or had the slightest clue of what we were doing, so we actually have to go back and add new frames of animation to some of his moves, or subtract old ones, to make it match the frame data.

Having said that, I want to clarify that all of this retiming for Vincent (which is currently almost done) has actually been happening pretty recently. I'll try to describe what happened to the IndieGoGo funds from the animation team's perspective. First of all, as we've mentioned, we severely underestimated our costs. Of the 21 grand we received, the animation team received a certain fraction of that, and that was doled out to (first of all) cover the costs of animating the roughs for Vincent and Don. As we worked, new moves were slowly added to the roster until the workload had nearly doubled, which also added to expenses. Then, when the roughs were finished, we set the team to work on inking, and soon learned firsthand why projects tend to contract out their cleanup animation. This process turned out to be the most lengthy and expensive part of our pipeline by a wide margin, and our remaining funds were spent on the first half of Vincent's inks. While a few dedicated artists cranked out those inks and a chunk of the inks for Don, my fiancee and I personally inked the last third to half of Vincent's animations without little or no additional pay, and recently finished. This is because I made a promise to my team and to all of our fans to finish this work for the budget we initially declared in the IndieGoGo, and I personally intend to continue until the demo is either completed or cancelled. That said, Ryhan has continued to support our team out of his own pocket whenever possible, to help us through the past few months, and a successful Kickstarter would allow me to work full time and hire a team again.

Regarding Don's fancy finisher animation: The animator who did that, as well as the entirety of Don's rough animation, is an old friend and colleague of mine. Knowing what he's capable of, I wanted to give him some creative freedom with the cinematic finisher. I admit that what he gave us was above and beyond our expectations, but not to the extent that we don't plan to use it in the game, and since his payment was agreed upon in advance, we paid no extra cost for the quality of that cinematic. We're all very proud of his work and plan to bring him back for more if this funding is successful. Although, he didn't design Don; to those who are wondering about the character designs, all of our characters so far were designed by the same Character Designer.

Many have noticed that Vincent's idle stance, and perhaps a couple of his other animations could use some work. I agree, because these were the very first animations made for this project, and we've come a long way since then (I first started on this about a year and a half ago, well before the previous IndieGoGo campaign). But while we would love to go back and rework these, we do have higher priorities for the immediate future, such as completing the rest of Vincent and Don. But rest assured they are targeted on our radar.

Regarding why we would animate at 30 fps: To clarify, we are not animating everything on 1's at 30 fps, or on 2's at 60 fps (as much as I wish we were all superhuman). We are generally animating on 2's, 3's, and 4's at 30 fps (it varies based on what looks good - the animators have some room for creative expression within the frame data), and then as I said above, multiplying the exposures x 2 to bring it in line with the 60 fps frame data. In fact, the number of frames in our animation has been around 1,000 - 1,300 per character so far, which is in line with many big-name fighters, and slightly less than Skullgirls.

In a nutshell, our work since the IndieGoGo has been a learning process for all of us on the Beast's Fury team, but as a result we are much more educated and organized with our project. At least regarding the animation team, the pricing we are asking for in the Kickstarter is based directly on the measured performances and costs of our team members as they worked on Vincent and Don. I will not go into too many specifics since our employment details are confidential. But the inking is the most difficult / expensive part, followed by the roughs, and then the flat colors, shading, and highlights are all somewhat quick to do by comparison, thanks to the digital software we're using. I don't really know how to break it down any further than that.

We remain a passionate and devoted team and I hope you will consider supporting us. Please let me know if you have any more questions. Thanks!
 
This is an interesting contrast. Are people still weirded out by this comic? I wonder how much of the reaction is due to the concept of anthropomorphic animals itself, or is it this particular cartoon/anime style.
It's the latter. You won't find [many] people complaining that something like Overgrowth or this comic looks like "creepy furry stuff".
The stigma applies to this specific style... And quite frankly I think it's mostly deserved.
 
It's the latter. You won't find [many] people complaining that something like Overgrowth or this comic looks like "creepy furry stuff".
The stigma applies to this specific style... And quite frankly I think it's mostly deserved.

Ah, interesting. I bet Shiness came too close to that style and kicked off that association for people.
 
The game would be better it was all water beasts. Keep that shark and croc, maybe add a Killer Whale, a Dolphin, An octopus dude, a turtle tank, a frog man, a swordfish due.

Say no to furry furries.
 
Always open for more hand drawn fighters .... specialy now that guilty gear has left us ='(

Also .... if they only reach the primary goal the game will have only 2 characters ?
Wtf O.o
 
I don't know what this means.

Black Sad uses the animals as symbolism for their attitudes as well as developing stories about races and cultures while using actual animal "races".

e.g. : the weasel is actually a devious character, Polar Bears and other "white" animals reject "other coloured" animals, etc...

I'm not saying it's particularly ground breaking, it's just that the story supports the use of anthropomorphic characters way more than regular furry stuff.
 
I wanna get hype for the shark and Benny, but I just can't considering it looks like they already took a decent deal of money and botched it pretty hard so they barely have anything to show for it. And they lost some members? Nope, sorry Max.
 
I know people harp on anime for being creepy and borderline if not full blown at times pedo... but this kind of art and art style is vastly more disturbing. Shark looks cool but... uh... no

You're more disturbed by this than something you'd describe as full blown pedo? Yeesh.
 
All the anti-furry salt in this thread is hilarious. Time to play 'who can pretend to be the most mentally shook by some cartoon animals with boobs' Oh the humanity.
 
Bird lady freaks me out.

Edits: Bird tits makes no sense, but then again neither does a humanoid shark that doesn't need to be in water to breath.
 
Blacksad uses animals for character and plot development, though.

This seems like pure furry.
Not sure what you mean.

Black Sad does indeed use animals' features to define character, but so does this game, with at least some of its characters, even if not nearly as good.

It's the latter. You won't find [many] people complaining that something like Overgrowth or this comic looks like "creepy furry stuff".
The stigma applies to this specific style... And quite frankly I think it's mostly deserved.
I don't think willful ignorance is ever jusifiable.
Some use this style to make porn comics and whatnot (which is entirely their business, btw) and people find that creepy for obvious reasons, but this doesn't really warrant the witch hunt on anything resembling the style.

And all those "nope" on page one, clearly don't point simply to a disliked artstyle.
People associate that style with other stuff they've seen or heard of, even though this game has not much to do with it.

Personally i find the design of some of the characters really bland, and i don't care much for the general style, but i won't act like the game is pushing some sort of furry propaganda or hold it responsible for what other depictions with similar artstyle may have done.

Bottomline, not liking the style is fine, implying that every product with this artstyle is underlined by the same themes, is stupid.
 
It's the latter. You won't find [many] people complaining that something like Overgrowth or this comic looks like "creepy furry stuff".
The stigma applies to this specific style... And quite frankly I think it's mostly deserved.

Didn't the Overgrowth thread get shitted up for a few pages a few months ago with exactly that kind of reaction?
 
I don't think willful ignorance is ever jusifiable.
Some use this style to make porn comics and whatnot (which is entirely their business, btw) and people find that creepy for obvious reasons, but this doesn't really warrant the witch hunt on anything resembling the style.
Honestly I simply don't care.
I find that art style genuinely terrible and laughably unimaginative, even if detached from the sexual stigma (which is becoming harder and harder to do) so I'm very glad it's broadly frowned upon in these days.
The less I will see it, the more happy I will be about it in the future.
 
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