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Some fresh CUPHEAD shots

The artstyle reminds me of this:

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I'm in.
 
Animation is awesome, the music not so much. It feels like the composer was trying to do something jazzy without having the chops to pull it off. And it certainly doesn't sound like 1930ies jazz or a cartoon soundtrack from that era. Then again, that won't be easy. The people writing cartoon soundtracks back then were incredibly talented. Best thing to do is sample lots and lots of music from that era (almost all of it is non copyrighted) and get creative.

The music you hear is rough MIDI tracks, it is still going through iterations all the time. We are VERY picky about the music being just right. It's a very delicate balance as we need the music to fit the gameplay perfectly and somehow fit the era too. Indie Dev problems!
 
Stalling wasn't really around during Fleischer's golden age. That said, it's going to take some serious skill to top what the artist's done here.

Game looks very appealing, especially because the developers are going for a boss-rush experience. Have you played Alien Soldier, Chad? If this is gonna be like that game, you're doing everything right. I just hope this world map's cool too.

We have definitely played Alien Soldier and it has some influence on Cuphead but the core game feel will still be closer to Contra III/Gunstar Heroes. We are tweaking small gameplay details like mad all the time!
 
You guys are creating the game of many of our childhood dreams. Keep up the excellent work. You know you have our support!
 
New teaser!

I like what I see, looks (and sounds) like an improvement from the original trailer already!

http://m.youtube.com/watch?v=3CPrEI-tq7g&feature=c4-feed-bul

Edit: just want to add that the more complex scene with the ship and all the added motion in the background (barrel and waves) really enhances the game's look and feel!

All the little touches like the eyes on the ship, the barrel's eyes moving while it swings and the splashes of water in the ocean really add up beautifully!

I hope we can expect this level of detail everywhere in the finished game. Keep up the great work guys!
 
It's like you saw the South Park game.. and realised that old 30's cartoons needed the same exact replication into game form and clicked your fingers to make it happen. It is incredible.

EDIT: Is this on Greenlight? It seems like something that would pass the day it was posted!
 
...it's the best part of it.
it looks fine when everyone is standing still and running through their looping animations, but once characters start moving it has a very flash animation feel...could be improved as im sure the game is still a ways off and transition animation havent been put in....but you gotta be picky once you copy a style that is known for elaborate hand drawn animation
 
it looks fine when everyone is standing still and running through their looping animations, but once characters start moving it has a very flash animation feel...could be improved as im sure the game is still a ways off and transition animation havent been put in....but you gotta be picky once you copy a style that is known for elaborate hand drawn animation

It all looks like frame-by-frame animation to me. So nothing like the usual bone animation in flash games...
 
It all looks like frame-by-frame animation to me. So nothing like the usual bone animation in flash games...

I just meant the moving around the screen....its hard to describe and I wsh I had a better word for it, but it looks like very nicely animated gifs being pushed around a screen...again...could just be an early look think...dont want to step on any toes, because I do like the look and inspiration for the game
 
I just meant the moving around the screen....its hard to describe and I wsh I had a better word for it, but it looks like very nicely animated gifs being pushed around a screen...again...could just be an early look think...dont want to step on any toes, because I do like the look and inspiration for the game

I know what you mean. The way the character moves through the air and slips around rather than feeling like a part of the world. It is pretty hard to describe.
 
Hey everyone - all the interlacing you are seeing in that GIF is just a problem with the GIF itself - it is not in the game! We aren't that crazy :)

The gameplay teasers look much better. http://www.youtube.com/watch?v=3CPrEI-tq7g I get a huge Disney vibe from that one, awesome!

We have definitely played Alien Soldier and it has some influence on Cuphead but the core game feel will still be closer to Contra III/Gunstar Heroes. We are tweaking small gameplay details like mad all the time!

I think this genre is under represented, especially given the art and music style looks very interesting. What is the protagonist shooting btw, coffee balls? lol.
 
I just meant the moving around the screen....its hard to describe and I wsh I had a better word for it, but it looks like very nicely animated gifs being pushed around a screen...again...could just be an early look think...dont want to step on any toes, because I do like the look and inspiration for the game

Yeah well some degree of floatiness is bound to happen, it's an interactive game and not a closed animation after all.
 
I know what you mean. The way the character moves through the air and slips around rather than feeling like a part of the world. It is pretty hard to describe.
Yeah exactly...but again that is being supe picky...really hop there is a black and white filter as well

Yeah well some degree of floatiness is bound to happen, it's an interactive game and not a closed animation after all.

Yep, not disagreeing, and honestly I have no idea how one would fix it because if you are following the style of the time which had primarily static backgrounds then you cant have too much interaction between the characters and background....I mean it was paintings on glass overlaying painted backgrounds....dunno Im sure there is a way to do work around it but im not a dev and it may not be worth the time figuring it out
 
Cheers! We have been using XNA up to this point, but we might switch everything over to Unity to save ourselves a lot of headache.

I'd recommend moving away XNA when you are able. While I love XNA for doing large 2D stuff, it's just a difficult platform to support post-launch. Game looks lovely, BTW. Very curious if memory management on assets that large are an issue.
 
New teaser!
When you say new teaser, you mean new on the 20th December? This was posted a while back in another thread.
Does look really nice though, great artstyle choice, although agree with others, the interlacing may need making a little more subtle. Other than that, looks ace :)
 
Hey everyone - all the interlacing you are seeing in that GIF is just a problem with the GIF itself - it is not in the game! We aren't that crazy :)
What are the chances for including different visual filters? Really liking the art style and animation, but not fond whatsoever of the chromatic abberation to be perfectly honest with you. I would be very appreciative if this was an optional visual effect (no qualms with the CRT scanlines), and if it could be replaced it with something else that's suitably old-fashioned (like black & white or dirty film grain) if at all possible.
 
Want badly. Not one for PC games but if this is the case so be it. Only other game attempting that art style was KHII in the Steamboat Willy world. There is no comparison here since we're talking 2D vs 3D but just visual representation alone makes it look promising. And if the jazz soundtrack is there throughout the game?

ZpRoaPx.gif
 
This has crossed the boundary to where it doesn't even look like a video game anymore. It looks like you're playing a cartoon. Like, it seems to have gotten rid of 100% of the "video game" look. I can name games that have gotten close but nothing that's really crossed that boundary.
 
I just meant the moving around the screen....its hard to describe and I wsh I had a better word for it, but it looks like very nicely animated gifs being pushed around a screen...again...could just be an early look think...dont want to step on any toes, because I do like the look and inspiration for the game

I'll try to answer your thoughts/concerns below:

1) The first thing that we cannot get away from is this fact: The animation runs at ~25FPS, but the sprites have to move at 60FPS to ensure the gameplay is perfect. The YouTube framerates are low (in-game looks much better) - but this may be one part of what you are noticing.

2) It's a delicate balance to perfect the transitions and not interfere the gameplay. We approach everything like this: the game must feel perfect, and then we go back and fit in any extra animation transitions that work. But if the transition harms the gameplay, we remove it. If we were making a game like 'Out of This World', it would be much easier to have perfect animation on everything. Think of it this way, Street Fighter III has some of the most amazing animation in a game, but even they only have one quick frame of turnaround animation.

3) We still have a lot of animation to add. Turnaround frames and effects need to be completed and they will add the 'extra bit of love' to the look. We will push on until our fingers fall off!
 
This has crossed the boundary to where it doesn't even look like a video game anymore. It looks like you're playing a cartoon. Like, it seems to have gotten rid of 100% of the "video game" look. I can name games that have gotten close but nothing that's really crossed that boundary.

Awesome! Thanks :)

It's funny, when we show the game off to friends who don't really play games, they say "Hey, this looks really cool...and it seems you guys put a lot of work into it...but what does the actual game look like?" Then we tell them, "This is the game!" and they say almost the same thing as you, "This doesn't look like a video game!".

For us, that's the perfect feedback on the visuals.
 
This looks absolutely stunning! I can almost swear I'd buy it literally for as many platforms you guys guys decide to release it.
 
This looks really amazing- I can't believe this is the first I've heard of it. I'm really happy that the devs have taken an "animation serves gameplay first" approach and not the other way around.
 
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