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/v/ Video Games

Warning: All the content of this page originally come from 4chan.org. This is only a partial archive made to avoid destruction. Some posts and images may be missing. All the messages below have been posted by anonymous users and we do not guarantee any truth of what they said.
For any illegal content, please contact me so that I can immediatly destroy it!

Anonymous 2013-02-26 06:56:28 No.178220081

[Missing image file: I hope you step on evil incarnate.jpg]

http://www.indiegogo.com/projects/333003/
>$124,597

This is unacceptable. Especially for a fighting game character that should only require 50,000 dollars to make.

I hate how people still fall for scams.


>>
Anonymous 2013-02-26 06:57:49 No.178220187
Fighting games themselves are scams. Why would 50k be any less outrageous for one character?

>>
Anonymous 2013-02-26 06:57:59 No.178220207

[Missing image file: 1350018791014.jpg]
>I hate how people still fall for scams.

You mean like buying this shit game?

>>
Anonymous 2013-02-26 06:58:21 No.178220242
I was waiting to see how long it would take for /v/ to notice this.

Really shows the how full of integrity the shit-girls developers are.

>>
Anonymous 2013-02-26 06:58:51 No.178220287
>>178220187
Because it is not 150,000$.

>>
Anonymous 2013-02-26 06:59:30 No.178220340
>>178220287
No shit but it's still about 45,000 dollars too much.

>>
Anonymous 2013-02-26 07:00:17 No.178220417

[Missing image file: 1356944189892.png]
>>178220081
>that image

I actually cringed

>>
Anonymous 2013-02-26 07:01:09 No.178220496
>funding a DLC

This is a new low. Maybe they should've done a good game and ported it everywhere first like they promised.

>>
Anonymous 2013-02-26 07:02:13 No.178220603
>Needs 150,000 dollars just for a single character

Holy shit, incompetent devs right there.

I will be a happy man when they finally bites the dust. Incompetence should never be a part of video game development.

>>
Anonymous 2013-02-26 07:02:58 No.178220680
all things aside
the animation is my fetish

>>
Anonymous 2013-02-26 07:03:27 No.178220720
It took them 12 hours to surpass Anita, and they're going to show her up by actually releasing what was promised using complex logic, math, and programming (tools of the patriarchy). Help Skullgirls fight radical feminism. They also did more to help women by raising almost $80,000 for breast cancer research like it was nothing.

>>
Anonymous 2013-02-26 07:03:48 No.178220756
>lego=pain
>tack=pain
>lego+tack= death

>>
Anonymous 2013-02-26 07:03:53 No.178220763
>watch video
>they explain how the character will be free for everyone once it's funded
>they speak as if everyone will have the character forever
>on screen text says "FOR A LIMITED TIME" everytime they mention it
What a bunch of fucking jews

>>
Anonymous 2013-02-26 07:04:58 No.178220869
>>178220763
It is a limited time, you have a limited time to download the character which you in turn get to keep forever.

>>
Anonymous 2013-02-26 07:05:08 No.178220883
>>178220603
>Holy shit, incompetent devs right there.
>I will be a happy man when they finally bites the dust.

>incompetent
>I will be a happy man when they finally bites

>incompetent
>when they finally bites

>incompetent
>they ... bites

>incompetent
>s

>>
Anonymous 2013-02-26 07:06:06 No.178220974
>>178220763
they mean that the character will be free to download for a limited time. As in, after a certain point, you can no longer download the character for free, not that you will lose usage of the character.

>>
Anonymous 2013-02-26 07:06:32 No.178221008
Shitgirls fanbase confirmed for worse than Biodrones.

Why are we not making unflattering OC of them?

>>
Anonymous 2013-02-26 07:06:45 No.178221028
>$150,000 goal

Most of that's probably for XBLA certification.

Consoles are cancer, etc, etc.

>>
Anonymous 2013-02-26 07:07:11 No.178221063
>>178220603
>bites
CONFIRMED FOR GOLLUM, GO TO BED STINKER

>>
Anonymous 2013-02-26 07:07:25 No.178221083
K.

>>
Anonymous 2013-02-26 07:08:02 No.178221141
I contributed because I like the game and I want to see it developed further, because it was unfair that they got laid off because their parent company got sued to dick.

Also, no-one in this thread actually knows how much money it takes to produce content for a game.

>>
Anonymous 2013-02-26 07:08:48 No.178221220
>>178221141
>Also, no-one in this thread actually knows how much money it takes to produce content for a game.
It certainly don't take 150,000 dollars to make a game, unless you're like Notch and you spend the money on vacations.

>>
Anonymous 2013-02-26 07:09:40 No.178221296
>>178221028
Then why don't other XBLA developers ask for handouts to make DLC? Oh that's right, because they make it back when they sell it; like these jews will be doing a week after it releases.

>>
Anonymous 2013-02-26 07:09:56 No.178221327
>>178221028
they have a break down of all the costs if you scroll down.

>>
Anonymous 2013-02-26 07:10:21 No.178221363
>>178220417

I've stepped on many a lego in my time. Once I stepped on my cousins ear ring and it pierced my foot. The sensation was indistinguishable from stepping on a lego. I actually thought it was one.

>>
Anonymous 2013-02-26 07:10:37 No.178221393
>>178221220
>It certainly don't take 150,000 dollars to make a game,
I hope you mean character

>>
Anonymous 2013-02-26 07:11:08 No.178221459
>>178221141
>Also, no-one in this thread actually knows how much money it takes to produce content for a game.

You're one to speak. You think 5 minutes worth of flash animation and one character's hitbox placement is worth 150,000$.

>>
Anonymous 2013-02-26 07:11:11 No.178221465

[Missing image file: CostBreakdown.jpg]
>>178220081
>I don't understand the costs associated with running a company and making a game

>>
Anonymous 2013-02-26 07:11:47 No.178221515
>>178221465
fapfapfapfap

>>
Anonymous 2013-02-26 07:12:11 No.178221553
>>178221220

>What are salaries? What are licensing costs? What are software costs? What are outsourcing costs?

>>
Anonymous 2013-02-26 07:12:31 No.178221589
The devs are just a bunch of filthy jew rats.

I hope Hitler returns someday to gas jew devs like these.

>>
Anonymous 2013-02-26 07:12:32 No.178221592
https://twitter.com/sethkillian/status/306205958890209280
https://twitter.com/sethkillian/status/306206473443221504

>>
Anonymous 2013-02-26 07:13:01 No.178221630
>>178221465

That is bullshit and you know it.

>>
Anonymous 2013-02-26 07:13:02 No.178221635
>>178221459

You make it sound like a game only takes a computer, some pirated software and $40 for six months worth of lunch to make.

>>
Anonymous 2013-02-26 07:13:03 No.178221638
>>178221553
>Who cares?

They've got a publisher for this shit.

>>
Anonymous 2013-02-26 07:13:38 No.178221703
>>178221592
>Trusting a Capcom employee

>>
Anonymous 2013-02-26 07:13:40 No.178221709
>4000$ for voice acting
>5000$ for audio

WHO THE FUCK GETS PAID 4000$ FOR WHAT IS GOING TO TAKE ONE VOICE ACTING SESSION? WHO THE FUCK GETS PAID 5000$ FOR MAKING GRUNT NOISES AND PUNCH SOUNDS FOR ONE CHARACTER?

Goddamn, I got into the wrong field if they can charge this.

>>
Anonymous 2013-02-26 07:13:44 No.178221714
>>178221638
they got a publisher to make a port

not to make dlc

>>
Anonymous 2013-02-26 07:13:46 No.178221717
>>178221465
Skulldrones going full damage control, I see

>>
Anonymous 2013-02-26 07:13:52 No.178221725
>>178221638
Had.

>>
Anonymous 2013-02-26 07:14:34 No.178221787
>>178221465
2,000 dollars for HITBOXES? WHAT THE FUCK?

>>
Anonymous 2013-02-26 07:14:45 No.178221801
>>178220081
Wait, so idiots are paying this guy for crudely drawn lewd pictures of women?

I have some stick figures I could put up there. If I draw circles on either side they will look like tits.

>>
Anonymous 2013-02-26 07:14:59 No.178221826
it's not exactly difficult to bullshit some numbers for what the money is "necessary for" to convince a bunch of drones to hand you it.

>>
Anonymous 2013-02-26 07:15:01 No.178221830
>There are more people paying for DLC of this game than there are people actually playing it

>>
Anonymous 2013-02-26 07:15:04 No.178221837
>>178221465
>2000 for hit boxes
wat

>>
Anonymous 2013-02-26 07:15:06 No.178221841
>>178221465
And I was just about to post that image. I've done animation before. It's painstaking work. It's rewarding when it's done, but nailing the perfect keyframe can take an extremely long period of time. But this? If it's not a scam, then it's an unbelievably amateur, unprofessional team who doesn't understand how to make a reasonable quote.

>>
Anonymous 2013-02-26 07:15:32 No.178221876
>paying to support a dead game no one plays

You people really are retards.

>>
Anonymous 2013-02-26 07:15:36 No.178221881
>>178221635
>Dat strawman

They are asking thousands for flash animation and there's nothing you can do to change that.

>>
Anonymous 2013-02-26 07:15:43 No.178221892
>>178221465
>staff
>animation contracting

Then what are the staff doing?

>>
Anonymous 2013-02-26 07:15:58 No.178221912
The cost sonygger and microshit charge just to be able to patch her in will cost more than 50 grand, you retard

>>
Anonymous 2013-02-26 07:15:59 No.178221916
ITT: Anon has no idea what the cost of hiring multiple freelance artist to draw keyframes, hire inbetweeners, clean up, ink and color every single frame.

I don't agree with their ridiculous standard for animation. For an indie dev, they set the bar way too high and it ended up costing them valuable resources and having a nice large roster.

But I at least understand the cost unlike you morons who think they're doing the same amount of work as a sprite artist working with a 320x240 resolution.

>>
Anonymous 2013-02-26 07:16:34 No.178221965
>>178221714

So? It's not our problem they can't make a good pitch for publishers. This isn't even about making something drastic, this about a fucking character DLC and Skullgirls devs failed to sale it.

>>
Anonymous 2013-02-26 07:16:39 No.178221973
>>178221892
They're hard at work making fundraising ideas

>>
Anonymous 2013-02-26 07:16:47 No.178221989
>>178221892
Sitting in their offices smoking cigars (100 dollars: Cigars)

>>
Anonymous 2013-02-26 07:17:16 No.178222024
>>178221881
They are asking for thousands to have enough money to release the character and update for XBL, because M$ is jewish as all holy hell.

>>
Anonymous 2013-02-26 07:17:25 No.178222036
>>178221709

>20% cut for Agency
>20% cut for recording studio
>taxes

The performer will see maybe four or five hundred dollars.

>>
Anonymous 2013-02-26 07:17:26 No.178222039

[Missing image file: laughing anime girl that (...).jpg]
150,000$? Seriously? 150,000$ is way too much for a simple fighting game character.

It should be 20,000$, at most.

>>
Anonymous 2013-02-26 07:17:40 No.178222056
>>178221965
That's because they're doing stuff publishers dont want, only a niche audience does

>>
Anonymous 2013-02-26 07:17:52 No.178222067
>>178221916
>draw keyframes, hire inbetweeners, clean up, ink and color every single frame.

>Implying with digital animation the same person cannot do each of those for a frame

>>
Anonymous 2013-02-26 07:17:55 No.178222075
>>178221892
general programming. balancing the character.

and if it was 8 dudes doing all of the animation for the character she would take a couple years to make.

>>
Anonymous 2013-02-26 07:18:04 No.178222087
>>178221830

Because it's not on PC yet, and one of the rewards is the Steam key and beta.

>>
Anonymous 2013-02-26 07:18:06 No.178222094
>>178221459

As far as a single consumer is concerned, it's worth around 5 bucks. In order to make a pre-funded character DLC viable, 30,000 people would have to purchase the character DLC, which is a small fraction of the entire skullgirls userbase, which will be larger once it hits PC.

Considering the amount of playtesting, design, and animation effort that goes into making each character in Skullgirls, yes I'm pretty sure it's well worth 5$. The only difference here is that people are paying for it up front.

>>
Anonymous 2013-02-26 07:18:07 No.178222096
>>178220340

ROFL you think one character should cost 5 thousand dollars? You are kind of stupid, do you know that?

>>
Anonymous 2013-02-26 07:18:11 No.178222104
BUT YOU GET A FREE TF2 HAT WHEN YOU DONATE OVER $30

>>
Anonymous 2013-02-26 07:19:08 No.178222192
Think of it this way, in the US full- time minimum wage is enough for you to make ~$25k a year

They have a studio full of people, and I doubt they're being paid minimum wage.

>>
Anonymous 2013-02-26 07:19:11 No.178222194
>all this samefagging
cmon dude, you can calm down.

>>
Anonymous 2013-02-26 07:19:15 No.178222198
>>178221709

>implying it will be on voice acting session
>implying it's just grunt noises and punch sounds

You are pretty fucking dumb. Kill yourself.

>>
Anonymous 2013-02-26 07:19:15 No.178222201
>>178222024
Considering the game developers that have gotten updates to their XBLA games in the past; that stupid cost represents only a small portion of this.

>>
Anonymous 2013-02-26 07:19:34 No.178222229
>>178221638

Not anymore, their publisher got slapped by legal issues by using some shitty rap song without paying for permission for some shitty singstar knockoff or something.

>>
Anonymous 2013-02-26 07:19:45 No.178222246
>>178221465
I love how they have a slice for staff, then separate slices for everything that staff should be doing. They just know everyone would see it's bullshit if it were 130k for staff and 20k for cert

>>
Anonymous 2013-02-26 07:20:17 No.178222287
>>178221892
staff = full time employees
a bunch of the team got laid off, so probably instead of hiring them back on full time, they're contracting to save money

>>178221837
>>178221787
Right? I mean hitboxes pretty much just magically happen, right? Nobody has to go through frame by frame drawing them in. And they never have to redo that work when the designers decide to rebalance an attack.

$2000 is about 9 days of paying an employee. Not counting taxes, of course.

>>
Anonymous 2013-02-26 07:20:38 No.178222327
>>178221787
Hitbox tax.

>>
Anonymous 2013-02-26 07:20:38 No.178222328
>>178221703
Seth Killian is the only man from capcom you can trust. He's not there anymore though, so there's that too.

>>
Anonymous 2013-02-26 07:21:16 No.178222382
>>178222198
>Implying it's not

For a professional developer; that sort of voice recording would only take a day. Unless they have some long fully voiced dialogue sequences; which they don't.

>>
Anonymous 2013-02-26 07:21:34 No.178222413
>>178222194

Idiot.

>>
Anonymous 2013-02-26 07:22:01 No.178222460
ITT a bunch of fucking children learn just how expensive making a game really is.

>>
Anonymous 2013-02-26 07:22:02 No.178222465
>>178222096
>ROFL you think one character should cost 5 thousand dollars?

$1000 for 40 hours of work

1 week for the model
2 weeks for animation
2 weeks for implementing the move set in an engine that should, by design, allow the fast addition of new characters and move sets

That's 5 weeks work. Indie/small developers would have even less time than that, practically. Or maybe you are a proponent of the extreme inefficiencies and gross overspending in the vidya industry, leading us to the brown and bloom homogeneous slush that is video games today.

>>
Anonymous 2013-02-26 07:22:08 No.178222472

[Missing image file: squigly cost breakdown.jpg]
so...

much...


bullshit....

>>
Anonymous 2013-02-26 07:22:15 No.178222491
>>178220081
Thanks for the free advertisement ;)

-Alex Ahad

>>
Anonymous 2013-02-26 07:22:26 No.178222509
>people flip their shit when they ask for $50
>people don't flip their shit when they see games like shit made by EA cost hundreds of millions

>>
Anonymous 2013-02-26 07:23:14 No.178222587
>>178221465
>staff fees
>animation contracting
>QA testing
>rewards
>fees
>about 80% of the graph
So in the end it only costs them $11,000 to make the character (hitboxes/voices/audio) and $10,000 to release it through a certification they may or may not have to pay, and the rest is basically superfluous shit, their own paychecks and expensive animation.

Frankly this is pretty disgusting--if the game isn't selling well enough to cover their salaries to continue developing it, then they shouldn't be developing it further. That's not how the fucking market works. If a game flops you don't try to use money you don't have to make DLC nobody is going to buy. Especially since it's free shortly after release, meaning all the dedicated fans will get it for free and -nothing- will come out of it.

This is what they get for making a game with an inflated budget. Hand-drawn animation is expensive and they should have known it was fucking retarded the moment they looked at the costs but now they've dug themselves in a hole. They need too much money and time to deal with it, which in turn costs them even more money. And they have none of this money. Because they spent a huge amount on shit they didn't need to sell a game that never should have relied on aesthetics.

>>
Anonymous 2013-02-26 07:23:17 No.178222595
>>178221965

Actually, it because their publisher is in legal troubles at the moment. This legal trouble has completely frozen their salaries and funding for the game, thus they're looking for crowd sourcing to get it to people sooner.

>>
Anonymous 2013-02-26 07:23:30 No.178222621
150,000 dollars for a fighting game character...

Most indie games takes only 100,000 dollars to make.

Confirmed for Mojang 2.0

>>
Anonymous 2013-02-26 07:23:32 No.178222625
>>178222509
Fucking Neo-/v/.

>>
Anonymous 2013-02-26 07:23:39 No.178222643
>>178222287
Fuck that noise. Modders make you hitbox adjustments for free. It is absolutely not difficult.

The only way it would be difficult is if you are developing the game using some insane backwards ass workflow where changing a selection is now a costly endeavor.

>>
Anonymous 2013-02-26 07:24:08 No.178222680

[Missing image file: 1361850766441.gif]
ITT People who don't make video games

>>
Anonymous 2013-02-26 07:24:28 No.178222718
>>178222509
Because its not for an entire game, its for a single fucking character.

>>
Anonymous 2013-02-26 07:24:47 No.178222745

[Missing image file: 1358413697686.jpg]
>>178220081
You call that a trap op?

>>
Anonymous 2013-02-26 07:24:51 No.178222750
>>178221465
You can tell because they just keep throwing around words like jew and scam and never actually explain why. It's amazing that people so paranoid about money understand it so poorly.

>>
Anonymous 2013-02-26 07:24:57 No.178222762
>>178222465

Look at him. Look at him and laugh.

>>
Anonymous 2013-02-26 07:25:07 No.178222780

[Missing image file: 1361774538489.png]
>>178222625
>using the phrase "Neo-/v/" seriously

>>
Anonymous 2013-02-26 07:25:27 No.178222814

[Missing image file: 488-Have_a_bullet_for_free[1].jpg]
>>178221709

>Professionals should never be paid for their time

>>
Anonymous 2013-02-26 07:25:36 No.178222828
>>178221881

Actually, it's a slippery slope, but it isn't like you would know that. (that's an ad hominem).

I would like you to provide evidence that somehow flash animation means that the game is cheap to produce.

>>
Anonymous 2013-02-26 07:25:42 No.178222842
>>178222460
Nah, just deluded fanboys trying to convince everyone else that these fucks are inefficient lazy developers.

>>
Anonymous 2013-02-26 07:26:12 No.178222885

[Missing image file: 1361517954330.gif]
>less than a day
>already over 2/3s the goal
>30 days left

>>
Anonymous 2013-02-26 07:26:19 No.178222898
the main staff is making $15 an hour if they are only working 40 hours a week.

but it's probably more like 60 hours a week because they are a videogame developer

>>
Anonymous 2013-02-26 07:26:58 No.178222981
>>178222643
>Modders do it so it can't be hard
Modders alter all parts of games. Modders make models, rigs, animations, textures, shaders, environments, and systems.

So by your logic, none of the people who do those jobs deserve to be paid.

>>
Anonymous 2013-02-26 07:27:15 No.178223018
>>178222814
You better be at the level of a goddamn nuclear physicist if you are going to be getting paid at a rate of 500$/hour.

>>
Anonymous 2013-02-26 07:27:16 No.178223023
>>178220081
>Hitboxes
>2000$
I'm dying

>>
Anonymous 2013-02-26 07:27:31 No.178223039
>>178222745
Now imagine those barbs being hooked into your ribs and lungs. You pull and it scrapes against the bone. Ever baited an anchovy on a hook? It's like that, except a hundred times worse. And then you've got the nail at the bottom - imagine it going right through your foot. Shards of bone poking out. Blood pooling to your ankles.

>>
Anonymous 2013-02-26 07:27:57 No.178223081
>>178222067

You have never drawn a thing in your life, traditionally or digitally, have you?

>>
Anonymous 2013-02-26 07:28:08 No.178223105

[Missing image file: squiglyrealcosts.png]
>>178222472
Here's the real breakdown.

>>
Anonymous 2013-02-26 07:28:11 No.178223109

[Missing image file: 1350461566467.jpg]
>17 claimed for their $1,000 perk
>4 claimed for their $500 perk
>18 claimed for their $400 perk
>16 claimed for their $300 perk

All these people burning their money while Im overdrawn $40 until my next paycheck for a bank error that they refuse to fix

Fuck this gay earth and everyone in it

>>
Anonymous 2013-02-26 07:28:27 No.178223147
>>178223018
You're absurd if you think it takes that little time to do voicework.

Even for a fighting game with grunts and punches.

>>
Anonymous 2013-02-26 07:28:45 No.178223175
>>178223105
That's quite a bit of blow.

>>
Anonymous 2013-02-26 07:28:45 No.178223176
>>178223018
it's not the voice actor that's getting all the money.

>>
Anonymous 2013-02-26 07:29:01 No.178223214

[Missing image file: 1358413596422.jpg]
>>178223039
too edgy for me.

>>
Anonymous 2013-02-26 07:29:03 No.178223220
>>178222762

>has no concept of real world software or asset development processes
>thinks $48,000 staff fees is required for one new character
>$48,000 is roughly 6 man months of work
>thinks it could take one person 6 months of work to 'add a new character'
>oh but the actual stuff that needs doing is the other 2/3rds of the pie chart and is $102,000 worth of shit

if this was any other industry on the planet you'd rightly think it costs way too fucking much. but oh no, this is video games, it must be expensive!

>>
Anonymous 2013-02-26 07:29:17 No.178223241
>>178223018

You do not know how much time it takes to do good voicework.

>>
Anonymous 2013-02-26 07:29:26 No.178223258
>commission by one of the artists

I'm actually kind of interested in that, i rather like the art style

I wonder what restrictions there are

>>
Anonymous 2013-02-26 07:29:30 No.178223269
>>178223018

>Implying a recording session has ever taken less than four

Seriously, it takes time to get a good take, and even if the lines are simple, it's not like actors just say it perfectly the first time everytime.

>What are multiple takes and movie outtakes?

>>
Anonymous 2013-02-26 07:29:31 No.178223272
>>178222382

No, it wouldn't. I don't think you know what you are talking about, things are a lot harder than people think.

>va does 20 'getting hit grunts'
>va does 20 'getting hard hit grunts'
>va does 20 'punching grunts'
>va does 20 'kicking grunts'

Continue for every sound. Then add any tweaking and putting into engine or redoing them if they don't fit.

Then doing winning, losing, round start? Okay buddy.

>>
Anonymous 2013-02-26 07:29:56 No.178223323
The typical business runs on 1 person for every $100,000 in revenue per year. Any less than that usually means the company is struggling (or it's mostly manufacturing), and any more than that means the company can expand.

$150,000 would feed/clothe 3 employees and effectively run a business for 6 months.

>>
Anonymous 2013-02-26 07:30:06 No.178223341
>>178222680
But I do Anon.

>>
Anonymous 2013-02-26 07:30:09 No.178223347
>>178223214
>That image

What the fuck

>>
Anonymous 2013-02-26 07:31:00 No.178223427
>>178223258
with how much fucking zone is involved they will probably draw you porn if you asked

>>
Anonymous 2013-02-26 07:31:28 No.178223491
>>178223341
What kinds of video games do you make anon?

>>
Anonymous 2013-02-26 07:32:06 No.178223567
>>178223220
Seth Killian said something along the lines of 150K is pretty cheap for a fighting game character (A good one anyway). So excuse me if I believe someone who has worked in the industry for ages over some random schmuck on the internet.

>>
Anonymous 2013-02-26 07:32:09 No.178223572
>>178223220

But it's not just one person you fucking retard.

>>
Anonymous 2013-02-26 07:32:14 No.178223586
>>178223220
>thinks it could take one person 6 months of work to 'add a new character'


It would take far more than 6 months for one person to draw 1400 frames

>>
Anonymous 2013-02-26 07:32:18 No.178223602
>>178222828
>provide evidence that somehow flash animation means that the game is cheap to produce.

Okay. One of the main selling points of Flash is that it can be used to cheaply produce animation. There are literally hundreds of thousands of Flash users who make online games for free; and a lot of those free games are actually very good. No matter how you cut it; using Flash is not going to be expensive. Because if you ever were getting into those high budgets and giving each frame a high level of attention; it would be better to switch the animation program altogether (to something like Toonboom, for example). Flash itself is a cost saving compromise.

What do I win?

>>
Anonymous 2013-02-26 07:32:29 No.178223626
I wonder how many animators they really need for this. Earthworm Jim had two, Larry 7 had two, Broken Sword had just one and they did the work for the entire game.

$150k for one character and all the things required for them is excessive.

>>
Anonymous 2013-02-26 07:32:30 No.178223629
>>178223109
thats why you should always have tons of $ saved dont spend it all mate

>>
Anonymous 2013-02-26 07:32:52 No.178223659
>>178220081
>tfw this thread was made by a skulldrone, knowing it would hit the bump limit and provide tons of $30 sales

>>
Anonymous 2013-02-26 07:33:00 No.178223674
>>178222587
>So in the end it only costs them $11,000 to make the character

If there was no one paid to make it, yes. But if something needs to be made, someone actually needs to make it

>>
Anonymous 2013-02-26 07:33:03 No.178223680
>>178220496
It's FREE dlc.

>>
Anonymous 2013-02-26 07:33:27 No.178223717
>>178223347

The Vietnamese are a cruel and soulless people through and through.

The Vietnam War allowed them to utilize the full extents of their inhumanity.

>>
Anonymous 2013-02-26 07:33:29 No.178223724
>>178223629
Again, banking error.

>>
Anonymous 2013-02-26 07:33:40 No.178223748

[Missing image file: SG_hitbox_hitstun.png]
>>178221837
>>178221787
>>178222287
>>178222643

I've done hitboxes before. Even with adjustments, it's incredibly fast and simple to do.

...Unless you're doing hitboxes for Skullgirls. That game has ridiculous hitboxes. I'm not surprised it'd cost them that much. They make Third Strike's hitboxes look simplistic.

>>
Anonymous 2013-02-26 07:33:52 No.178223778

[Missing image file: Im too black for this shit.jpg]
>>178223347
Gooks, sir. They lack in everything but traps.

>>
Anonymous 2013-02-26 07:34:01 No.178223798
>>178223680
that people need to fund

>>
Anonymous 2013-02-26 07:34:19 No.178223824
>>178223214
>Really bad fake grass with square in ground
>Hmm, I'm going to walk over it

>>
Anonymous 2013-02-26 07:34:32 No.178223848
>>178223680
>For a limited time

>>
Anonymous 2013-02-26 07:34:53 No.178223875
>>178223748
>no hitboxes for the hair

0/10 shit game

>>
Anonymous 2013-02-26 07:34:58 No.178223890
>>178223602

Making good animation is never cheap. Even with the best software. It takes hours to finish one second of animation. Just because flash is a cheap alternative doesn't mean that the animating itself is going to be cheap.

>>
Anonymous 2013-02-26 07:35:10 No.178223908
>>178222465

This is a 3D game?

>>
Anonymous 2013-02-26 07:35:19 No.178223916
>>178223602

You win a pro-tip:

Even if Flash is a cheap program, the amount of man hours it takes to actually produce something in flash doesn't magically drop. It does drop if you do that Tweening horseshit, but if they're drawing frame-by-frame, the amount of man hours it takes to produce something isn't different when using other programs.

>>
Anonymous 2013-02-26 07:35:31 No.178223938
>>178223824
It's at a museum showing off various traps. It wouldn't look like that normally.

>>
Anonymous 2013-02-26 07:35:41 No.178223956
>>178223109
>Living paycheck to paycheck
>What are savings

>>
Anonymous 2013-02-26 07:35:56 No.178223978
>>178223626
To be fair in those cases the characters had less frames in their animations and would have less tons less animations than your average fighting game character. Not to mention the resolution was much smaller.

>>
Anonymous 2013-02-26 07:36:00 No.178223984
>>178223241
If you can't record 30 good lines (about the amount a fighting game character would have) in 10 hours, you are a shit voice actor.

>>178223272
20 grunts takes like 5 minutes to record if you get each one right on the first take. Say each grunt takes 30 takes, that's 2 and 1/2 hours of voice work.

>>
Anonymous 2013-02-26 07:36:07 No.178223992
>>178223572
>But it's not just one person you fucking retard.

Putting the cost in terms of a single developer puts the cost into perspective.

Do you think 6 months for a single developer to make a single character using lazy as fuck middleware or in-house tools is absurd?

If that's absurd, why is 12 people for 2 weeks suddenly a-ok?

>>
Anonymous 2013-02-26 07:36:40 No.178224057
>>178223626
Third strike was the fighting game with the most frames of drawn animation at 700-1200 per character

skullgirls has 1200-1400 per character and it's HD

>>
Anonymous 2013-02-26 07:37:01 No.178224095

[Missing image file: 1358414172872.jpg]
>>178223824
Yea sure bro. Did you know they're still traps left over in Vietcong?

>>
Anonymous 2013-02-26 07:38:20 No.178224209
>>178223916
Oh, I'm aware it takes hours to get one second of good animation. Good thing they have only about 60s of animation to worry about.

>>
Anonymous 2013-02-26 07:38:26 No.178224219
>>178220081
>Especially for a fighting game character that should only require 50,000 dollars to make.

A single King of Fighters XIII character cost over $800,000 to make.

>>
Anonymous 2013-02-26 07:38:29 No.178224224
>>178221363
The worst thing I stomped on was the eye of a large sewing needle that I (child at the time) had stuck into the ground

>>
Anonymous 2013-02-26 07:38:41 No.178224242
>>178223626

Have you seen the level of animation in the game? Shit is silky smooth, anon. They have to draw every frame at 10 times the size, that's a lot of work.

>>
Anonymous 2013-02-26 07:38:52 No.178224267
>>178223748
Okay, I have actually made hit boxes before, I've done two fighters that where made with porting to homebrew in mind, please do not bullshit, I've had a character mapped out with a max of 15 different points on their model for damage/null/50%/25%. It took me, myself that is, three days to get the initial code and another 2-3days to map and fine tune for balance. My game was floating around and you might be able to find the .elf verson for dolphin on /rs/ under the name Caplten

>>
Anonymous 2013-02-26 07:39:15 No.178224301
>>178223984

2 and half multiplied by five ( at least ) is 12 and a half hours.

So, 500 dollars divided by 12.5 is about 40 dollars per hour, industry standard.

Ya dun goofed anon.

>>
Anonymous 2013-02-26 07:39:58 No.178224378
>>178224057
Kakyoin in the Capcom game has three times as many frames as every other character

>>
Anonymous 2013-02-26 07:40:07 No.178224394
>>178223269
>>178223018
Alright, as someone who has actually taken part in a voicework session for a videogame...

Something like this would probably only take a single 2-3 hour session, involving at least
1. the voice actor
2. the sound designer
3. the script writer

Now what you are all ignoring is what comes AFTER that, when the sound designer has to cut up the recording into the correct chunks, remix them to get rid of any weird noises, and implement them in the actual game engine.

$4000 is about 80 hours of work for a professional.
9 of those come from the recording session (3 hours x 3 people, assuming the voice actor charges hourly and not lump sum, which would probably cost more)

Assuming the sound designer takes 7 days to process that audio, that brings us up to about 65 hours of work, or $3250. When you factor in taxes, you have about $4000

>>
Anonymous 2013-02-26 07:40:58 No.178224489
>>178224301
I did forget to do that multiplication. But 40$/hour is still really, really overpaid. That is more than an average engineer or a nurse should expect to make.

>>
Anonymous 2013-02-26 07:41:14 No.178224518
>>178224219
Sounds like they wasted too much money on their characters.

>>
Anonymous 2013-02-26 07:41:22 No.178224536

[Missing image file: 1342958069898.jpg]
I hope they smash their target because I want me some motherfucking Big Band.

Plus my OCD would kick in majorly if they left the character roster at an odd number.

>>
Anonymous 2013-02-26 07:41:33 No.178224557
>>178223984

The costs aren't just for Squiggly's lines.

They also have to hire someone to do Leviathan's lines (the symbiote of Squiggly), as well as lines for Ms. Fortune, Filia + Samson, Parasoul, Double, Valentine, Peacock, Painwheel, and Cerebella.

That is eleven voice actors that they need to hire to do work again for this character.

>>
Anonymous 2013-02-26 07:41:50 No.178224579

[Missing image file: c.png]
>$150k "DLC" character gets funded
>meanwhile

>>
Anonymous 2013-02-26 07:42:25 No.178224639
>>178224489
>But 40$/hour is still really, really overpaid. That is more than an average engineer or a nurse should expect to make.

The average salary for a game dev. is between 60k and 120k.

>>
Anonymous 2013-02-26 07:42:30 No.178224648
>>178221881
>>178221459
>>178223602
Holy shit you are ignorant. Speaking as a flash animator who actually knows some of the people who worked on the skullgirls art, you are a fucking moron. This is not flash animation, it's all drawn in photoshop. The animation work alone is a massive massive time investment as I know from experience animating. They have a dedicated team of artists all working to clean it up into the final product, and produce multiple color palettes for it (which admittedly is a rather easy part relative to the rest of it).

Skullgirls is not, and cannot be animated in flash (and zone's flash version is a great demonstration of how it cannot be done in flash, due to its massive reliance on symbols to deliver the style consistently because doing all that shading by hand is crazy impossible in flash). None of it enters flash at any point in the development process. All of skullgirls is animated on a frame by frame basis, as any idiot can observe with any single one of skullgirls' animations. Every frame is redrawn from scratch, which due to the style is way more than prohibitively expensive to do in flash which does not take kindly to complex rendering on FBF animation.

Not to mention that fighting games have massive numbers of frames necessary to be drawn in order to complete even one character. I know from ripping sprites from the old jojo fighting game. It's a lot of fucking animation!

>>
Anonymous 2013-02-26 07:42:52 No.178224682
>>178221465
My favourite part is that by funding this in a higher tier than most will, you are effectively adding 20k to the total required.

No, this is not how it should work. Shipping extras as a support for monetary gain should be a part of the initial cost. This should be out of the dev's pocket or else it's not an incentive... it's just you paying to make a game and buying their merchandise while you're at it...


Fucking. WOW.

>>
Anonymous 2013-02-26 07:42:59 No.178224691
>>178220081
is it free dlc or what?

why dont they just charge more for dlc?

>>
Anonymous 2013-02-26 07:42:59 No.178224692
>>178224557
Oh lordy, they have to get 10 people to say 2 lines.

>>
Anonymous 2013-02-26 07:43:01 No.178224696

[Missing image file: tumblr_mitc6sTcW01qmd9fxo(...).jpg]
>Patricia Hernandez does an article about the sexism in Skullgirls and how they're all just characters for men to fap over
>3.3 million dollar mark is reached because of the publicity

>>
Anonymous 2013-02-26 07:43:16 No.178224716
>>178224579
welcome to fighting game fans. They are the most unintelligent bunch of gamers I've ever seen.

>>
Anonymous 2013-02-26 07:43:21 No.178224719
>>178224518
KoFs ways of doing sprites is the most cost inefficient because it involves 3d modeling and drawing sprites

>>
Anonymous 2013-02-26 07:43:20 No.178224720
>>178224518
Not at all.

HD spritework at that level of detail is expensive as fuck, on top of QA and the rest of the actual development for a single character. Even character balance takes a lot of time.

>>
Anonymous 2013-02-26 07:43:38 No.178224748
>>178220081
>i know how much it costs to make shit

How about no. /v/ are some of the most misinformed niggers anywhere.

>>
Anonymous 2013-02-26 07:43:53 No.178224776
>>178224692
>to say 2 lines.
tony, stop.

>>
Anonymous 2013-02-26 07:43:58 No.178224785
>>178224639
And game developers for large companies are known for working many hours per week. And 120K? Nah.

>>
Anonymous 2013-02-26 07:44:24 No.178224830
>>178224579
>idea gu project fails
I see no problem here.

>>
Anonymous 2013-02-26 07:44:34 No.178224852
>>178224716
No, it's just the tumblr crowd. Seriously that's the only place I've seen people like Skullgirls

>>
Anonymous 2013-02-26 07:45:02 No.178224894
>>178224489

Voice work isn't exactly a job that you do every day.

>>
Anonymous 2013-02-26 07:45:23 No.178224929
>>178224579
is it that bullshit YOU CAN BE ANYTHING YOU CAN DO ANYTHING game?

yeah looks like even retards have learned that it's just hyped up bullshit and yu can't actually be anything or do much

>>
Anonymous 2013-02-26 07:45:27 No.178224935
>>178224830
>Uncle Ruckus the Movie wont get funded
FUCK

>>
Anonymous 2013-02-26 07:45:34 No.178224942
>>178224489
How does it feel to be entirely full of shit?
http://why.knovel.com/all-engineering-news/1337-engineering-salaries-in-2012.html
>recent engineering graduates can expect to make about $40,000 yearly
>veteran engineers almost always make more than $90,000

>>
Anonymous 2013-02-26 07:45:53 No.178224979
>>178223778

>lack in everything

so how did it feel losing the vietnam war to gooks?

AHEHAHEHEHEAHHE

>>
Anonymous 2013-02-26 07:45:56 No.178224983
>>178223748
I really do like how Skullgirls handles hitboxes. They basically are the the characters' own limits most of the time.

>>
Chicken 2013-02-26 07:45:57 No.178224984
skull girls fans are shit heads who throw their money at mike Zs fetish fuel

the game isn't going to be any less dead because of one shitty new character

these folk are no better than the sperglords who threw money at the IDEA that an MLP fighter could be at EVO

>>
Anonymous 2013-02-26 07:46:10 No.178225008
>>178224692

Your ignorance is showing put it away.

>>
Anonymous 2013-02-26 07:46:13 No.178225010

[Missing image file: le anime face.jpg]
>>178220207

>>
Anonymous 2013-02-26 07:46:17 No.178225019
>>178224748
The game is already made, the money spent, the money goes to adding ONE character to an already built game. There's a line between making an entire game for 150k, and adding one character for 150k

>>
Anonymous 2013-02-26 07:46:33 No.178225037
>>178224894
So you have frequent time off. Does that make it better?

I don't come up to my boss and say, hey I'm not coming in tomorrow, pay me double the day after.

>>
Anonymous 2013-02-26 07:46:35 No.178225040
>>178224984
lel

>>
Anonymous 2013-02-26 07:46:42 No.178225051
>explain this!

He did. Did you even watch the charity stream before running your mouth? They break down the costs explicitly.

>>
Anonymous 2013-02-26 07:46:46 No.178225062
>>178224748
Yeah. We heve people here who defend zsnes as the best snes emulator.

>>
Anonymous 2013-02-26 07:46:52 No.178225071
>>178224579

>150k to get more content from a team of people who are invested and dedicated from an existing game
>500k to fund a pipe dream MMO where "YOU CAN DO ANYTHING!"

I'll stick with something that'll actually see returns, thanks.

>>
Anonymous 2013-02-26 07:46:55 No.178225079
>>178224984
>mike Zs fetish fuel

Says the asshole who's into Ryona.

>>
Anonymous 2013-02-26 07:47:09 No.178225103
>>178224489

>work on the railway with a high school education
>120K a year

College is for suckers.

I still wish I'd gone though...

>>
Anonymous 2013-02-26 07:47:21 No.178225117
>>178224984
This is bait.

>>
Anonymous 2013-02-26 07:47:30 No.178225134
>>178224785
>. And 120K?
For an intermediate to a senior developer in the United States, yes. Most certainly.

>>
Anonymous 2013-02-26 07:47:37 No.178225149
>>178224696
I almost want it to happen. Shitaku readers are turning against her and overwhelming trash her articles in the comments (I went there because I didn't think the "no women at PS4 conference" article was real), they would donate out of spite.

>>
Anonymous 2013-02-26 07:48:06 No.178225194
>>178225117
well no shit, this entire topic is bait.

>>
Anonymous 2013-02-26 07:48:11 No.178225203
>>178225019
the original characters costed 200-250k each

>>
Anonymous 2013-02-26 07:49:02 No.178225275
>>178225203
Didn't it cost that much to just make a fucking costume in SFIV?

>>
Anonymous 2013-02-26 07:49:39 No.178225334
>>178224267
I'm not bullshitting anyone. Personally it takes me about a full day to do a single character's hitboxes just because it's time consuming. And the ones I do are standard 2-3 defense boxes with 1-2 attack boxes that a good majority of the games I've seen do. Oh and the characters don't have that much animation.

If you say that you could do boxes like the ones in that screenshot I posted, with characters that have as much animation as the ones in Skullgirls, then good for you. I don't know how long it would take me because I haven't, and probably would never, make hitboxes that look as ridiculous as the ones in Skullgirls.

>>
Anonymous 2013-02-26 07:50:02 No.178225367
>>178225275
No.

>>
Anonymous 2013-02-26 07:50:05 No.178225376
>>178225275
no a costume in sf4 costs $20 to make because capcom does things the cheapest way possible for maximum profit

>>
Anonymous 2013-02-26 07:50:06 No.178225379

[Missing image file: squiggly line.png]
Ultimate Squiggly Line took 6000 hours of work and 78 million dollars to create. Shut up and don't question it, you aren't a videogame designer.

>>
Anonymous 2013-02-26 07:50:19 No.178225398

[Missing image file: 1360829873559.jpg]
>>178220081
>People willing to shell out $200k+ for each extra character in a shitty Guilty Gear ripoff
>Gamers wonder why games are costing more and getting shittier

>>
Anonymous 2013-02-26 07:50:24 No.178225414
>>178224648
>Skullgirls is not, and cannot be animated in flash

I beg to differ. Considering what some people have accomplished in Flash, I don't doubt it can be done.

>>
Anonymous 2013-02-26 07:50:26 No.178225417
>>178225071

Yeah, so invested and dedicated that it takes them $150k to make a single character.

>>
Anonymous 2013-02-26 07:50:27 No.178225418
Fighting games really waste a lot of money on meaningless details, don't they?

>>
Anonymous 2013-02-26 07:50:50 No.178225465
>>178225194
It has it's value. It's clear most of /v/ fails to understand how fucking expensive business can be, so at least some folks in here at least got a vague idea of how it works.

>>
Anonymous 2013-02-26 07:50:59 No.178225479
>>178225275
I wouldn't be suprised. 3D art takes a lot more people than 2D art.
Instead of
>animator
it's
>concept artist (maybe)
>modeler
>rigger
>animator

>>
Anonymous 2013-02-26 07:51:00 No.178225481
>>178225071

>MMO

But that's wrong, you fucking retard.

>>
Anonymous 2013-02-26 07:51:12 No.178225503
>>178225334
>I don't know how long it would take me because I haven't, and probably would never, make hitboxes that look as ridiculous as the ones in Skullgirls.
The thing is, hitboxes in Skullgirls are awesome. I actually expect every fighting game to have that level of effort put in.

>>
Anonymous 2013-02-26 07:51:37 No.178225539
>>178225414

Flash is vector based you idiot. The sprites in the game are rasterised.

>>
Anonymous 2013-02-26 07:52:06 No.178225581

[Missing image file: 1360523631159.png]
>Tumblr drones are donating tons of their money
>We get the free DLC from it

I don't see why this is a problem

>>
Anonymous 2013-02-26 07:52:19 No.178225606
>>178225465
Exactly. This shouldn't cost them more than 15k.

>>
Anonymous 2013-02-26 07:52:24 No.178225613
>>178224489
>But 40$/hour is still really, really overpaid. That is more than an average engineer or a nurse should expect to make.

$40 an hour isn't what the company is paying to the staff directly.

That $40/hr is the cost to the company, so salary + insurance + management overheads (direct middle managers + human resources) + taxes + computer for the person to work on + electricity for the computer to work + building lease + etc. etc.

An employee easily costs a company 1.5-2x what their salary is.

>>
Anonymous 2013-02-26 07:52:39 No.178225636
>>178225417

Considering they want to be able to pay rent, eat food, pay contractors, and liscencing fees, i'm surprised they're not asking for more.

>>
Anonymous 2013-02-26 07:52:44 No.178225646
>>178225539
You can do raster animation in Flash if you wanted to. An easy way is by importing each keyframe.

>>
Oakland 2013-02-26 07:53:10 No.178225691

[Missing image file: 1358632379250.png]
One of the artists for Skullgirls draws the best pudge.

Just saying.

Also, anyone who got Skullgirls instead of Virtua Fighter 5 Final Showdown when they both came out is a goober.

>>
Anonymous 2013-02-26 07:53:13 No.178225696
>>178225414
>>178225539
Therefor it fits under the "technically possible but would take several orders of magnitude more time and effort" banner.

>>
Anonymous 2013-02-26 07:53:16 No.178225701
>>178225379
I'll pay you 150K for that squiggly.

>>
Anonymous 2013-02-26 07:53:35 No.178225730
>>178225581

I'm just donating for the hat
and I don't even play TF2

>>
Anonymous 2013-02-26 07:53:45 No.178225749
>>178220081
>fighting games
>female cast fan service the game
The my little pony fighting game didnt even ask for money to make a character did it?

>>
Anonymous 2013-02-26 07:53:48 No.178225754
>>178225691
Got 'em both.

>>
Anonymous 2013-02-26 07:54:08 No.178225791
>>178225691

>Have PS+
>get that shit for free

aww yeah, love them bonuses.

>>
Anonymous 2013-02-26 07:54:15 No.178225804
>>178225503
Drawing hitboxes like that where it's literally the size of the characters body severely effects the game. In a negative way. For example, juggles that work on one character won't work on another because their fall animation is drawn different.

>>
Anonymous 2013-02-26 07:54:16 No.178225807
>>178225691
I made the mistake of assuming they would actually read their XBLA contract and consider the terms and their impact on future support for the game.

So at least I've learned to never support Mike Z. That's something I guess.

>>
Anonymous 2013-02-26 07:54:30 No.178225820

[Missing image file: 1356899415344.png]
>ITT: People who don't know how money is spent in the videogames industry

>>
Anonymous 2013-02-26 07:54:35 No.178225829

[Missing image file: Skullgirls-skullgirls-329(...).jpg]
>>178225414
Given how much rendering work goes into every skullgirls character, and the way flash handles solid shapes, no, it would be suicidal to animate that in flash. you'd spend more time correcting things than actually animating to actually draw sprites with that much rendering on them. By rendering, I mean the way the shading is done and the number of transition tones used from highlights to shades. You'd spend twice as much time doing it in flash as you would in photoshop for characters like that.

>>
Anonymous 2013-02-26 07:54:39 No.178225836
>>178220081
>120k in a day
>right after that charity drive for Evo
Man they're going to get Big Band at least at this rate

>>
Anonymous 2013-02-26 07:54:51 No.178225854
>>178225646

Import into what? Photoshop?

Why not just work in Photoshop in the first place (which they did), it would make more sense than drawing it in flash first then importing it into photoshop.

Besides, even if drawing in flash and importing rasters to photoshop was something that people did, trying to get linework looking professional in flash is a nightmare.

>>
Oakland 2013-02-26 07:54:53 No.178225859

[Missing image file: 1358633226118.png]
>>178225754
A FUCKING GOOBER.

You know, I probably could have got both. I SHOULD have got it when it was on sale last month. I wanted some Tokyo Jungle though.

>>
Anonymous 2013-02-26 07:54:54 No.178225864
How much you want to bet most of that $150k is for XBLA's retarded certification process, when the game shouldn't be on it in the first place?

>>
Anonymous 2013-02-26 07:55:03 No.178225878

[Missing image file: Molester.gif]
>>178224984
>sperglord

That's already implied whenever you talk about their kind, don't waste your time typing out an extra word.

>>
Anonymous 2013-02-26 07:55:04 No.178225879
>>178225804
>For example, juggles that work on one character won't work on another because their fall animation is drawn different.
I don't see this as a negative. I see this as a strong positive.

>>
Anonymous 2013-02-26 07:55:04 No.178225881
>>178225613
When you divide those fees by the number of employees; it does not come out to be that high.

>>
Clay 2013-02-26 07:55:10 No.178225886
>>178225503

...how awesome can hitboxes even be?
if anything you just rig one per every frame of animation, if that.

>>
Anonymous 2013-02-26 07:55:13 No.178225891
>>178222201
It's 50k for the patch alone, so that's a chunk of it right there.

>>
Anonymous 2013-02-26 07:55:14 No.178225894
>>178225749
They didn't ask for any at all because that'd get them C&D'd faster than they already did.

>>
Anonymous 2013-02-26 07:55:30 No.178225927
>>178225807

>buying it on 360

poor pleb

>>
Anonymous 2013-02-26 07:55:46 No.178225957
>>178225691

I got both because I love all fighting games.

>>
Anonymous 2013-02-26 07:55:50 No.178225963
>It's a young girl with a monster on her head that works it's way into various attacks

How is this different from that schoolgirl character?

>>
Anonymous 2013-02-26 07:56:01 No.178225981
can we all just assume that this is confirmation that skullgirls 2 will be ps3 exclusive

>>
Anonymous 2013-02-26 07:56:10 No.178225992

[Missing image file: 1361816023951.jpg]
>>178220081
My face when people are legit surprised about how much it costs to pay for a team of professional programers, artists, and musicians.

>>
Anonymous 2013-02-26 07:56:18 No.178226002

[Missing image file: cyborg kamiya.jpg]
>>178225886
>if anything you just rig one per every frame of animation

>>
Anonymous 2013-02-26 07:56:49 No.178226046
>>178225963


she's a kung fu zombie that controls space and time and is able to make the stage change

>>
Anonymous 2013-02-26 07:56:53 No.178226051
>>178220720
heh.

>>
Anonymous 2013-02-26 07:56:58 No.178226060
>>178225864
No, $10k is for the cert process on both consoles (it's DLC, after all)

>>
Anonymous 2013-02-26 07:57:08 No.178226084
>>178225878
Whats going on in that gif?

>>
Anonymous 2013-02-26 07:57:18 No.178226093
>>178225820

>ITT: Some faggot thinks it takes a year's salary to make one character.

>>
Anonymous 2013-02-26 07:57:18 No.178226094

[Missing image file: tumblr_m4qsv8pYGE1qe1pr4.gif]
totally flash animation u guise

>>
Anonymous 2013-02-26 07:57:23 No.178226098
>>178225807
They were originally going to exploit a loophole that would get them at least one big patch out for free, but then their publisher got screwed and M$ fixed the loophole before they got funding again

>>
Anonymous 2013-02-26 07:57:23 No.178226101
>>178225981
>PS3

I think you meant PS4 exclusive.

>>
Anonymous 2013-02-26 07:57:30 No.178226112
>>178225886

You have no idea how programming works at all do you?

>>
Oakland 2013-02-26 07:57:41 No.178226138

[Missing image file: 1358632083607.png]
>>178226002
I can't wait for Kamiya's Wonderful Jim avatar.

>>
Anonymous 2013-02-26 07:57:43 No.178226142
>>178225886
>...how awesome can hitboxes even be?
I expect hitboxes to follow the character's own bodily limits, and Skullgirls is one of the few games that do that.

>>
Anonymous 2013-02-26 07:58:05 No.178226181
>>178225879

Loads of games have character-specific combos. VF5FS, GGXXAC+, and UMVC3 just off the top of my head all have character specific combos. UMVC3 less so than the others, but it's still there.

It's not a bad thing, it just means that there's different risk/reward getting hit depending on which character you pick.

>>
Anonymous 2013-02-26 07:58:08 No.178226189
>>178220081
>Especially for a fighting game character that should only require 50,000 dollars to make.
Except that's completely wrong, retard.

>>
Anonymous 2013-02-26 07:58:14 No.178226202
>>178226142
then there's the capcom way of hitboxes where a kick ends at the knee instead of the foot

>>
Anonymous 2013-02-26 07:58:14 No.178226206
>>178225894
ah well skullgirls is about the same. same fanbase anyway. beta neckbeards jerking it female power trips.

>>
Anonymous 2013-02-26 07:58:15 No.178226210

[Missing image file: Ojh2e.gif]
I COULD DRAW SKULLGIRLS IN AN AFTERNOON

>>
Anonymous 2013-02-26 07:58:18 No.178226216
>>178225829
Are we even looking at the same picture? These are not characters with super intricate line styles and minute patterns; these are bold line 3-tone shaded characters.

>>
Clay 2013-02-26 07:58:34 No.178226246
>>178226002

Well? Am I missing anything?

And I don't mean one literal hitbox. I mean one set of whatever it is you want for every frame. I get that it's time consuming, but there's a finite number of possible frames of animation a character can be in.

>>
Anonymous 2013-02-26 07:58:36 No.178226251
>>178225992

Well its /v/, what do you expect? Most just their autismbux for diapers and wonder why they have to steal used diapers from peoples trash cans.

>>
Anonymous 2013-02-26 07:58:48 No.178226279
>>178225927
That's what my TE was for.

>>178226098
>They were originally going to exploit a loophole that would get them at least one big patch out for free,

Wow. Relying on a bloody loophole? That's damn reprehensible.

>>
Anonymous 2013-02-26 07:58:50 No.178226282
We've taken care of everything
The words you hear, the songs you sing
The pictures that give pleasure to your eyes.
It's one for all and all for one
We work together, common sons
Never need to wonder how or why.


We are the Priests of the Temples of Syrinx
Our great computers fill the hallowed halls.
We are the Priests, of the Temples of Syrinx
All the gifts of life are held within our walls.


Look around at this world we've made
Equality our stock in trade
Come and join the Brotherhood of Man
Oh, what a nice, contented world
Let the banners be unfurled
Hold the Red Star proudly high in hand.


We are the Priests of the Temples of Syrinx
Our great computers fill the hallowed halls.
We are the Priests, of the Temples of Syrinx
All the gifts of life are held within our walls.

>>
Anonymous 2013-02-26 07:58:54 No.178226285
>>178225854
The other way around.

>>
Anonymous 2013-02-26 07:58:54 No.178226286
>>178225879
Oh you're a fan of inconsistency. Well fighting games are all about learning how to play different against every character so I spose stuff like that is cool for you.

Just to stress the importance of hitbox sizes though I had a move a character I was working on did that was multihit and it wasn't connecting. I found out that it was because I accidentally made his attack hitbox one pixel too short. Totally ruined the move. For me simple is better.

>>
Anonymous 2013-02-26 07:58:58 No.178226293
>>178226181
>it just means that there's different risk/reward getting hit depending on which character you pick.
Which really is only a good thing.

>>
Anonymous 2013-02-26 07:58:59 No.178226295
>>178226084
http://www.youtube.com/watch?v=D6AzUv3LXDc

Prepare your anus

>>
Chicken 2013-02-26 07:59:08 No.178226309
>>178226142
hitboxes don't follow body limits all the time because balance, otherwhise people would only play the the guy with the longest limbs

>>
Anonymous 2013-02-26 07:59:09 No.178226312
>>178221465
I punched my computer screen when I saw this

Absolutely the most disgusting filthy thing I have ever seen in my years around video games

>>
Anonymous 2013-02-26 07:59:23 No.178226338
>>178226093

>I say this as someone who has spent time working in the videogames industry, and not eating icecream in my mothers basement while sitting on bodypillows and browsing /v/, /vg/ and /mlp/

>>
Anonymous 2013-02-26 07:59:59 No.178226403
>>178226093
>He thinks trained professional programmers, animators, VAs, licensing and other legal red tape are cheap

>>
Anonymous 2013-02-26 08:00:09 No.178226421
>>178226216

YOU
HAVE
NO
EYES

>>
Anonymous 2013-02-26 08:00:26 No.178226449
>>178220187
In animation and shit, it costs between 1k up to 100k to make one fucking character
once I got paid 2.5k for one fucking hippo running for 3.5 seconds

>>
Anonymous 2013-02-26 08:00:30 No.178226454
>>178226093
I have heard several game developer's speak to the contrary. It's gonna take more than "It shouldn't cost that much because I say so" to sell me on believing you.

>>
Anonymous 2013-02-26 08:00:42 No.178226473

[Missing image file: 1326239831229.jpg]
>people are actually defending the jews behind this

>>
Anonymous 2013-02-26 08:01:15 No.178226528

[Missing image file: 1360736683545.jpg]
>>178226295
What the

>>
Anonymous 2013-02-26 08:01:31 No.178226554
>>178226312
Feel free to elaborate.

>>
Anonymous 2013-02-26 08:01:35 No.178226562
>>178226449

Better be the hippos from Aimaniacs or I'm going to be pissed.

>>
Anonymous 2013-02-26 08:01:44 No.178226574
>>178225886

>one hitbox per frame of animation
>What are hitboxes
>What are hurtboxes
>What is the shape of a character's pose in their frame of animation
>What is needing to have character hitboxes actually match up to their pose

>>
Anonymous 2013-02-26 08:02:21 No.178226632
>Donated 30 bucks for the steam key and TF2 hat
>going to jew the TF2 hat away

>>
Anonymous 2013-02-26 08:02:28 No.178226640
>>178226312
Why?

>>
Anonymous 2013-02-26 08:02:36 No.178226650

[Missing image file: e94c3501f2a5ee15fe44fec6a(...).jpg]
>>178225071
You get multiplayer support only if they get 1 million

>>
Anonymous 2013-02-26 08:02:51 No.178226680
>>178226554
And revisit the pain by touching on the subject? No thanks. I don't feel like having a heart attack tonight.

>>
Anonymous 2013-02-26 08:02:58 No.178226691
>>178226528
You've seen far stranger shit, Gooseman.

>>
Anonymous 2013-02-26 08:03:01 No.178226695

[Missing image file: 89eedf6d251a2cf6abef4f84e(...).gif]
>need $150,000 to draw and animate a single character
>$48,000 alone for staffs
>meanwhile in Japan, Vanguard Princess is made by only one person without any bullshit fundraising and scam, also with superior fluid animation compared to shitgirls

>>
Anonymous 2013-02-26 08:03:15 No.178226719
>>178226640
>>178226554
IT SHOULD NOT COST MORE THAN A FEW THOUSAND DOLLARS TO MAKE A GOD DAMN FIGHTING GAME CHARACTER.

Mugenkiddies can make full rosters in a bloody day. This is just kickstarter jewery.

>>
Anonymous 2013-02-26 08:03:15 No.178226720
>>178226286
>Oh you're a fan of inconsistency.
I'm a fan of variety.
If every character has same hitboxes even in certain specific situations, like in fall animation, then the game most likely would end up being played the exactly same way against every single character. Every character should be as unique as possible from hitboxes up, thus sharing exact same hitboxes detracts from each characters' own unique status.

>>
Anonymous 2013-02-26 08:03:16 No.178226725
You ever made a game?

You ever made a decent game?

If you expect to reach any kind of deadline for a solo or small group project, expect not to work.

>>
Anonymous 2013-02-26 08:03:24 No.178226732
>>178226473
Its an industry, people have to get paid for their work. This isn't an amateurish indie project like Cave Story where you can just make something in your free time and release it for free.

>>
Anonymous 2013-02-26 08:03:28 No.178226735
>>178226695

>186x270

anon please.

>>
Clay 2013-02-26 08:03:29 No.178226736
>>178225829

>rendering characters

Aren't... they just sprites?

>>
Anonymous 2013-02-26 08:03:32 No.178226741
>>178220081
That fucking lego

>>
Anonymous 2013-02-26 08:04:11 No.178226806
>>178226309
>otherwhise people would only play the the guy with the longest limbs
That's why balancing exists. Dhalsim might have long limbs, but he is somewhat slow and easy to get close.

>>
Anonymous 2013-02-26 08:04:25 No.178226828
>>178226210

Well, drawfags typically take like 5-6 hours at the most to draw an animu character, that gif just has the legs redrawn and the rest is just shaking the hand and making the hair wavy.

>>178226094

this ones pretty great though.

>>
Anonymous 2013-02-26 08:04:27 No.178226831
>>178224716
Muh balance!

>>
Anonymous 2013-02-26 08:04:37 No.178226849
>>178226403

And yet companies have accomplished more with less than 150k.

If that's seriously the amount it takes Reverge to make a character, they are a bloated boondoggle of a company.

>>
Anonymous 2013-02-26 08:04:43 No.178226861
>>178223491
shitty ones made in cthen ++

>>
Anonymous 2013-02-26 08:04:46 No.178226868
>>178226719
It sounds crazy but it actually does. Seriously do some research just because "it doesn't sound right" doesn't mean it's impossible.

>>
Oakland 2013-02-26 08:04:52 No.178226882

[Missing image file: 1336795388716.png]
>>178226719
Mugen is also a piece of shit and EVERYONE rips sprites from everything. So there is literally no work being done.

I want to bring up MvC2, but that had a few original characters.

>>
Anonymous 2013-02-26 08:04:55 No.178226884
>I hate how people still fall for scams.

I agree, Skullgirls should have never been funded in the first place.

>>
Anonymous 2013-02-26 08:05:05 No.178226896
>>178226295
i'm afraid to click play

>>
Anonymous 2013-02-26 08:05:43 No.178226948
>>178226861
You mean chen++

>>
Clay 2013-02-26 08:05:49 No.178226961
>>178226574

This doesn't take 150k to figure out.

>>
Anonymous 2013-02-26 08:05:49 No.178226962
>>178226216
You're clearly not looking at the picture I posted very closely at all.

Characters with even a bit of shading are crazy to draw in flash, any more than like, a single shade for phong highlights, a normal tone, and a shadow color is crazy. However each character here clearly has a phong highlight, a transition tone on that highlight, a normal tone, a shaded tone, and 1-2 transition tones to that shaded tone.

There's absolutely no way to do that efficiently in flash. You'd either have to spend a CRAZY amount of time not only drawing it but correcting flash's shitty smoothing algorithms, or resort to tweened animation, which looks horrible.

>>
Anonymous 2013-02-26 08:06:01 No.178226987
>>178226882
werent the only original characters for it Ruby Heart, Amigo and Sonson?

>>
Anonymous 2013-02-26 08:06:12 No.178227008
>>178220081
>Especially for a fighting game character that should only require 50,000 dollars to make.

Citation needed.
I love how the average /v/ user thinks they know how this shit works.

>>
Anonymous 2013-02-26 08:06:14 No.178227015
>>178226849
what other small companies are drawing HD sprites with 1400 frames without any animation shortcuts because they dont want it to look bad?

>>
Anonymous 2013-02-26 08:06:53 No.178227082

[Missing image file: 1343595390348.gif]
>all this damage control
I have never been so disgusted at /v/ before

>>
Anonymous 2013-02-26 08:06:55 No.178227089
>>178226987
Ruby Heart and Amigo were, SonSon was from an arcade/NES game.

>>
Oakland 2013-02-26 08:07:08 No.178227108
>>178226987
Cable, Jill, a few more.

I didn't mean brand new characters, I meant new to the MvC series, so new sprites.

>>
Clay 2013-02-26 08:07:09 No.178227109
>>178226735

The artist could probably easily vectorize it and blow it up to 1860 x 2700, just for you.

>>
Anonymous 2013-02-26 08:07:11 No.178227114
>>178226736
Rendering in a drawing context means to draw out the shades and tones and it is still used that way by artists.

>>
Anonymous 2013-02-26 08:07:30 No.178227127
i don't know what to think about human kind...

>>
Anonymous 2013-02-26 08:08:01 No.178227187

[Missing image file: tumblr_m2k142Cje21qft9u9o1_500.gif]
>>178226828
Yeah it was just the first GIF I found at that resolution on Google. I think people are failing to understand that these are all hand-drawn and HUGE.

>>
Anonymous 2013-02-26 08:08:12 No.178227201
>>178225646
That's moronic. That's like saying I can use flash to animate in 3d because I can import screenshots of 3d animations into it.

>>
Anonymous 2013-02-26 08:08:21 No.178227213
>>178226961
$2000 for doing the hitboxes, manual, on every single frame for every single character and THEN balancing it is not surprising.

>>
Anonymous 2013-02-26 08:08:42 No.178227242

[Missing image file: hitboxes.png]
>>178225503
>>178225334
>>178224267

>Hitboxes
>Hard

This shit took 6 minutes.

>>
Anonymous 2013-02-26 08:09:17 No.178227292
>>178226962
>. However each character here clearly has a phong highlight, a transition tone on that highlight, a normal tone, a shaded tone, and 1-2 transition tones to that shaded tone

You make it sound like they have this per surface. They don't. Look at the girl with the orange monster, and now look at her leg. You see a regular brown, you see darker-tone brown, and you see a highlight brown. Follow this formula for every single surface.

I don't see why this would be a ridiculous task in Flash.

>>
Anonymous 2013-02-26 08:09:34 No.178227320
>>178226736
>they just sprites?
Nope, they're all fully hand drawn (anywhere from 1200 to 1500 frames) and downscaled from twice the size of 1080P iirc

>>
Anonymous 2013-02-26 08:10:23 No.178227409
>all these damage control
skullgirls dev pls go

>>
Anonymous 2013-02-26 08:10:35 No.178227431
>>178226574
To be fair, the most an average old 90s fight game had for a single frame of animation is 7, and that's tops. Usually:
2-3 to define the area that can be hit(1 or 2 for the body + head)
1 to define body's width and height
1-2 to define an attack(plus the attack usually has an extra one for where it can be hit to limit the move's priority)

The body and width one is usually the same for most of the moves, it changes when ducking and jumping. And most frames don't have an attack box. So it's usually drawing 2-3 new boxes per frame.

Unless you're Skullgirls or Street Fighter 3.

>>
Anonymous 2013-02-26 08:10:41 No.178227439

[Missing image file: photo.jpg]
>>178220081
>$150.000 for 1 DLC character
THE HAPPIEST OF MERCHANTS

>>
Anonymous 2013-02-26 08:11:03 No.178227474
>>178227242
>coding is the same thing as drawing in paint!

>>
Anonymous 2013-02-26 08:11:23 No.178227502
>>178227242
okay now do it for every frame on the new character all while keeping it balanced

>>
Anonymous 2013-02-26 08:11:25 No.178227507

[Missing image file: 1340660204277.jpg]
>over $200,000 just to animate a single character

Fucking jewish animators

>>
Anonymous 2013-02-26 08:12:20 No.178227596
>>178227507
It's actually Alex and Mike being reverse jews and demanding the highest quality

>>
Anonymous 2013-02-26 08:12:20 No.178227598
>>178226246
And did it ever occur to you that people need to be paid for their time no matter what it is they are doing no matter how simple?

>>
Anonymous 2013-02-26 08:12:32 No.178227624
>>178227409
>>178227082
Is this what were resorting to? Insisting that the opposing side is losing? Just awful /v/ come on. At least give me a strawman MS Paint comic or something.

>>
Oakland 2013-02-26 08:12:32 No.178227626
>>178227431
Quite a bit of SF3 was rotoscoped.

Children of the Atom is an example of an older Capcom game with great animation.

>>
Anonymous 2013-02-26 08:12:42 No.178227640
>>178227242
Do it a thousand more times.

>>
Anonymous 2013-02-26 08:12:48 No.178227650
>>178227242
>MS paint is the same as coding in hitboxes onto a moving figure

>>
Anonymous 2013-02-26 08:13:17 No.178227683
>>178226961
$2000, clay.

>>
Anonymous 2013-02-26 08:13:32 No.178227706
>>178222587
First of all as >>178223674 has already stated, ignoring the salaries of the people MAKING the goddamn thing is not only short-sight bu down right retarded. This isn't some amateur hobby shit; people making it kind of need to eat and from the looks of 45k split 8 ways, that's not a lot.

Furthermore, they kind of got completely laid off from their publishers due to a legal suit (of which I don't know the details of), hence why they are going by Lab Zero Games instead of Reverge Labs.

Finally, if no one wanted the DLC, then why is it getting so much within the first day of this crowd funding project?

>>
Clay 2013-02-26 08:13:50 No.178227736
>>178227474

They already have the hitbox code set up. They just need to define new hitboxes for the new character.

>>
Anonymous 2013-02-26 08:14:06 No.178227759
>>178227187

Ya okay, that looks decent, though still you have to consider 12 episode animes are made for about $240,000, a single character is $150,000?

>>
Anonymous 2013-02-26 08:14:12 No.178227768
>>178227626
Actually, majority of SFIII is hand animation.

>>
Anonymous 2013-02-26 08:14:15 No.178227772

[Missing image file: photo.jpg]
>Someone paid a grand for a DLC character

>>
Anonymous 2013-02-26 08:14:27 No.178227793
>>178227626
I was talking about hitboxes. Though yeah Third Strike has a pretty high frame count per animation.

>>
Anonymous 2013-02-26 08:14:38 No.178227817

[Missing image file: 12314325.jpg]
>go to /vg/ Skullgirls thread
>"GIVE THEM YOUR MONEY NOW"
It's shit like this that makes the video game industry suck these days

>>
Anonymous 2013-02-26 08:14:54 No.178227842
>>178227772
Zone paid a grand so they would put Zone-tan in the background

>>
Anonymous 2013-02-26 08:15:05 No.178227859
>>178227759
Anime has less frames that one fighting game character and is being animated in fucking Korea.

>>
Anonymous 2013-02-26 08:15:12 No.178227874
>>178227706
The legal thing had nothing to do with skullgirls but apparently froze Autumns assets so Skullgirls effectively had no funding and a bunch of them were working for free for a while there

>>
Anonymous 2013-02-26 08:15:35 No.178227903
>>178227842
based zone

>>
Anonymous 2013-02-26 08:15:56 No.178227934
>>178227187
>Arm slides forward and is copy and pasted billions of times

>>
Anonymous 2013-02-26 08:16:11 No.178227952
>>178227874
So basically they were screwed over?

>>
Clay 2013-02-26 08:16:13 No.178227957
>>178227683

I'm convinced they just made a pie chart to appease people. The only cost they know is the cost for certification.

The numbers/labels are most likely interchangeable in the eyes of the devs.

>>
Anonymous 2013-02-26 08:16:14 No.178227963
>>178227842
Only a grand?

>>
Anonymous 2013-02-26 08:16:17 No.178227968
>>178227842
Funny thing is, they already wanted a cameo of some sort (as well as ZT as an alt-color scheme for a character)

>>
Oakland 2013-02-26 08:16:37 No.178228000
>>178227768
Elena is rotoscoped I believe.

>>
Anonymous 2013-02-26 08:16:51 No.178228015
>>178227817
God forbid someone gives a developer money because they like what they made and want to support them. Jesus Christ next thing you know people are going to start playing video games because they enjoy them.

>>
Anonymous 2013-02-26 08:17:42 No.178228097

[Missing image file: photo.jpg]
So now we're funding DLC and then buying it later?
GENIUS.

I can't wait till EA and Activison hears about this.

>>
Anonymous 2013-02-26 08:17:44 No.178228102
>>178228000
Few winning poses, and the standing animation, but everything else was handmade.

>>
Anonymous 2013-02-26 08:17:47 No.178228108

[Missing image file: 1354637514340.gif]
>>178220756
>lego=pain
>tack=pain
>lego+tack=2pain
Fixed.

>>
Anonymous 2013-02-26 08:17:48 No.178228109
>>178227759
Most syndicated non-OVA/movie anime looks like absolutely dog shit so the point is moot. They skim out as much as possible.

>>
Anonymous 2013-02-26 08:17:48 No.178228110
>>178227968
It's amazing how friendly they are with a guy that drew porn of their character.

I really want to hear the conversation of Zone convincing the announcer to do the flash

>>
Anonymous 2013-02-26 08:17:53 No.178228118

[Missing image file: 1360865676047.png]
>why give money to some random dev team rather than steam and le gaben Dx

I gave $100.

>>
Anonymous 2013-02-26 08:18:00 No.178228134

[Missing image file: 1327151699294.png]
>Capcom faggots try to fight with paperthin arguments
>Get blown the fuck away
>D-D-DAMAGE CONTROL

Stay classy.

>>
Anonymous 2013-02-26 08:18:16 No.178228172
>>178227957
Because you know damn well that it could be a lot more than $2000 for hitboxes.

I believe a lot of the estimates are basically "how many hours would this staff member spend on this task" and, as it ALWAYS is, that number will be woefully smaller than the end result.

>>
Anonymous 2013-02-26 08:18:34 No.178228201
>>178227952

>"Rather than paying game-related proceeds directly to CNB as agreed, defendant have kept all game-related proceeds for themselves and have refused to remit any such proceeds to CNB."

>The bank further alleges that, after the loan was approved, Konami and Autumn made "baseless and unrealistic projections," that "Def Jam Rapstar" would ship 2.5 million units in its first year.

>"By the time CNB learned the true state of affairs, Autumn had drawn down $13,987,003.15 of the $15 million line of credit," the complaint states. "To date, defendants still have not paid CNB a single penny of the principal amount that is due, and they continue to insist that none of the proceeds from sales of the game are owed to CNB and/or available for repayment."

Personally, if all that shit is true then Autumn hasn't got a chance in hell of coming out of this unscathed.

Source: http://www.gamepolitics.com/2012/05/23/konami-autumn-games-sued-def-jam-rapstar-credit-line#.USxVEVcsdfg

>>
Anonymous 2013-02-26 08:18:47 No.178228218
>>178228097
>and then buying it later?
No, it's free to EVERYONE if this gets funded.

>>
Anonymous 2013-02-26 08:18:51 No.178228226
>>178227109

>Easily vectorize

You seem to know shit about Vector art.

>>
Anonymous 2013-02-26 08:18:51 No.178228227
>>178228097
everyone gets the dlc for free once it's funded. You just have to pick it up within 3 months

>>
Anonymous 2013-02-26 08:19:05 No.178228251
>>178227842
>Zone paid a grand so they would put his daughter inspiration character in the background.

>>
Anonymous 2013-02-26 08:19:09 No.178228257

[Missing image file: Untitled.png]
>>178227292
Her leg has 5 tones, 1 phong, 1 brighter color 1 transition 1 darker tone 1 close to black. You're fucking blind.

>>
Anonymous 2013-02-26 08:19:19 No.178228271
>>178228109
>mfw first season of new Jojo
It went from amazing to ApeEscape in a span of five minutes.

>>
Anonymous 2013-02-26 08:19:20 No.178228274
>>178228102
Most spritework is done by tracing over 3D models, its just time consuming.

>>
Anonymous 2013-02-26 08:19:23 No.178228280
>>178228097
> buying it later
Actually it's free for 3 months. And anyone who gets it during that time has it permanently. So anyone donating will probably get it without having to pay anything extra.

>>
Anonymous 2013-02-26 08:19:43 No.178228308
>>178228227
pirated.

>>
Anonymous 2013-02-26 08:19:44 No.178228313
>>178228015
>GIVE US MORE MONEY SO WE CAN FINISH THE GAME YOU ALREADY PAID FOR
That shit is not okay

>>
Anonymous 2013-02-26 08:20:10 No.178228362
>>178228201
They'll take Skullgirls down with them though.

>>
Anonymous 2013-02-26 08:20:11 No.178228363
>>178228226
There's programs that can automatically vectorize images for you. Not ideal, but it works.

>>
Anonymous 2013-02-26 08:20:17 No.178228378

[Missing image file: elenabendwin.gif]
>>178228000
>>178228102
It's always fun to check and see if zweifuss is still online.

>>
Anonymous 2013-02-26 08:20:18 No.178228379
Are you guys still on this game? Play King of Fighters you plebs

>>
Anonymous 2013-02-26 08:20:31 No.178228407
>>178227187
>>178227320
>claim 1500 - 2000 frames per character
>that gif you posted only contain 17 frames
>it's probably no more than total 100 frames for all attack and idle moves per character, easily made by a skilled animator

lel

>>
Anonymous 2013-02-26 08:20:38 No.178228424
>>178228313
Releasing a DLC character = finish the game?

Really?

>>
Anonymous 2013-02-26 08:20:44 No.178228431
>>178228271
I can't tell if that's a good thing or not because I fucking loved Ape Escape and I fucking love Jojo's so I'm just going to assume yes this is the best thing.

>>
Anonymous 2013-02-26 08:20:46 No.178228432
>>178228280
what happens if THAT person didn't get it within those 3 months?
he has to pay for it?

>>
Anonymous 2013-02-26 08:21:08 No.178228457
>>178227759

>Cheap-ass outsourced anime that pulls every trick on the cheap animation department

What were you expecting? It's almost as bad as canadian animation.

>>
Anonymous 2013-02-26 08:21:10 No.178228459
>>178228274
Nowadays that's true. In 80's and most of 90's they were done my hand.

>>
Anonymous 2013-02-26 08:21:20 No.178228474
>>178228313
>SO WE CAN FINISH THE GAME YOU ALREADY PAID FOR
But that is incorrect.
This is DLC developed directly after the fact.

Everything promised in Skullgirls is there, except for the promised patch because they DIDN'T READ THE DAMN XBLA TOS

>>
Anonymous 2013-02-26 08:21:20 No.178228478
>>178227292
>>178228257
Fuck, I misread.Yyou said the leg. That's still wrong. The leg has 4 fucking colors on it. phong, normal, transition, dark. Her skin on her chest has even more transition shades.

And disregarding even that. other parts of her body and everyone else's have a lot of transition shades. This gives the characters a smooth look that simply isn't sane to do in flash with frame by frame animation.

>>
Anonymous 2013-02-26 08:21:32 No.178228498
>>178228313
But that's not whats happening. People are giving money to the game devs because they want to see it grow. It was pretty well whole and complete on release.

>>
Anonymous 2013-02-26 08:21:31 No.178228501

[Missing image file: 1359102293064.jpg]
>>178227474
>>178227502
>>178227640
>>178227650

>Writing 5-6 hitbox codes, tracing a 2D sprite with rectangles, and assigning code values to the rectangles is so hard

Fucking kill yourselves.

>>
Anonymous 2013-02-26 08:21:37 No.178228508
>>178221363

What you aren't taking into account is that the thumbtack will stick the Lego TO your foot, and the sudden piercing will force you to stumble, the Lego will remain in place, on your foot, so you will step of it multiple times.

It is a warcrime.

>>
Anonymous 2013-02-26 08:21:48 No.178228524
>>178228379
but i'm not mexican

I also can't figure out a team to compliment my Joe since he's the only character I can play. Somebody once suggested Billy and Raiden but I never got round to practice.

>>
Anonymous 2013-02-26 08:21:49 No.178228526
>Inb4 IF WE GET 50.000 BUCKS MORE THAN OUR GOAL WE WILL PORT TO PC!!!!!!!!

>>
Anonymous 2013-02-26 08:21:54 No.178228531
>>178228362

Lab Zero's said that Autumn owns the rights to Skullgirls video games, but Alex still holds the rest of the rights so any profits from merchandise, like sanshee or the skullgirls store, goes straight to Lab Zero and not Autumn.

Theoretically if the lawsuit works out and Skullgirls starts chugging along again, Autumn would pay Lab Zero to keep working on Skullgirls. Theoretically.

>>
Anonymous 2013-02-26 08:21:57 No.178228541
>>178228378
That's rotoscoped as fuck.

>>
Anonymous 2013-02-26 08:21:58 No.178228545
>>178228379
I would if there was anyone to play it with (i.e. if the online wasn't utter shit)

>>
Anonymous 2013-02-26 08:22:07 No.178228561
>>178228201
There is no Autumn any more.

Skullgirls is being taken care of by Lab Zero games.
That's why they have no money, why they have to contract all of their workers, and why they had to postpone work so much.

>>
Anonymous 2013-02-26 08:22:26 No.178228593
>>178228257
You are looking at different surfaces. Look at the skin. It has 3 tones. Look at the black fabric. It has 3 tones. So does the orange fabric.

Everything in the game uses the 3-tone per surface recipe. It's not necessarily a bad thing; it makes it look cartoony. But you are trying to make it into something it is not.

>>
Anonymous 2013-02-26 08:22:32 No.178228604
>>178228508
you're a warcrime

>>
Anonymous 2013-02-26 08:22:37 No.178228610

[Missing image file: 1352960429914.jpg]
>>178220081

>>
Anonymous 2013-02-26 08:22:39 No.178228617
>>178228457
>comparing koreashit to Canadian animation.

Oh go fuck yourself. Mass-produced Korean garbage was never that bad.

>>
Anonymous 2013-02-26 08:22:44 No.178228627
>>178228362
Worst case scenario, after the Evo donation drive and Japan release went extremely well, and a highly-demanded PC release on the way, wouldn't Autumn just sell off the IP?

>>
Anonymous 2013-02-26 08:22:44 No.178228629
>>178228459
Yep. SFA's sprites were hand drawn. Like on paper.

Garou's were rotoscoped over 3D models though.

>>
Anonymous 2013-02-26 08:23:03 No.178228661

[Missing image file: babyfox.png]
>People aren't aware of the fact that it's not just animating the one character but actually animating the responses for every other character to those attacks that take up the majority of the budget.

Just kidding I don't know what the fuck I'm talking about, but I'd be interested in how the character responses are handled because $150K for jumpy as fuck animation is a bit ridiculous.

>>
Anonymous 2013-02-26 08:23:13 No.178228673
>>178228363

Believe me, it looks like shit.

I've worked with vector Illustration for 5 years now, and even though there are shortcuts, the result is extremely mediocre.

Pixel art of that quality will get devastated after going through a live drawing vector process.

>>
Anonymous 2013-02-26 08:23:15 No.178228679
>>178228561
>>178228531
This is just fucking bullshit.

>>
Anonymous 2013-02-26 08:23:26 No.178228693

[Missing image file: 1335729788601.jpg]
>>178228407
>17 frames for down strong kick
>6 different down attacks
>6 different standing attacks
>6 different jumping attacks
>18 total normals
>assuming they all have at least 15 frames, that's 270 frames total
>not even counting idle animations, movements and specials.

What now, faggot?

>>
Anonymous 2013-02-26 08:23:34 No.178228709
>>178221465

I'm guessing this image alone cost them around $10,000 to make.

>>
Anonymous 2013-02-26 08:23:34 No.178228710
>>178228379
This.
KoFXIII, Guilty Gear and even Tekken Tag 2 is infinitely superior than this garbage.

>>
Anonymous 2013-02-26 08:23:37 No.178228714
>>178228627
>Autumn sells the IP off to Capcom for 5 bison dollars

>>
Anonymous 2013-02-26 08:23:42 No.178228724
>>178228424
>>178228474
>>178228498
I don't know what's worse: considering a roster with 8 characters "complete" or the fact you faggots are defending DLC

>>
Anonymous 2013-02-26 08:24:38 No.178228803
>>178228679
Yeah, they got dealt a really shitty hand.
I heard a little after the initial launch that Mike Z said the game was selling good, so maybe the game had a chance of not falling flat on its face.

>>
Anonymous 2013-02-26 08:24:45 No.178228813
>>178228617

Hence the ALMOST as bad.

>>
Anonymous 2013-02-26 08:24:48 No.178228818
>>178228501
Time consuming, anon. Time consuming.
Balance as well is taken into consideration for hitboxes vs. hurtboxes, length/duration and size of certain hitboxes and such.

Over 1400 frames could easily use up $2000

>>
Anonymous 2013-02-26 08:24:49 No.178228820
>>178228498
>no movelist

>>
Anonymous 2013-02-26 08:25:11 No.178228851
>>178228724
I can't stand you crusaders going around trying to preach to everyone about how DLC is the devil. There's nothing inherently wrong with DLC. Nor is there anything wrong with a budget priced fighting game having a smaller roster.

>>
Anonymous 2013-02-26 08:25:14 No.178228854
>>178228693
That's nowhere near the 1500 frame estimate.

>>
Anonymous 2013-02-26 08:25:17 No.178228858
>>178220081

>Buying Waifufighter 2012 at all

Prevention is the best medicine

>>
Anonymous 2013-02-26 08:25:22 No.178228870
>>178228803
It clearly wasnt failing because Autumn still wants to work with them but cant.

>>
Anonymous 2013-02-26 08:25:33 No.178228896
>>178227759
>12 episode animes are made for about $240,000
My sides
You can inquire /a/ to explain

>>
Anonymous 2013-02-26 08:25:40 No.178228907
>>178223626
The old Capcom fighters would easily have a dozen animators working on a single game.

>>
Anonymous 2013-02-26 08:26:02 No.178228932
>>178228526
Its not a stretch goal, PC version was confirmed weeks before the idea of crowdfunding was conceived.

>>
Anonymous 2013-02-26 08:26:05 No.178228938
>>178228526
They're already porting it to the PC regardless of how this crowdfunding goes.

>>
Anonymous 2013-02-26 08:26:09 No.178228950

[Missing image file: 1347491337797.png]
>>178228693
1500-2000 frames and 270 frames are in the same ballpark

>>
Anonymous 2013-02-26 08:26:16 No.178228967

[Missing image file: colorswap.php.gif]
>>178228407
That is one normal move, a crouching HK. For reference, this is Ryu's in Street Fighter III, a game where characters have at least several hundred frames of animation.

>>
Anonymous 2013-02-26 08:26:21 No.178228975
>>178228363
>>178227109
As a vector artist, those programs are fucking useless and create all sorts of results you DO NOT want.

>>
Anonymous 2013-02-26 08:26:46 No.178229020
>>178228627
>highly demanded PC release
Maybe a year ago.
You know, when they originally promised it.

>>
Anonymous 2013-02-26 08:26:59 No.178229038
>>178227859
Anime, as well as film and any similar medium is made in 24 frames per second. Video games usually go with 60 minimum, but that's not what I'm discussing here.

With cartoons they only end up drawing 12 frames, and double each one on itself in order to make up the rest of the 24. The average anime on the other hand only ends up drawing 8 frames and triples each one on itself.

Add that to the fact that anime, by virtue of its medium is linear in its progression and there fore doesn't require any coding at all. So yeah, it's no surprise anime is cheaper

>>
Anonymous 2013-02-26 08:27:02 No.178229049
>>178227952
they got fucked 8 ways from Sunday by just about everything and everyone.

also the patch re-organizes the games code to reduce loading times, which makes the patch pretty big and thanks to Microsofts restrictions on file size, Xbros still dont have the patch

>>178227963
Thats how much it costs to get an character of your choosing in the background

>>178228110
The announcer in the flash is the same guy that did it for the game

>>178228313
That was the games whole plan from the start, release cheap then add more characters as DLC so at the end of it you get the same price point and content amount as a standard fullpriced fighting game, then Autumns lawsuit happened

>>178228526
the fuck are you on about? PC release was already confirmed before the thing began, one of the reward tiers is a steam key too

>>
Anonymous 2013-02-26 08:27:16 No.178229075
>>178228967
Chun-Li's walking animation alone had some 200 frames, not to mention Makoto's.

>>
Anonymous 2013-02-26 08:27:53 No.178229128
>>178228724
$15 for 8 characters?

Why can't that be considered complete?

>>
Anonymous 2013-02-26 08:28:06 No.178229147
>>178228693
Intro animations, wins, loses, draws, getting hit high, low, light, hard,, guarding, etc.

>>
Anonymous 2013-02-26 08:28:25 No.178229173
>>178228501
It's not hard, it's time consuming. If you were that guy from before you said it took 6 minutes to do that one image. I usually use a thousand for a rough estimate for how many frames of animation the average fighting game character has(not exclusive sprites, since some moves use the same sprites, but when that happens in an animation you still have to redo the hitbox for it). It's probably at least twice that or more for Skullgirls. 6x1000 is 6000 minutes. How many hours of work is that?

>>
Anonymous 2013-02-26 08:28:35 No.178229185
>>178229038
Oh shit meant to quote >>178227759

>>
Anonymous 2013-02-26 08:28:37 No.178229187
>>178228950
>>178228854
Let me help you read

>not even counting idle animations, movements and specials
>i even forgot supers and grabs

God, you capfags are pathetic.

>>
Anonymous 2013-02-26 08:28:43 No.178229202

[Missing image file: bb-taokaka.jpg]
>>178225379

>>
Anonymous 2013-02-26 08:28:50 No.178229207
>>178228432
Yes. 3 months is more than enough time for anyone with even a passing interest in the donation drive or this game in general to grab it. It would be unwise of them to swear not to profit off a DLC character three months, a year, even ten years after it's released if people are still buying it.

>>
Anonymous 2013-02-26 08:29:03 No.178229226
>>178228661

Every character has generic hitstun animations.

>>
Anonymous 2013-02-26 08:29:06 No.178229232
>>178229038

>Anime
>24 fps

Only stuff like Hayao Miyazaki's work goes to that extent of quality.

Most anime nowadays is outsourced and it's pretty bad and cheap.

>>
Anonymous 2013-02-26 08:29:06 No.178229236
Even Street Fighter 2 characters had around a couple hundred frames of animation each. Fighting games in general are very animation-intensive.

>>
Anonymous 2013-02-26 08:29:33 No.178229274
>>178229049
>and thanks to Microsofts restrictions on file size
AND thanks to them not reading the god damned TOS for XBLA.

>>178228724
It's what the game was advertised for and sold as, completely. Whether you think it's worth the price or not is irrelevant.

Simply put, they did not strip out content meant for the initial release as Capcom does.

>>
Anonymous 2013-02-26 08:29:50 No.178229304
>>178228693
>gib 150 for 270 frames

>>
Anonymous 2013-02-26 08:30:10 No.178229336

[Missing image file: Untitled.png]
>>178228593
the black fabric has 5 tones. I pointed them out in that image. The skin has 5 tones. Do I need to enlarge the fucking thing for you? Are you incapable of seeing the transition tones? Every single surface has at LEAST 4 tones if not more than that!

>>
Anonymous 2013-02-26 08:30:13 No.178229341
>/v/ talking about something they know nothing about
>again

Please guys, stop embarrassing yourselves.

>>
Anonymous 2013-02-26 08:30:27 No.178229361
>>178229232
No no no, they do TECHNICALLY go 24fps, but as I stated before they only actually draw 8. Miyazaki on the other hand is crazy enough to draw all 24

>>
Anonymous 2013-02-26 08:31:01 No.178229407
>>178229187
Oh, it might bring that figure up to 500. Wooow.

>>
Anonymous 2013-02-26 08:31:04 No.178229412
>>178224979
We weren't supposed to win. The higherups said the war simply had to go on as long as possible.

Then we left.

This is fact.

>>
Anonymous 2013-02-26 08:31:05 No.178229413
>>178229304
>>178228950
>>178228854
inb4 i was just pretending to be retarded

>>
Anonymous 2013-02-26 08:31:14 No.178229419

[Missing image file: 1357445711824.jpg]
>>178229187
So you're implying you need around 600-800 frames for FUCKING WALKING AND JUMPING ANIMATION LOOPS?

>>
Anonymous 2013-02-26 08:31:23 No.178229432
>>178229336
You missed a couple subtler ones for the orange too.

>>
Anonymous 2013-02-26 08:31:23 No.178229434
>>178229361

god bless that man.

>>
Anonymous 2013-02-26 08:31:30 No.178229445
>>178229187
>178228854

So what, 350 frames then? Still not close to 1500.

>>
Anonymous 2013-02-26 08:31:40 No.178229460

[Missing image file: photo.jpg]
I wish this got voted to EVO.
I would then be able to laugh my ass off at all the spaghetti wizards thinking their waifu wars is a legit fighting game.







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