Zidiane
Doing my best
Yeah. I mean, how crazy would things get if Dan took on a third pupil after Sakura and Blanka?
Yeah. I mean, how crazy would things get if Dan took on a third pupil after Sakura and Blanka?
If you're talking about the thing with Chun's Hikoken, that could just be a funk EX version.
I think that the power up thing is a universal super mode mechanic that turns all specials into EX versions temporarily. Definitely changes things up a bit.
Kinda interested in how air fighting will work, since it looks like we now have genuine launcher combos, which I think is a first for the mainline series.
No way in heck are those Personal Actions. If they were, then Chun-Li and Ryu would have gotten different effects, but both seem to have gotten the "free EX move" deal.
as should be tradition.
well now on the new hardware that shouldnt be much of an excuse anymore?
If it looked the same as SFIV and wasn't tryring to push visuals, yes. However, better hardware usually results in developers making more complex models and shaders and more stuff on screen. This pften results in the same performance issues that occur on older games on older hardware; when given a better canvas, artist seldom want to draw the same old thing they did before. It's possible they can reduce clipping, but I wouldnt count on it. Time is better spent elsewhere in a game like this.
That's false, it's actually really simple to avoid inter-model clipping. If you render both models to flat polygons, then render those to the screen, you can avoid clipping entirely. And if you use two polys for each model to differentiate parts that should be behind and in front you can still do grabs and claps and things with one encircling the other. Both Third Strike and SG do this with their sprites. I tried to get KI to do it but they weren't interested. No 3d game that I know of has done this yet, but that doesn't mean it's not easy. :^)Not only that, but there's still going to be clipping no matter what. You've got 3D characters doing crazy kick flips n' shit point blank in each others faces, there's no way to handle that without simply letting the models clip through one another. I'm sure they can do a lot to reduce the amount of clipping that occurs in things such as cloth and hair, but I wouldn't expect them to focus on it too much.
as should be tradition.
That's false, it's actually really simple to avoid inter-model clipping. If you render both models to flat polygons, then render those to the screen, you can avoid clipping entirely. And if you use two polys for each model to differentiate parts that should be behind and in front you can still do grabs and claps and things with one encircling the other. Both Third Strike and SG do this with their sprites. I tried to get KI to do it but they weren't interested. No 3d game that I know of has done this yet, but that doesn't mean it's not easy. :^)
Your earlier assertion that too much processing time is required to avoid cloth/hair clipping is also false. The easiest CPU-wise (but most work intensive) way to get cloth and hair not to clip is to animate them along with the character per frame, of course, like Xrd, but that doesn't get the physics benefits. If you build decent collision primitives and have a good simulation of your nodes, though, you can certainly do it for sims. We did it in SWBF2 on the PS2, for example - I know cuz I helped write the code. :^P
ESPECIALLY in a fighting game where there are only two characters on screen, most of this stuff is fixable. It's just a question of whether one cares.