Comments (11) Latest comment 4 years ago

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  • Razz #1 4 years ago

    So lovely. :) I can't wait to get online with this. :)
  • Gnort #2 4 years ago

    Considering they aren't able to add any additional frames of animation, it's going to look like a flash cartoon in motion, though.
  • XdarXideX #3 4 years ago

    Yeah I'm fully expecting this to LOOK horrible in motion. And what the hell is with the shitty looking Hadoken, Sonic Boom, etc.?
  • asphaltcowboy #4 4 years ago

    Why are they not able to add any additional frames of animation?
  • Gnort #5 4 years ago

    In order to preserve the feel of the original (move timings, hitboxes, etc) they haven't done anything apart from simplify some controls, and redraw each existing frame of the game in HD resolution.

    Even if they wanted to add in frames, I'm not sure they have the resources to do it, all they've really got is a project lead who knows SSFT2 inside out and a team of artists from Udon comics.
  • Markus #6 4 years ago

    I think the backgrounds could use some more details - there are some not-so-great looking areas when looking at the full-size screens.
    Edited by Markus at 03/06/08 @ 21:35
  • asphaltcowboy #7 4 years ago

    thanks for the info gnort! although (staff resources aside) I'm sure if they just doubled the frame rate, the timing and feel should remain the same...
  • Gnort #8 4 years ago

    If only it were that simple - doubling the frame rate would require them to draw twice as much art (if it were a 3D game, they could just let the game engine fill in the gaps). This is one of the reasons why 2D fighters became so notorious for recycling art.

    Also, adding in those new frames would hurt the move timings, as expert players apparently know exactly what frame to start things on. It's not stuff normal people (like me) concern themselves with, though. I don't know if you've watched any of the SSFT2 tutorials that Capcom included on the Capcom Classics Collection 2, but they give you some sort of idea (http://www.youtube.com/watch?v=t8dD3K2_P... Incidentally, these tutorials are presented by Dan Sirlin, who is the project lead on SSFT2 HD Remix.
  • Nikanoru #9 4 years ago

    The reason it looks bad isn't just the low framerate, it's the very nature of what they're trying to do - drawing in high res over something that was made as pixel art, fitting each pixel in its place to make a whole and thus making some concessions as far as shape and anatomy goes. Not to mention this was very early pixel art - if you look at something newer like Street fighter III which is basically the same resolution, you'll notice the figures look miles better, they even look better than this "HD remix" despite being so low res.
  • Gnort #10 4 years ago

    Having downloaded the beta, I can confirm that the new sprites are quite nice, but the jittery animation is so 1991 it's scary. It completely ruins the effect.
  • Mint #11 4 years ago

    "In order to preserve the feel of the original (move timings, hitboxes, etc) they haven't done anything apart from simplify some controls, and redraw each existing frame of the game in HD resolution."

    So the CPU still cheats like a bitch then? Pfft..