King of Fighters XII

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Re: King of Fighters XII

Сообщение Supreme » 02 окт 2008, 20:39

Немного быстрого перевода боевки:
CLASH/OFFSET SYSTEM (SOUSAI)
- Occurs when strong attacks, special attacks and DMs clash (replaces counter hits, I assume)
- If you don't input anything after the offset, both opponents do a backstep automatically
- If you do input something, the backstep is cancelled and you can continue to attack.
- You can cancel projectiles in this manner as well.
- You can cancel the clash into a dash or a jump by holding the lever in the appropriate direction
- When you cause a clash, you take some damage (a fraction of the damage of the attack that the opponent was doing, so it scales up as you clash more powerful attacks - at least that's the impression I'm getting).
- If you clash while in midair, you can follow up with just about anything that your character can do in mid-air

GUARD ATTACK (command = b+ CD)
- To be used when trying to turn the momentum of the battle in your favour, or when you've predicted that a defensive opponent will attempt to counter attack.
- You can do it even when the opponent isn't attacking you (unlike the guard cancel CD of old)
- It catches all types of attacks - high/low/mid/overhead
- You're vulnerable to throws during the attack

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Re: King of Fighters XII

Сообщение Motaro » 02 окт 2008, 22:33

Что-то гейский арт у игры,Степа)
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Re: King of Fighters XII

Сообщение Supreme » 02 окт 2008, 23:28

Короче, сам ты гейский.)
Вполне нормальный арт. Только Ash , как обычно метросексуальный, ну и Iori немного стал таким) Посмотрим как он в игре будет выглядеть.

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Re: King of Fighters XII

Сообщение osam » 05 окт 2008, 15:47

Выдержки из интервью продюсера The King of Fighters XII.
-10 people are involved with creating any given character...one person would take 16-17 months to completely draw one character.
-Each animation on average has about 30 frames, with each character having about 400-600 frames of animation in total.
-No story, so no special endings. Again, they're leaving it out in order to concentrate on balance, depth and the graphics.
-4 alternate colours per character.
-2 BGMs per stage.
-No SDMs - DMs are the most powerful attacks you have.
-They decided to keep the character count small since with large rosters you end up with a lot of characters not being used.
-No default teams, just 20 edit characters.
-No EX characters.
-The April location test got scrapped because compared to other competing games that were in testing at the time they felt they didn't have enough characters completed to test the game.
-The game will not use the card system or Type-X2 online service (for cost reasons).
Последний раз редактировалось osam 05 окт 2008, 23:56, всего редактировалось 1 раз.

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Re: King of Fighters XII

Сообщение Pheron » 05 окт 2008, 17:28

Опять дрим матч, да еще без команд. И то что сдм убрали жалко, понимаю что ими редко пользовались, разве что только в 2003-XI, но они были прикольными. И эта отмаза про меньшее кол-во чаров, написали бы уж сразу, что было трудно нарисовать толпу, а вкусы у всех разные и люди пользуются почти всеми.
P.S. 16-17 месяцев на одного перса? Это они 22 года игру делают?

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Re: King of Fighters XII

Сообщение Broken » 05 окт 2008, 17:45

учимся читать индеец тим. то что осам запостил вапще ни о чём разговор.

"one person would take 16-17 months to completely draw one character"
одному челвоеку потребовалось бы 16-17 месяцев чтобы полностьюпрорисовать 1 перца.
всё атки думаючто это всё неуадчный перевод или по поводу той версии игры чтом ы пока видели,
дриммач, и отсутсвие команд это несерьёзно

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Re: King of Fighters XII

Сообщение El Salo » 05 окт 2008, 19:06

Ага, 22 года, у них же всего один художник, а не 10.
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Broken_Angel - И вообще, из за таких как ты у Афины каждый год новый кастюм

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Re: King of Fighters XII

Сообщение -D- » 05 окт 2008, 21:06

Чего-то они тормоза редкостные 500 фреймов полтора года рисовать.

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Re: King of Fighters XII

Сообщение osam » 06 окт 2008, 00:00

когда игра выйдет, все забудут что такое СФ

да он как сравнение сказал 16-17 , я когда переводил другое интервью то он там тоже говорил об этом. лол

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Re: King of Fighters XII

Сообщение El Salo » 06 окт 2008, 00:44

Угу Д, очень тормоза, вон в срапком не тормоза, как быстро крутые спрайты наваяли в сф4.

Давным-давно кто-то СНКП заявил, что один человек за 1 рабочий день рисует 1.5 кадра.
600 кадров - 400 рабочих дней.
+ отбраковка
+ перересовка
+ повторить.
Offtop
"ST and Tekken are like the universal truths of fighting games. People will always play ST and people will always play Tekken. ST, because it's good. Tekken, because it's new." (C) SRK
Broken_Angel - И вообще, из за таких как ты у Афины каждый год новый кастюм

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Re: King of Fighters XII

Сообщение Master Chen » 06 окт 2008, 01:31

-D-

По поводу "гейпарадности" Iori :
Offtop
Ты что, СОВСЕМ его костюмов в KoF MI не видел? Бегом смотреть, это АДЪ)


IMHO: Жаль что у Райдэна опять этот быдло-рестлерский костюм, меня всегда от него тошнило - считаю что его единственный нормальный костюм это Big Bear из FF 2

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Re: King of Fighters XII

Сообщение Supreme » 06 окт 2008, 09:05

Полный перевод интервью:
KoF XII:
- how much time and work / character ?
K: One person alone would have had to work 16/17 month to create one character. The art director supervised everything, while the staff was divided into teams at each stage of the development. Each character was created by a team of around 10 people.

- How many frames per move/character?
K: it varies greatly, but the most detailed move has around 30 different frames. Each character has between 400 and 600 frames.
Yusa : The total number hasn’t much increased since the neogeo days. Less, and it looks ugly; more, and the balance is destroyed.
Our goal was to rework all the useless moves so they would look more natural, and make everything move smoother. You have to keep the same ratio of frames by character, or it just won’t be KOF anymore. This was the first thing we agreed upon.

- There are less characters then usual, and I guess there were several characters you absolutely wanted but had to remove in the end?
K: We wanted to create the ultimate fighting tool, and we chose the characters accordingly. You’ll see.
Y: Instead of removing character, we created KOF XII as a base that will grow like the older games of the series. It’s not because a character wasn’t chosen this time that he won’t ever appear anymore. Our final goal is to ultimately redraw every single KOF character in this definition.

- The backgrounds are very lively this time. Concept/favorite character?
K: The art director supervised all these as well. He created the sketch, and the staff worked from that base. That’s why they are so great. They move much more than any background until now. Since each one represent a country, each one has a very strong personality.
Y: And your favorite character?
K: We worked a lot on the fat lady in the France stage (w).
Y: what about you, hakase?
NG: the fat lady as well! (w)
K: the concept of this stage is some kind of luxury resort, that’s why the people there are so well fed. Also, the character in the foreground that moves a lot is called “Madame Catherine”… (w).

- Several characters are back to their roots. Will there be characters from old SNK games that are going to appear in a KOF game for the first time?
Y: Well… Raiden, for example.

- Question on the development are over. Now, about the system and the characters.
Will all the characters share the same ending?
K: No story, no individual ending.
Y: As a maker, we WILL finish the Ash storyline. XII is the ultimate fighting tool and a base for future projects, so we worked mostly on the system and the graphics.

Will there be a super gauge?
K: Of course.
Y: We never thought of removing it.

And a combo counter?
K: Of course. (w)

How many alternate colors?
K: 4, but we are still working on it.

What about the super-super moves, MAX supers, MAX2, Leader supers?
K: This time, the usual supers will be the highest damaging moves. No MAX, MAX2 or other.

Will there be visual effects when you finish your opponent with a super?
K: We don’t think so.

Ash moves a lot differently.
K: Ash was quite different from the rest of the cast. We reworked his moves and speech to be more consistent with the rest of the cast.
Y: And he’s not the only one. In older KOFs, even with 40 or 50 characters, the characters that are really used are much fewer. This time, we worked on each of the 20 characters so they each have their own flavor, so they are all used. It’s always sad when nobody use a character. Since we are reworking everything from the beginning, we can change even motions and very tiny detail to make each character everything.

Will you use moves from the KOF MI series?
K: If it blends well with our current engine.
Y: MI is a gaiden for the main series, so it can take a lot of liberties with the story. But we can’t take the risk to mix parallel stories with the main one.

Will the music be made by the same team behind KOF XI?
K: It’s not really a team, we are just using our usual staff. Each stage will have his own 2 BGM.
By the way, the music for the promotion movie is specifically for it. We will let you hear from the actual music of the game later.

Strong attacks and special moves cancel each other. Can you tell us more, or are you still working on this system?
K: Of course we are. It’s a brand new system, and we are trying to make it very easy to pick up. For now, all the moves stronger than a strong attack cancel each other. We will modify it in the final product according to what people think of it.

Why won’t there be actual teams this time?
K: Since we don’t have to create team stories, there was no need for default teams.

How about the ura characters from KOF 98 ? Do you think you might reintroduce them?
K:It’s hard to answer this question, but so far, no.
Y: Some fans from the AM show wanted high resolution and sharp animation, while the other half wanted many characters, even if that meant NG sprites. They wanted to continue to use the characters they invested a lot of effort into.
Our answer to this second half of our fans is the UM series. 98UM already did that, and 02UM is the next step. They are an evolution for the NG sprites. On the other hand, the main series will continue to evolve on the visual side. Since users want different things, we give them the opportunity to chose the one they like the most.

You have changed some of the moves, what made you do this?
K: The moves are part of the flavor of each character. We wanted to make some of them even more memorable and in touch with the character.

There are especially few characters this time; did you fear you may risk to lose some character’s fans?
Y: Of course, and the characters that were left away this time will be reintroduced in the sequels. 98UM and 02UM won’t be their last appearance.

You scheduled a location test in April, but it was canceled, and you stop communicating on the subject for a long time. Could you talk to us about this incident?
Y: We were looking at our rivals’games, as some of us wondered if we should release the game with even fewer characters. But we couldn’t make a KOF with less than 20 characters, so we decided to stop there and add some more. It was far too early to make a location test: the systems were rough, and we still had a lot of work to do. We couldn’t make a location test with such an early product, so we decided to just show our game so far at the AM show.
Our biggest concern was to add as many characters as possible.

Nona is the art director for this game. Did the rest of the staff opposed some of his decisions?
K: He worked on everything, from the characters, the backgrounds, the special effects, up to the selection screen, while the director had the final word. That’s why there was no opposition, but instead he listen to all their opinions, mixed them, and transformed them into graphics, that the director approved to make a real KOF world. Of course, some stuff that didn’t fit in XII were left out.
Y: We worked a lot on the feeling of unity of the world. In XI, you had an opening, character illustrations, main visual, character select, winning art, and each used different arts. We unified this in XII. A weaker graphicer couldn’t homogenize all this, and the strongest artist we had at SNK was obviously Nona. You need a lot of energy, talent and determination for this work, and Nona was the obvious choice.
The sprites used to mix different styles according to the person who draw them, but this time, we work so they all looked coherent with each other.

Walls?
Y: At first, we thought about it, and noticed that in a 2D game, there are walls, but at the same time there aren’t. Bouncing on the wall can look like a bug, and it didn’t fit with our current system.

Last question: Online. Will there be a card system, or an online service?
K: No.
Y: It makes the game more expensive for the operators, and we thought we would be more accepted with a lower cost.
KoF 2002UM:
- So far, it’s on PS2. No other machine/arcade?
NG: Not for the moment, but it will depends on the answer of the public. My priority here is to make a polished game.
Y: The home version is our priority. We won’t work on any other version until the PS2 version is released.

- How far is it?
NG: Around 65% done. It is playable, and it will be at the TGS.

High resolution like 94RE ?
NG: We thought about it, but no.
Y: We listened to the reactions to 94RE, and most of them was rather negative. That’s why we are doing KOF XII now: 94RE tought them that we had to create our high definition sprites from the start instead of basing them on existing old sprites.

The original 02 is still the most popular game of the series in Japan, and it is still played regularly. How did you try to create a game better than the original?
NG: Each player has his own opinion. We listen to all of them, what we should keep, what we should change or fix, and chose exactly what to do to not destroy the original game. That was our first thought when thinking of new stuff to add.

KOF98UM added several new moves. Will you add some as well? Will you add some moves from 98UM in 02UM?
NG: There will be much more new moves in 02UM than in 98UM.

Will you choose all the characters from 99 to 02, or go back from 94 ?
NG: 02UM will use the Nests chapter as a base, so we chose the characters from 99 to 02.

What about the characters from non KOF games, like in SvC Chaos?
NG: It’s difficult to answer. It’s still a secret… You may be surprised by some of our choices.
Y: … is there hope?
NG: Well… I can’t be more precise before the TGS(w).

If we can use bosses in versus, do you think you will make modify them?
NG: If we do that, of course we will. But if we do, we have to make sure the boss will still have his boss status, and still feel like a boss. We will change them so they can be used, and change not only their move properties, but even their parameters.
Either way, it’s a home version, so you can imagine already (w)

The character from the Eolith era (K9999, Angel, etc) were erased from the Nowave port on Xbox. What about this time?
NG: Well, I see many people wondering about this on the net. I can’t answer now, but at least, what I can say is: the game will have a Neogeo mode like 98UM did, and they will at least be there for sure.

New stages? Returning stages or BGM?
NG: We won’t add new stage as much as creating new stages and BGM from scratch. There won’t be BGM or stages from the past game (s?). Some of the BGM will be arrange versions from famous old BGM.
Y: The strongest point in 02 is its balance. This UM will be built around this, and change the rest. 02 was created in a very difficult time for us, and there are several points that need to be redone.
By the way, Nowave used 02 as a base, but was a totally different game. Basically, 02UM is the 02 we would have created if we were making it now.

What about the most minor characters, like Kyo1 and 2?
NG: I can’t talk about them at this point, but of course, they won’t be left out.

And the characters that were added in the consumer versions, like Shingo, Geese or Saishu?
NG: Some of them may… You will see at the TGS… (w)

If you keep 02 as a base, do you plan to add strikers?
NG: Since it’s the Nests chapter, we could have, but we decided to keep 02 the way it was. No strikers.

How will characters like Foxy or King find their ways into their teams?
NG: There will be different teams and original teams. You’ll see at the TGS.

Ura characters ?
NG: You’ll see, it’s a secret. We haven’t announced anything about the game, and I guess there will be much different questions after the TGS. Please come and play! Also, there will be a 98UM and 02 tournament as well.
Y: And a 02UM tournament?
NG: The 02 tournament will be on 02UM. We’re working hard on it. By the way, like last year, I will be there on the public day to play 1 on 1 against the players and chat with them.
Y: I hope you have your helmet ready…
NG: Please don’t throw eggs at me. It’s against the rules! (w)
But I think the players who like the orientation of the project will be pleased with the game.
Y: As we said earlier, several people want a new game with neogeo sprites. We heard their complains, and we are not going to change everything for the sake of it.

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Re: King of Fighters XII

Сообщение YourBones » 06 окт 2008, 09:23

Жаль что super supers убрали

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Re: King of Fighters XII

Сообщение Broken » 06 окт 2008, 09:48

ппц всё таки дриммач. а в СФ4 всех когопопало оживляют некрофили чёртовы,
чёт в мире файтингов с сюжетом вапще напряг

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Re: King of Fighters XII

Сообщение -D- » 06 окт 2008, 11:58

[Y.A.L.T.A]Neuromancer писал(а):Угу Д, очень тормоза, вон в срапком не тормоза, как быстро крутые спрайты наваяли в сф4.

Давным-давно кто-то СНКП заявил, что один человек за 1 рабочий день рисует 1.5 кадра.
600 кадров - 400 рабочих дней.
+ отбраковка
+ перересовка
+ повторить.
А-ха-ха-ха-ха, если в СНКП работают тормоза, это совсем не значит, что все остальные работают также медленно. Наши российские игровые художники рисуют полноцветные АРТы за 2,5-3 часа каждый! Речь здесь идёт о 400 одинаковых по цветовому набору рисунках, причем кол-во этих цветов сильно ограничено, а рисуют, по сути, одно и тоже. Палкой надо подгонять этих товарищей :aikido:

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Re: King of Fighters XII

Сообщение perfecti » 06 окт 2008, 13:59

[Y.A.L.T.A]Neuromancer писал(а):Угу Д, очень тормоза, вон в срапком не тормоза, как быстро крутые спрайты наваяли в сф4.

Давным-давно кто-то СНКП заявил, что один человек за 1 рабочий день рисует 1.5 кадра.
600 кадров - 400 рабочих дней.
+ отбраковка
+ перересовка
+ повторить.
в смысле, полторы картинки? что за бред вообще.
нормальный художник, за день(пусть даже 6 часов) вполне может нарисовать сотню кадров, а то и больше и не вспотеть. я говорю именно о рисунке, тк цветом и пр занимаются другие люди.

в кофе12 сейчас отличные спрайты, надеюсь тенценция сохраниться и мы будем время от времени получать новую часть, с расширенным составом и частично перерисованными спрайтами)

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Re: King of Fighters XII

Сообщение Dark » 06 окт 2008, 14:35

perfecti писал(а): нормальный художник, за день(пусть даже 6 часов) вполне может нарисовать сотню кадров, а то и больше и не вспотеть. я говорю именно о рисунке, тк цветом и пр занимаются другие люди.
3.6 минут на кадр :).

Это как в анекдоте - "Скорость печати 10к символов в минуту, но такая хрень получается"

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Re: King of Fighters XII

Сообщение -D- » 06 окт 2008, 14:44

Dark писал(а):
perfecti писал(а): нормальный художник, за день(пусть даже 6 часов) вполне может нарисовать сотню кадров, а то и больше и не вспотеть. я говорю именно о рисунке, тк цветом и пр занимаются другие люди.
3.6 минут на кадр :).

Это как в анекдоте - "Скорость печати 10к символов в минуту, но такая хрень получается"
А ты не смейся - ты просто не видел, как художники-аниматоры рисуют в реальном времени. Видел бы, не говорил бы так. 10 минут им хватает, чтобы сделать обдуманный четкий рисунок(без цвета), а уж рисование одного и того же персонажа по 500 раз вообще происходит "со скоростью нажатия кнопок".

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Re: King of Fighters XII

Сообщение osam » 06 окт 2008, 16:03

то то и видно какие у русских игры , выпускают со скоростью реальной , ток трешак один.

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Re: King of Fighters XII

Сообщение Broken » 06 окт 2008, 16:40

лол)

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