Author [EN] [PL] [ES] [PT] [IT] [DE] [FR] [NL] [TR] [SR] [AR] [RU] [ID] Topic: Super Street Fighter II Turbo Washing Machine Lawn Mower Frying Pan HD Remix  (Read 29473 times)

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Offline thernz

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In Reply To #9

Adding frames in a game like this changes the timing of moves drastically. Simply adding a couple frames can change how a character plays entirely. It sounds ridiculous, but you should check out some of the fighting game forums. THey have guys crunching frame data; it gets pretty crazy!

Or they can add in-betweens with no changes to the hitbox/mask. It'd play the same.

Offline DoctaMario

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In Reply To #16

It would though, unless you're talking about something else than what I think you're talking about.

See, Ken & Ryu's Dragon Punch for example is invulnerable until the 5 or 6th frame. If they were to add frames to the move so that it was invincible until the 9th or 10th frame, it would change the timing needed to execute and also to beat the move, hence changing the game, which is something they apparently didn't want to do.

Do you get what I mean or have I misunderstood you?

Offline le052383

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I didn't think I'd have to be so specific based on the fact that I didn't post a review in my initial post. Even if I did make the topic title "Anyone wanna play SSf2THDR?" People would still come in here and review the game like they did already.

You're right. I should know how this community works by now.


Yeah..this community is odd since they would disect any game wheather or not you intend for it to happen. 

my psn id is bloodersaber btw

Offline thernz

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In Reply To #16

It would though, unless you're talking about something else than what I think you're talking about.

See, Ken & Ryu's Dragon Punch for example is invulnerable until the 5 or 6th frame. If they were to add frames to the move so that it was invincible until the 9th or 10th frame, it would change the timing needed to execute and also to beat the move, hence changing the game, which is something they apparently didn't want to do.

Do you get what I mean or have I misunderstood you?
They can add more frames to the animation and make the animation faster so that the 9th frame will be at the same time as the 5th frame or something. The timing to do things can be kept the same, if they double the animation frames and just speed up the animation retaining the same hitboxes and etc that it'd have if it was the original.

Offline le052383

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They can add more frames to the animation and make the animation faster so that the 9th frame will be at the same time as the 5th frame or something. The timing to do things can be kept the same, if they double the animation frames and just speed up the animation retaining the same hitboxes and etc that it'd have if it was the original.

I never understand why companies say it isn't possible since common sense would say to make the animation faster to make it the same as the original.

The backgrounds for this ver has less animation than the original and when there is animation, it is slower.  Appears that Backbone mentions framrate so as not to add more work in makin the animation smoother.

Offline DoctaMario

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In Reply To #19

Understood. But I think since there are people in the fighting game communities who actually crunch data FRAME BY FRAME, they chose to leave that alone. That and they didn't want to change much dealing with the gameplay itself.

I've heard the hitboxes are kinda screwy though. Like that some characters no longer have a behind-the-head hitbox, thus crossups can be nigh impossible for certain characters. Can anyone confirm or deny this?

Offline Munchy

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I dunno... the few times I've played online with Zangief, I've had no problems with crossover things. But that's just Zangief.

Offline thernz

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In Reply To #19
I've heard the hitboxes are kinda screwy though. Like that some characters no longer have a behind-the-head hitbox, thus crossups can be nigh impossible for certain characters. Can anyone confirm or deny this?
Well, there's the issue that the old sprites had out of whack anatomy that would look horrible with the the high res art. That might be a reason.

Offline Rugal

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Offline DoctaMario

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I dont' really like Super Turbo, but I wish i had this so I could play you guys!

Offline Shory

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I was thoroughly disappointed with this, myself.  I mean, the changes were minor, even for a Street Fighter II upgrade.

My particular beef were the animations, because I don't think Udon's work compares to the original sprites.

For instance, Ryu's original standing sprites, and the new ones drawn by Udon.  They stayed far too close to the original specs, so the Shotos' standing looks incredibly odd-looking because the belt randomly jumps around.  The animations have been made even more dated in appearance thanks to this folly.

Another beef is the mismatch of styles.  In the foreground, we have two canyon-muscled Guiles standing against a backdrop with... Anime-faced characters present?  How the heck does that match a general style?

To top it off, a lot of the backgrounds lost their luster.  For instance, originally, Dhalsim's stage had only two elephants trumpeting in the background.  Only two, and the rest would pipe up in order when a player won the match.  But instead, Udon decided to make Street Fighter II look even more dated by having every character and object in the background animated at the same time.

Street Fighter II HD Remix's only shining point is the netplay.  Other than that, everything else is "Been there, done that so many times".

Yes, the hitboxes ARE kind of nuts.  I think in some cases they're even out of scale!

Offline Jorge D. Fuentes

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In Reply To #26

Some games (I think Turbo and Super and Super Turbo) have more rows of elephants than two, from what I recall... but yeah they were on  different layers so they'd animate differently.

You're saying the Remix's animations for the elephants are flat... as in, they all trumpet at the same time?  That's pretty weird.

I would've imagined one big hall of elephants, hahah.
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Offline Shory

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In Reply To #27

The elephants are layered, but their animation is purely haphazard.  No synchronization to the programmed trumpet sounds.  Plus, only the two in the far background would pipe up during the match, only when someone won the match, would they all be trumpeting.  Even then, it'd be in order and syncronized.

Offline Bloodreign

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I finally got to try this game out, unfortunately on a 360 pad I couldn't pull moves off very much.

The look of the game is
« Last Edit: February 08, 2009, 05:29:03 PM by Bloodreign »

Offline Rugal

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Yeah man. The 360 d-pad is utter trash for HDRemix. I think buying a stick is pretty much necessary. I haven't played it on the 360 myself yet, but everyone says what you did about the pad.

The game is definitely a blast. I've been playing the crap out of it lately. I finally got up to Akuma as Vega and it took me like 40 times to beat him  >:( However, those 40 tries raised my skill greatly!
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