"incluirá fondos, artworks y animaciones in-game completamente redibujadas en alta definición"
Eso no hace más que darme la razón:
fondos= pues eso, los escenarios
animaciones in-game redibujadas= pues eso, todos los sprites de animaciones extra recibujados
artworks= las imagenes de seleccion de personajes o de la pantalla que anuncia el ganador (como el de Chun-li que ya se ha visto).
¿Más frames de animacion? NO
Después saldrá, tendréis la imagen inventada en la cabeza que se va a mover como SFIII y vais a llorar.
Y bueno, por si acaso, extraido del blog de CAPCOM USA:
Hello,
Well it was a pretty rough week for Guile. Reaction to his new artwork ranged pretty widely. Thanks for all the feedback. We are definitely listening. I won’t go into specifics, but we are considering revising some of his look based on the reactions I’ve been reading on the blog and many of the boards I keep up with. I do want to say that even if we did make every single change that was requested, no matter how hard we try, we still can’t please everyone. But rest assured, we will try our best. With that said, the game is coming along marvelously.
Last week I mentioned that the title had a pretty big milestone last week. The game is up and running so far, but the big thing is that this is the first “build” of the game where we’re starting to replace the old art in the game with the new art. So this was the first time we really saw the game with some of the sprites replaced. As you can imagine, I was a pretty happy camper. There were also some work-in-progress backgrounds in place too. You may be thinking, “Capcom’s only doing this now?” But don’t worry, we’re on track. We have a ton of frames already completed. This build basically proved that the tech being used to replace the art is working great. The game is pretty complicated in the way that the code calls out for the art, so its not as simple as just changing the content of the art table. It is pretty exciting to see it all start to come together.
This week, I have another work-in-progress piece of art for you. This is Chun Li’s continue screen animation after losing a match. It still needs some work and of course needs to be colored in. Also, you’ll notice some random splotches on her. That’s blood that has not been colored in yet.
Moving on… Let me try to respond to some of the recent questions and comments. Sorry if I don’t get to yours…
-Guile’s flags tattoos are not backwards. Well technically they are, but it depends on which way the character is facing. Because the old code flips the character art depending on which way the character is facing, it was like this before but just not as noticeable. And since, as you probably know already, we are using the same code as the original, the same art is used for facing both ways. It’s just that now that everything is more detailed, these things stand out much more.
-There are some questions on how the bigger characters will look. For instance, will Sagat have more of the SFII look, or the beefed up SF Alpha look? You will have to wait and see exactly what he and the other large characters will look like, but it will be more in line with the SFII look.
-The change in resolution will not have an effect on the hit detection of the game. Everything will remain as it should but there are things that inevitability get lost in the mix. Part of the test process will be with some people that know more than humanly possible about Super Turbo to ensure that every move hits exactly where it should.
-I realize that the Super Turbo voices are a bit high pitched compared to the older version of SFII and we are looking into adjusting that.
-The color palette available for the sprites is being increased to 128 colors. The original was only 16.
-There have been many comments on why were not doing SFIII instead. This is the first time were doing something like this and we wanted to give a graphical improvement to the oldest, but best title. And thats Super Turbo in our opinion. Also, theres just a huge amount of frames in SFIII, much more so that Super Turbo. Trying to take that on for our first project such as this would be like jumping into the deep end of a pool when youre just learning to swim.
Thats all for now.
SF4EVER!!!!!
Step 2 is to “block” out the new frame. Blocking is just putting together the basic shape of the frame using the darkest tones of the base colors. This is done on a layer laid out on top of the sprite layer so the artist can keep to the shape of the original. As most of you know, since this is a graphical update using the same code for the gameplay, the new sprite needs to keep almost the exact same shape and size of the original so it won’t mess with the hit detection and the way the game handles the art. We have some slight leeway as you probably noticed in the Akuma art, but not much.