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/vr/ - Retro Games

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>> No.3831204 [View]
File: 104 KB, 341x117, chunli-sfiii-birdkick.gif [View same] [iqdb] [saucenao] [google]
3831204

>>3831138
Glad you asked.
Chun Li actually switches her arms mid-air. Why? Look carefully at her legs. She also "switches" them. And her fringe also changes direction…
I think you might have a clue why this happens. It's simply to save animation frames. Consider this for a second; you'd need 8 different frames for every direction Chun-Li's facing. But hey, you can simply flip some of the frames, right? Then you only need 5. Why not 4, you ask? Because you can't "flip" her facing forward/backward. The downside is that where she had left leg forward, she will have left now; but given how fast she spins (especially in Turbo), that's barely noticeable.
Remember that this was SF2, a game where you had one burning animation sprite for the whole cast. In SFIII, with its elaborate graphics and CPS-3 power, of course they fixed this; but sadly, Chun-Li lost her ass and the new tights weren't as revealing as they used to be. Haven't checked SFA though.

>> No.3439115 [View]
File: 104 KB, 341x117, chunli-sfiii-birdkick.gif [View same] [iqdb] [saucenao] [google]
3439115

>>3438914
There's not much brilliant about it. Yes, it's a common technique to lower the number of frames. It's not hard to do. Same reason as for OP's picture.

It was obvious few people would notice that. But in the end when you watch closely, you realize it's always been there. I don't blame Capcom, it's just obvious the hardware had limitations.

The SFIII version is gorgeously animated though—but I like Chun Li less in it. She has no ass and no hems

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