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/vr/ - Retro Games


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File: 77 KB, 1152x672, obscure-chasers.png [View same] [iqdb] [saucenao] [google]
4039013 No.4039013 [Reply] [Original]

GEH LEDDY

>> No.4039017
File: 237 KB, 1000x1000, vampire1430908589545.jpg [View same] [iqdb] [saucenao] [google]
4039017

i'm lady

>> No.4039019

Get Reddit.

>> No.4039464

I had FIRST ATTACK as my text notification for a long time.

>> No.4039524

YESSS

>> No.4039717

MONSTER

>> No.4039720
File: 4 KB, 218x145, Morrigan1.png [View same] [iqdb] [saucenao] [google]
4039720

GOLD FISH

>> No.4039745
File: 3 KB, 144x96, SSF2TNC-Cammy_Unused3[1].png [View same] [iqdb] [saucenao] [google]
4039745

The switch to a line-based cel-shaded sprite style for Darkstalkers happened because during the older, gradient-shaded sprite era higher ups saw WIP sprites similar to this and said "These look fine! Why don't you just make the sprites like this? It would save tons of time and money!" Lead spriter Akiman replied "Well, that guy's WIP sprites look okay because he's just a really good artist." The older sprite style didn't require as much skill, as you could sort of cheat your way into something that looked half-decent. So when the higher-ups officially demanded "You're going to do cel-shaded sprites for the next project," Akiman faced a dilemma because suddenly all the spriters had to really up their figure drawing skills. The new style also actually ended up taking more time and effort than the old one, because the focus on lineart required lots of fine detail work to make things look smooth. Also in order to not make the sudden loss of shading not just look like a massive downgrade, the amount of animation had to be greatly increased.

So in short what was supposed to be some cost-cutting executive meddling actually spurred great advancement in Capcom's spriters' craft and led to all the memorable spritework seen in everything from Street Fighter Alpha to Marvel and finally culminating in Street Fighter 3.

>> No.4039764

>>4039745
And then it was all for nought once 6th gen rolled in and with it the death of arcades and 2D fighters.

>> No.4039774
File: 11 KB, 129x105, RikuoAnimation.gif [View same] [iqdb] [saucenao] [google]
4039774

*angry fish noises*

>> No.4039784
File: 417 KB, 1024x1122, vampire_hunter___anakaris_versus_screen__lose__hd_by_zabzarock-d894du6.png [View same] [iqdb] [saucenao] [google]
4039784

>when u nutted but she still suckin

>> No.4039794

>>4039745
>Akiman faced a dilemma because suddenly all the spriters had to really up their figure drawing skills.
And that's why they did this amazing book on anatomy and styling.
http://game.capcom.com/cfn/sfv/column/131606
Gods among men. It's a shame games nowadays look so bad.

>> No.4039832
File: 22 KB, 300x219, image.jpg [View same] [iqdb] [saucenao] [google]
4039832

>>4039794
>http://game.capcom.com/cfn/sfv/column/131606
Am I.... Am I supposed to copy the drawings?

>> No.4040594

>>4039745
>>4039794
I've read several times that they had some kind of software to automatically create crisp pixel-art type lines from scanned animation drawings, but it does sound like uninformed magazine BS (such a technique would be common today if it was available back then). Can somebody confirm or deny either way?

>> No.4041053
File: 304 KB, 1221x1509, 187b.jpg [View same] [iqdb] [saucenao] [google]
4041053

>>4040594
They did scan drawings, but there was certainly no automated process to turn them into clean pixel art. You can find sprites in various stages of development buried in the data of different Capcom games if you look hard enough, and it's pretty clear that the scanned drawings were basically just a guideline to be spirited over pixel-by-pixel the old fashioned way.

>> No.4041086

>>4039764
>still made MVC2 and CVS2 in that time period with that sprite style