Subarashii

Beigetreten 5. Oktober 2008
Zeile 30: Zeile 30:
'''Tomo Ohno:'''
'''Tomo Ohno:'''


There is a possibility but at the moment we don´t have actual plans. What the thing is: for example in Guilty Gear. It was developed for PS2. It looks ok but but back then the TVs weren´t that big. There were those big, chunky TVs. It looks ok. Play Guilty Gear now on those flat TVs, the big ones - It doesn't look good. It looks as if you are missing some color. It looks kind of grey. So that was one concern we had. We want people to play it.
There is a possibility but at the moment we don´t have actual plans. What the thing is: for example in Guilty Gear. It was developed for PS2.<br/>
It looks ok but but back then the TVs weren´t that big. There were those big, chunky TVs. It looks ok. Play Guilty Gear now on those flat TVs,<br/>
the big ones - It doesn't look good. It looks as if you are missing some color. It looks kind of grey. So that was one concern we had. We want<br/>
people to play it.


'''HardEdge:'''
'''HardEdge:'''
Zeile 38: Zeile 41:
'''Tomo Ohno:'''
'''Tomo Ohno:'''


So it's one thing that we don´t want to release something where the quality is not as great as we expect it to be. We can't ask people to use an old TV to play. Another reason is of technical nature. Since Guilty Gear is a 2D game, it's rather more difficult to do than it would be in a 3D game. The difference is: you have a lot of memory because of data right? When you play, and it says "loading" - it takes all your memory to the cache. In 3D games, the models are loaded, and the only thing that has to be sent are their positions. The data is not that big. With 2D, you have to load every single drawing to play, for one player you need to upload around 200 drawings so for example Noel vs Ragna you have to upload around 400 drawings which is a massive amount that cannot be cut down.  
So it's one thing that we don´t want to release something where the quality is not as great as we expect it to be. We can't ask people to use an <br/>
old TV to play. Another reason is of technical nature. Since Guilty Gear is a 2D game, it's rather more difficult to do than it would be in a 3D <br/>
game. The difference is: you have a lot of memory because of data right? When you play, and it says "loading" - it takes all your memory to the <br/>
cache. In 3D games, the models are loaded, and the only thing that has to be sent are their positions. The data is not that big. With 2D, you have<br/>
to load every single drawing to play, for one player you need to upload around 200 drawings so for example Noel vs Ragna you have to upload around <br/>
400 drawings which is a massive amount that cannot be cut down.  


[[Image:BB_Interview_Rachel_1.jpg]]
[[Image:BB_Interview_Rachel_1.jpg]]


This is a very interesting drawing. As you can see this is just regular printer paper. On some of them - there is actually a print on the back. You know, they used misprints to work with (laughs). This is an original drawing that the main artist did. Then she hands it to the assistant artist, and he creates the animation. For example, this is litchi: This is hier animation for jump spin and land (shows us sketches of her j.B), for that you need 15 drawings. A B C and so on.
This is a very interesting drawing. As you can see this is just regular printer paper. On some of them - there is actually a print on the back. You know,<br/>
they used misprints to work with (laughs). This is an original drawing that the main artist did. Then she hands it to the assistant artist, and he creates<br/>
the animation. For example, this is litchi: This is hier animation for jump spin and land (shows us sketches of her j.B), for that you need 15 drawings.  
<br/>A B C and so on.


[[Image:BB_Interview_Litchi_1.jpg]]
[[Image:BB_Interview_Litchi_1.jpg]]


That's what I was talking about before: exaggerated movement. Look at her leg, it's so long. if you leave it in its normal size for this animation - it doesnt work. With 3D, the current technology doesn´t allow you to do this. For example to make her spin, you need 15 drawings. If you think of the amount of overall data, it's a  massive amount of the data.
That's what I was talking about before: exaggerated movement. Look at her leg, it's so long. if you leave it in its normal size for this animation - it<br/>
doesnt work. With 3D, the current technology doesn´t allow you to do this. For example to make her spin, you need 15 drawings. If you think of the amount of<br/>
overall data, it's a  massive amount of the data.


[[Image:BB_Interview_Litchi_2.jpg]]
[[Image:BB_Interview_Litchi_2.jpg]]
Zeile 52: Zeile 65:
[Shows us her introductory pose]
[Shows us her introductory pose]


This is quite a simple thing. This is what she does when she comes to the screen. You need 16 drawings. 10 for Litchi and 6 for the stick. As you can see, only this bit of the leg moves. This is just a small thing, but it is something we enjoy doing. It's something you cant´t easily see, but I would  believe it makes a difference.
This is quite a simple thing. This is what she does when she comes to the screen. You need 16 drawings. 10 for Litchi and 6 for the stick. As you can see,<br/>
only this bit of the leg moves. This is just a small thing, but it is something we enjoy doing. It's something you cant´t easily see, but I would  believe it<br/>
makes a difference.


[[Image:BB_Interview_Litchi_3.jpg]]
[[Image:BB_Interview_Litchi_3.jpg]]


'''HardEdge:'''
'''HardEdge:'''
This is very interesting. Arc SystemWorks is famous for their attention to detail. If you take Guilty Gear, you have all these single frame animation-"easter-eggs", like those of Zappa and Axl.  
This is very interesting. Arc SystemWorks is famous for their attention to detail. If you take Guilty Gear, you have all these single frame animation-"easter-eggs",<br/>
like those of Zappa and Axl.  


'''Tomo Ohno:'''
'''Tomo Ohno:'''
Zeile 64: Zeile 80:
[shows us drawings of Rachel]
[shows us drawings of Rachel]


This is Rachel moving around. This is the hand animation. The hand moves like this. You cant really see it, but we thought when she moves her hand you have to make sure her finger also move.
This is Rachel moving around. This is the hand animation. The hand moves like this. You cant really see it, but we thought when she moves her hand you have to <br/>
make sure her finger also move.


[[Image:BB_Interview_Rachel_2.jpg]]
[[Image:BB_Interview_Rachel_2.jpg]]