Hello, I want to share with you a new update of my portraits, I know that it will take some time, but I had enough problems adapting to
Bison and
Chun-Li...
Bison, because he seems like a completely different person when he's defeated and
Chun-Li because of the meager amount of colors I have to work with
The giant size of Sagat's hand still worries me, but it is part of the original design, so it would be a mistake to make modifications, although I have noticed that in the Arcade version that hand is not present in his defeat portrait, perhaps that explains why seems out of place ...
Anyway, in general lines I think the result has been satisfactory, it would only remain to finish the portrait of
Vega, to begin the tests to add them to the game, wish me luck
AmilgiI really liked how your compositions evolved, the only observation that I could share is that in
Ryu's melody, the tonality chosen for pulse channel 1 was somewhat strange, it reminds me of the sound that is played when pausing
Double Dragon II's game
NES.
sebastianangelI think you have greatly improved the scenarios you designed, although I recommend you tweak
Guile's stage a bit more, to improve the color distribution.
Lusofoniasebastianangel told me that he would like to try to tweak the character sprites a bit, but personally I think the most sensible thing to do is to finish deciding this when the rest of the work is done.
Fox CunningThanks a lot! The fun thing is, this game still has potential for improvement
DoomkidIt makes me very happy that you pass by, I really liked your work, personally I would have liked to have a similar artistic direction for the scenarios, respecting the original designs and optimizing them to create a feeling similar to Konami games...
UltraEpicLeader100If I'm not mistaken, nobody said that this project intends to carry out a port of
Champion Edition, on the other hand, I consider that when porting the content of a game to a lower platform, first, it is necessary to take into account the characteristics of the system in question, to exploit its resources to the maximum.
That is why I did not focus on the original portraits, since they have been created with a very simple coloring technique, which works well with a wide color palette, but loses a lot of quality when recreated with a lower palette, especially in their clothing or for characters that need more contrasting colors like
Vega or
Chun-Li...
Also, in general, it would be nice if everyone appreciated that we chose to take these portraits, despite their greater complexity and therefore greater difficulty in adapting them
shakunetsuI think aesthetics is just as important as gameplay, a good game always has both, although I agree that in this case it is not something decisive for the project
Satoshi_MatrixI do not understand what you are talking about, we have not touched the characters and the portraits are separated from each other, on the other hand, although they do use sprites, the way they load their graphics breaks the limitation of
64 sprites.
For example, a single portrait of
Blanka currently requires
48 sprites, so when viewing two portraits the game would load
96 sprites.
This is achieved by loading the graphics in groups of
2 sprites, so for the processor it is only loading half the sprites, something incredible coming from a game developed by pirates