Marvel vs Capcom 2 for X-Box Live & PSN
PostPosted:Mon Apr 27, 2009 11:18 pm
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It's ONNNNNNN.Replay wrote:Fap fap. Time to throw down.
me too.M'k'n'zy wrote:I will be grabbing it on 360 as I have no PS3
Pixelated.Eric wrote:
I'm gonna take you for a ride.bovine wrote:playing MvC2 on the PS2 reveals that it is an ugly game. Bovine welcomes these changes with open arms. ESPECIALLY that you can use your own music on the 360. MvC2 had pretty much the worst fighting game music of all time ever.
Look, just automate something with all of the sprite graphics and a copy of libGD. Put a batch processing on all of the sprites in a blur filter. Save the files. Then do the same with a sharpen filter. Save the files. Now, you don't have to waste CPU cycles.Replay wrote:Are you daft? Do you have any idea what a pixel shader is? There's about a billion things you can do postprocessing sprites. And since it's 2D - you usually have the extra CPU cycles to shade with...
Maybe I'll throw in the 3rd Strike music. That was a good soundtrack.bovine wrote:playing MvC2 on the PS2 reveals that it is an ugly game. Bovine welcomes these changes with open arms. ESPECIALLY that you can use your own music on the 360. MvC2 had pretty much the worst fighting game music of all time ever.
It's not that simple. (I should make a macro for that sentence.) Keep in mind they'll probably allow people to choose from multiple filters, including keeping the original sprite work for people who don't have HD tvs.SineSwiper wrote:Yeah, maybe there are CPU cycles to waste, but it's against my religion to PURPOSELY waste CPU cycles.
And, like most religions, this one is leading you into dogma and superstition. You can do more with a shader, plus, for stuff like this, these shaders are solved problems. Yes, you can squeeze more CPU out if you WANTED to tell everyone to redo all the sprites and save them. Do you know how much artwork that is and how much extra space? Do you know how MUCH art MvC2 has? It's up there with the most art-heavy sprite games of all time. And no, when you're talking about that many sprites and that big, it's not a trivial amount of space even on a DVD really. These shaders probably took somebody maybe two or three days (at most) for someone to integrate into an engine. That's a HUGE savings on dev cost.SineSwiper wrote:Look, just automate something with all of the sprite graphics and a copy of libGD. Put a batch processing on all of the sprites in a blur filter. Save the files. Then do the same with a sharpen filter. Save the files. Now, you don't have to waste CPU cycles.Replay wrote:Are you daft? Do you have any idea what a pixel shader is? There's about a billion things you can do postprocessing sprites. And since it's 2D - you usually have the extra CPU cycles to shade with...
Yeah, maybe there are CPU cycles to waste, but it's against my religion to PURPOSELY waste CPU cycles.
INDESTRUCTIBLE!Eric wrote:I'm gonna take you for a ride.bovine wrote:playing MvC2 on the PS2 reveals that it is an ugly game. Bovine welcomes these changes with open arms. ESPECIALLY that you can use your own music on the 360. MvC2 had pretty much the worst fighting game music of all time ever.