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The Skullgirls character Squigly for example cost about $150,000 to make.
$48,000: Staff Salaries – 8 people for 10 weeks
$30,000: Animation and Clean-up Contracting
$4,000: Voice recording
$2,000: Hit-box Contracting
$5,000: Audio Implementation Contracting
$20,000: QA Testing
$10,000: 1st Party Certification
$10,500: IndieGoGo and Payment Processing Fees
$20,500: Manufacturing and Shipping Physical Rewards
A character in pixel art would take a professional artist about two hours per frame (four frames per day), at a salary of $20-$30 per hour. So a character with 500 frames of animation could initially cost $20,000 – $30,000, but then the cost of fine-tuning and reworking the animations to balance gameplay can actually double the price by the end.
So the reason the KOF series tends to have a lot of characters left behind is because they don't or can't take the time to carry over less popular characters because it's more difficult or impossible to recycle 2D sprites than 3D? I guess I can understand that, but it is sad. 2D just looks so much better.
Yeah, I saw your edit to the first post. Thanks for the specifics. Some of those prices are really out-there. Just goes to show how complicated things can get over time.
Sticking with K' and Ralf, but still trying to decide on my third. Ralf's uber-punch is still one of my favorite skills in the game, happy that wasn't modified much.
That and well because there's a story in most fighters, believe it or not. A lot of characters in KoF get killed off in the story or just aren't relevant to the most recent story arc. You usually seem them in the Ultimate Match games (98 and 2002 I believe) where everyone is brought back.
Well, yeah, but I don't really accept that as a valid reason. KOF characters that previously "died" came back, and there are quite a lot of characters that don't really matter to the story at all. If they had the resources, time, and patience I think they would just do the "Ultimate Match" thing every game since fans would appreciate it more.
And Geese was half ended if i'm not wrong but they couldn't include him in the game sadly.
'97 is still my favorite, with '98 and '96 tied for second because '96 has some additional presentation polish that was lost in later iterations (Like spiffy stage intros and stuff) and had some interesting characters, like Mature and Vice. '96 also had Athena's cool Osaka overpass stage, with the crowd of high school kids watching... Which they've now brought back. (It's in XIII, dunno if it was in XII, too)
There's a real simple solution to the problem of missing characters... But not everyone has the GPA to make it into the Old School[media.giantpachinkomachineofdoom.com], if you know what I mean. ;)
Encore Presentation[media.giantpachinkomachineofdoom.com], because I'm a horrible braggart, and a right-bastard.
But setting up emulators can be a bit of a pain sometimes and-
Wait, were you talking about something else?
300 pound candy cane? I don't know.
NEO-GEO MVS-4-25 Version 1; a 4-Slot NEO-GEO cabinet. (The Ver.1 is the best-looking 4-slot, classic arcade cabinet look!) It was not easy getting that sucker up a narrow flight of stairs, I tell ya. But worth it. Here's a couple pics from the day I got it, before I cleaned it up and replaced the buttons and sticks with new parts...
http://media.giantpachinkomachineofdoom.com/blog/2010-02/images/unwrappingpresents.jpg
http://media.giantpachinkomachineofdoom.com/blog/2010-02/images/cabinetcorner.jpg
Oh, nice. I was born into consoles, though (earliest being the NES), so I've never played a fighting game on a cabinet. Well, I've failed a couple times at Arcades, but I don't really count those.