THE KING OF FIGHTERS XIII GLOBAL MATCH

THE KING OF FIGHTERS XIII GLOBAL MATCH

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Is this true
That the background doesnt move anymore. Its a fixed background. Ill buy if ecerything is still the same.
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Showing 1-10 of 10 comments
Tactiqs Feb 20 @ 2:22pm 
Everything's not the same. This port has so many problems. Backgrounds are the least of them.
Sweeper Feb 20 @ 2:36pm 
ok ill keep it tp the oldie
The background animation has a toggle in the settings for On and Off.
Originally posted by V I D A L:
The background animation has a toggle in the settings for On and Off.

That's only for offline play. Online the backgrounds are always just static backgrounds (basically just a static picture instead of the actual animated backgrounds) because they didn't bother to separate the backgrounds from the gameplay, so rollbacks would be really distracting. So instead they took the lazy route and just disabled animated backgrounds for netplay entirely.

Also the game runs like ♥♥♥♥, they didn't update anything else about the game despite adding rollback giving them the framework to do so, and they introduced a ton of new, different issues. Plus the marquee item, the rollback netcode, is pretty bad as far as rollback netcodes go.
Septon Feb 22 @ 8:02pm 
Originally posted by Sweeper:
That the background doesnt move anymore. Its a fixed background. Ill buy if ecerything is still the same.

Yes it is true, the stages are static in online mode.
No way I'm playing on frozen stages, I encourage people not to buy this inferior version of KOF XIII.
Sweeper Feb 23 @ 1:31am 
Originally posted by Septon:
Originally posted by Sweeper:
That the background doesnt move anymore. Its a fixed background. Ill buy if ecerything is still the same.

Yes it is true, the stages are static in online mode.
No way I'm playing on frozen stages, I encourage people not to buy this inferior version of KOF XIII.

That is dissapointing. However i still spectate this upgrade
Originally posted by NYC AirLancer:
the backgrounds are always just static backgrounds (basically just a static picture instead of the actual animated backgrounds) because they didn't bother to separate the backgrounds from the gameplay, so rollbacks would be really distracting. .
lmao... That, literally, proves my point regarding roll-back... Albeit, I never considered that the backgrounds in fighting games could also be affected / exacerbate the R/B effects. Mind: blown 😐
Red Feb 24 @ 9:03am 
Originally posted by Shoah Kahn:
Originally posted by NYC AirLancer:
the backgrounds are always just static backgrounds (basically just a static picture instead of the actual animated backgrounds) because they didn't bother to separate the backgrounds from the gameplay, so rollbacks would be really distracting. .
lmao... That, literally, proves my point regarding roll-back... Albeit, I never considered that the backgrounds in fighting games could also be affected / exacerbate the R/B effects. Mind: blown 😐
No, it doesn't prove anything except that you still don't understand how rollback works. You can absolutely have backgrounds keep going as they were without rolling them back, unless maybe there are actually dynamic elements that depend on what's happening in the game (like a background character looking at the closest character or acting shocked when an attack lands). This game barely has any of that from what I've seen, it seems to be animations of background characters going faster and characters popping up on round end or in the corner, but the rest can just go uninterrupted without a need to be rolled back (except of course when the time freezes in-game like for special attacks, but that's already part of the game's logic). It's all a matter of separating rendering from game logic, and the rendering of the stages themselves can mostly be left to its own devices without needing to roll things back except for dynamic elements (and even then it's pretty simple to manage as I see it).

The devs choosing to use static stages means they took a lazy approach; whether it was due to incompetence or lack of time/budget, I don't know, but it doesn't change the fact that it is lazier than actually putting in the work to keep proper animated backgrounds.

Edit: separating game logic from rendering is the way it's done for modern games, but you pretty much need to take everything together with emulated ones (which is why you can have slight glitches when the Ui wasn't made for it, for example). Emulation makes it rather easy in the first place thanks to save states. This game is modern enough that they could have done a proper implementation.
Last edited by Red; Feb 24 @ 10:18am
Is good u know, if the background moving is distraction of the fight.
zero254 Feb 27 @ 10:18am 
Originally posted by Shoah Kahn:
Originally posted by NYC AirLancer:
the backgrounds are always just static backgrounds (basically just a static picture instead of the actual animated backgrounds) because they didn't bother to separate the backgrounds from the gameplay, so rollbacks would be really distracting. .
lmao... That, literally, proves my point regarding roll-back... Albeit, I never considered that the backgrounds in fighting games could also be affected / exacerbate the R/B effects. Mind: blown 😐
You don't have a point. This port is just inferior period
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