Another update on Capcom Digital. Rey Jimenez went through another step by step explanation on how a design is transferred into the "new" game with its updated HD graphics. This time he used the God of Muay Thai, Sagat, and displayed how the frame blocking works so that the artists at Udon (and whichever side development studio they are using) are able to make sure that the frames match between the two pieces of art. Unfortunately, at the end of it, we didn't get a full colored image of Sagat and instead get a simple line drawing that is the start of the artists coloring.Disappointing yes, but at least we have a rough idea on how Sagat will apear in the final game.
The second part of the post had Rey answering questions posed by Brian Dunn on behalf of regulars on the Capcom BBS. I went ahead and copied them over here for those interested. It seems as though the guys are spending as much time defending the work so far on behalf of the artists as it seems they do posting new information about the game for us to soak in...
Now, let’s see if I can get to some questions/comments. Again, sorry if I don’t get to yours, but I’m looking at a lot of places for these questions.I'm personally hoping we'll see a background or two in a little bit... With all the character art being shown, I'm getting excited about seeing the arenas we are going to be fighting in come later this year. Some of the stages (including Dhalsim's for instance) are going to look outstanding in HD if done appropriately. But alas, this week's "big" reveal was the first look of T. Hawk alongside a before picture showing the original sprite. This is something that a lot of people (including myself) have been doing after the fact, so its great to see it posted this way on the digital blog... It saves everyone a bit of work doing comparisons.
– Chun-Li from last week was, as stated, a work in progress. Her animation has been tweaked to make it look like she’s not smelling her hand, as some of you have commented.
– My send off from last week of SF4EVER meant SF For Ever. Some people read a little too much into that.
– The game will display in a 4:3 aspect ratio as the original version did. I’ve been reading some interesting ideas to make it 16:9 on the Capcom BBS. I’m not going to say that it’s impossible to do, but right now, it’s not something we have planned.
– Right now, we have not announced any official sticks coming out for the game. It’s something we may be considering, but there’s no announcement about it at the moment.
– There will be no tech/parrying in the game. This is Super Turbo and we’re not trying to change what’s already a great game. If it ain’t broke, don’t fix it.
– We plan to keep Akuma as someone that you have to get using a code. We also plan to make it an option on whether he can be selected for online play. For those of you that don’t know, Akuma is extremely strong in Super Turbo (by design), and all things being equal, he’s not exactly fair to fight against. That’s why he’s banned practically all tournaments of Super Turbo.
– The custom win quote is pretty interesting, but I think it’s something that would just be abused way too much. We’re already planning to have voice chat support and think that’s enough exposure to the ahem- interesting dialog that goes on.
I know that before I go I have to show you guys a new rendered sprite. So this week it’s T. Hawk. I really like how he came out. I have the old sprite there are reference also. Just so you know, we tried keeping to the original proportions and he looked like a giant troll. That’s why the head was moved up and made a little smaller. Not to say that the old sprite isn’t awesome because it is, but in the new style and in better resolution, it just didn’t look right.
Also, I know you guys are dying for full game screens and such, but we’re just not ready to show you that just yet. I hope that these teasers will suffice until then. That’s all for now and thanks for checking in on the blog.
—Rey

You can check out the full blog posting over at Capcom-Unity.


















