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About fighting games development process
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I kind of have a love/hate relationship with MUGEN too, Mr. Skyla. Actually, my problem lies in what people do with it (overpowered, silly characters): I love 'polished' fighting game characters, and a lot of MUGEN creators create cheap instead of fun-to-use characters. But the engine itself is useful and beginner-friendly, so it's a God send to me.

Kosheh, thank you very much for your answer. Very informative and I'm actually pleasantly surprised with the average price you told me. I was getting prepared for much, much worse lol. You see, 65~145USD doesn't sound too bad in dollars, but, yeah, for my teenage wallet, and with the current situation of my country's currency (Brasil), that is just too expensive. I'd have to burn all the money from my internship to get just the spritesheet.

Plus, I find the animation technique used in SF2 and Final Fight kind of ugly in my eyes, but I should start with 'modest' ideas, I suppose. Something like SF3 is just too fancy for me right now. I think the animation issue is alleviated by the size and animation style of the sprite, right? 
Let me give an example: I really love Blazblue's art style, and the sprites are so pretty, but, say, the silk movement of Carl's cape kinda irks me, because it feels as if it requires some extra frames for the smoother animation it aims to achieve. Pocket Fighter, on the other hand, clearly 'skips' some transitory frames, but it looks very neat and enjoyable.
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RE: About fighting games development process - by Whatever - 02-16-2016, 02:25 PM

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