Guys Dunno if I'm late but there have been a video of the game leaked–
We only see Luffy as for the new char. He looks cool though ;)
Guys Dunno if I'm late but there have been a video of the game leaked–
Guys Dunno if I'm late but there have been a video of the game leaked–
We only see Luffy as for the new char. He looks cool though ;)
those are all the videos compiled from the website. thanks anyway though ^_^
Adding Law in the char list: the worst mistake made by the GB2 developers. If I don't see Kidd playable, Bible's gonna cry for apocalypse XD
Hey guys, maybe the other 9 slots next to the straw hats in the book thing on the website will be the remaining Supernovas. Seems more likely than being Pre-Timeskip.
Must be blind, there's a Mugiwara logo there, they're just the pre-time-skip mugiwara….cmon, same page, same number of slots, what other hint do you want? XD
Btw, Fandom be killed if Roger is playable.
Roger would be neat if we didn't already have shanks because the lack of info we have on both there fighting styles they would probably be designed the same.
And Law is the most important supernova story-wise after luffy and zoro. He's also the most popular i believe so him being in it and not Kid is very doable. But i do wonder what they will do for moves.
If i think about doflamingo could be playable as well. He just needs to be able to summon bellamy as one special and we know his power is string based so it is doable more so than law. If he's not though bellamy should be a support. He could bounce around the stage but 1 punch could beat him
Roger would be neat if we didn't already have shanks because the lack of info we have on both there fighting styles they would probably be designed the same.
And Law is the most important supernova story-wise after luffy and zoro. He's also the most popular i believe so him being in it and not Kid is very doable. But i do wonder what they will do for moves.
If i think about doflamingo could be playable as well. He just needs to be able to summon bellamy as one special and we know his power is string based so it is doable more so than law. If he's not though bellamy should be a support. He could bounce around the stage but 1 punch could beat him
1)Roger can't have any Shanks move, we don't know ANYTHING about him.
2)Law shouldn't be in. Nobody of the Supernovas has shown anything enough to make a moveset, and taken that gigant battle chars have 6 on-land combo, 5 jump attacks-combo and 3 specials. Now tell me what would you make for Law, Kidd, Shanks, Doflamingo, Marco and so on.
2)Law shouldn't be in. Nobody of the Supernovas has shown anything enough to make a moveset, and taken that gigant battle chars have 6 on-land combo, 5 jump attacks-combo and 3 specials. Now tell me what would you make for Law, Kidd, Shanks, Doflamingo, Marco and so on.
I agree, with Law. He hasn't fought yet. Atleast Shanks has an OK moveset, but they should be putting past playable characters in first, Like Arlong and Bon, and a good chunk of the other supports, before them, atleast they have a moveset and have fought. plus some characters like smoker, Hina and Bon could have an updated moveset too.
So I already have the limited edition preordered in playasia, I hope I dont get raped by aduana
I had a weird dream last night about this game XD Just some stuff they leaked like: Pre-TS Brook not playable, 60 playables. Robin Pre-TS playable. Hina support.
But yeah. Doubt Doflamingo will be in as playable char. I think we'll have to think ourselves lucky if we even got Moriah to be honest.
Question since my memory isn't so good about him. Was Mr. 3's 3 on fire in the first game?
@cyber-robin yeah it did when he uses the move
1)Roger can't have any Shanks move, we don't know ANYTHING about him.
2)Law shouldn't be in. Nobody of the Supernovas has shown anything enough to make a moveset, and taken that gigant battle chars have 6 on-land combo, 5 jump attacks-combo and 3 specials. Now tell me what would you make for Law, Kidd, Shanks, Doflamingo, Marco and so on.
Yeah but we know nothing of shanks either and i'm not saying Law should've been in i was saying if there was a supernova it would've been law instead of Kid. I also want to know what they plan to do about his moveset. His land and air combos are fine because he could just use his sword or punches and kicks. It's the specials that i don't get. Assume one is Room: shambles
Law's movesets.
Basic: Sword Combo attack
Super: Bepo
Ultimate: Flip Off
Law's movesets.
Basic: Sword Combo attack
Super: Bepo
Ultimate: Flip Off
I like it. He could easily be one of the strongest characters with that moveset
Hey guys, here's a spoiler for the released Law's movelist! :D
! Basic Combo : Sword attack - sword attack - sword attack
Forward Combo : Sword attack - sword attack - sword attack
Diagonal up combo : Sword attack - sword attack - sword attack
Diagonal down combo : Sword attack - sword attack - sword attack
Up Combo : Sword attack - sword attack - sword attack
Down Combo : Sword attack - sword attack - sword attack
Dash attack : Sword attack
Air attack : Sword attack
Air attack forward : Sword attack
Air attack down: Sword attack
Air attack up : Sword attack
Air attack diagonal up : Sword attack
Air attack diagonal down : Sword attack
Special 1 : Sword attack - sword attack - sword attack
Special 2 : Room + Sword attack - sword attack - sword attack
Special 3 : Room + Shambles + Bepo + Sword attack - sword attack - sword attack
I'd laugh if they did all of that and Law never used a sword once.
It's a pity he couldn't do something like disable a move or a limb or something. Would add a new element. But then Robin and Buggy wouldn't be affected anyways.
I'd laugh if they did all of that and Law never used a sword once.
It's a pity he couldn't do something like disable a move or a limb or something. Would add a new element. But then Robin and Buggy wouldn't be affected anyways.
Nor logias. (Robin would be affected btw)
She would be. But it would be pointless since she could just bloom another part there anyways.
I wonder if Robin'll have the ability to clone herself for that matter.
I wonder if Robin'll have the ability to clone herself for that matter.
I think its kinda obvious that she will since she is in her post-time skip self, along with other abilities that she has yet to display in the manga (which I think we will see in the upcoming chapter).
I guess she could be able to create an even huger Big Tree, using whole body clones instead of single arms.
She'll be pretty interesting to use to say the least. I wonder if she'll have the ability to sprout her wings etc. Although I guess that would be too overpowered. Oh well. I'll be maining her anyways.
No offense but this game roster sucks if by looking at it, I mean really two playable Luffy's?
yeah, but we don't know if they count as separate characters though. so far for new ones we have
Shanks
Law
TS Luffy
PTS Luffy
TS Chopper
PTS Chopper
Robin
Brook
Franky
for new characters, IIRC
No offense but this game roster sucks if by looking at it, I mean really two playable Luffy's?
Well, I mean, they kinda covered almost all the good characters in the first game, so when they announced 40+, I figured we would get a couple not so important or expected characters
No offense but this game roster sucks if by looking at it, I mean really two playable Luffy's?
Many games have multiple versions of characters if they're different enough.
To me this game is what the first one should have been. All the crew, online etc. Aside from that it's just extra stuff. While I do have the feeling I'm being scammed paying for essentially the same game twice (considering when I bought the first one I assumed Robin, Franky and Brook were just secrets) I can't help but look forward to it.
I wonder if we'll see this game in the UK. Probably not so i guess i'll have to import. Hopefully i'll have a job when that time comes
I wonder if we'll see this game in the UK. Probably not so i guess i'll have to import. Hopefully i'll have a job when that time comes
Even more so with the 3ds already out. It would be a year, if it came out, and thats too long for new ds games to be still pumping out. support is already fading. OP:GB2 is the last DS game i think i'll get, since it should be dead after that game.
I hope they add multiple costumes too. Fighting the same character with the same color can be a bit confusing, they could do it, many-a-fighting games have, so this one should too.
It would be cool but i don't see them bothering
Multiple costumes ? No way, I prefer that they add more characters, attacks, supports and stages than having alternate outfits ! (it's a 2D game folks!)
But alternate colors, of course !
Even more so with the 3ds already out. It would be a year, if it came out, and thats too long for new ds games to be still pumping out. support is already fading. OP:GB2 is the last DS game i think i'll get, since it should be dead after that game.
I hope they add multiple costumes too. Fighting the same character with the same color can be a bit confusing, they could do it, many-a-fighting games have, so this one should too.
It's MUCH harder to do multiple costumes in a 2d game. Especially a fighting one. Also.. it would take up as much space as another character would. So every costume is a slot wasted.
I knew we shoulda been more angry with SW Luffy, SW Ace and SW Shanks last time.
It's MUCH harder to do multiple costumes in a 2d game. Especially a fighting one. Also.. it would take up as much space as another character would. So every costume is a slot wasted.
They should atleast add 4 costumes/alts so incase 4 people pick the same character. Street Fighter and a ton of other fighting games do it, but I doubt that they would though.
I've yet to see a 2D fighter that has done that, and there's a reason:
1. That's a character slot.
2. You have to adjust the hitbox to make sure your alternate costumes don't ruin anything.
With 3D fighters, it's a MUCH easier process, since you just draw a highly detailed image and then merge it with 3D model, you only have to do the animation once or twice. Drawing the skin isn't so easy, but still… it's a straight forward process.
In 2D fighters, you have to redraw every frame. You can take shortcuts, but trust me, fighting games have a lot of frames. To make matters worse, fighting games have hit boxes, when you make an alternate costume, you have to adjust the hitbox so that the costume don't shrink or increase the hitbox size. (No one should get hit in the hat and get hurt etc.)
Also you have to make sure the character's attack range doesn't increase or decrease.
Even SF4 and MK9 have these problems and they are 3D games.
I can show you a good example of what I mean. When I was a kid, I tried making a One Piece fighting game for PC:
Did you notice that the moves where Luffy stretches didn't work fully? (The pistol didn't carry the enemy the full duration, the hand didn't grab, the spear didn't hit)
It's because I extended Luffy's stretch size for the arm.. but NOT the hitbox to go with it. If I gave Luffy a point hat of 10 pixels high, I would have to move the hit box 10 pixels lower to make it match the original.
It's a hassle for 2D programmers, and just a glitchy mess waiting to happen unless you have a nice orchestrated programming team.
It's just not going to happen.
Programmers use alt colors for this very reason, it still takes up a character slot, but it doesn't mess with the hit boxes.
This PSA message has been brought to you by ChexMix. Why aren't you eating some?
A lot of words
Sprites and hitboxes are two separate things. You have the regular sprites, and some invisible boxes over them that act as the hitboxes. Laying different sprites over these hitboxes has absolutely no effect, except that you must align them one time. Since range and all such things depend on the hitboxes alone, your argument is invalid. It also takes less time and data for alternate costumes than entire characters, because (for the data) you can recycle the hitboxes and programming, and (for the time) you can (or actually, must, if you want consistency) edit the existing sprites rather than start from scratch. That said, using a different colour scheme allows you to create the new sprites even faster and you can use a colour-palette rather than multiple sprites, meaning this circumvents both the data and time constraints entirely. But almost nobody uses palette options in real-time (only to create the sprite), preferring to save the sheet as a whole after they swapped the colours with about two mouse-clicks, so the data-constraint doesn't matter in most cases (as a new sheet, which it most likely will be used as, it takes up exactly as much data as an alternate costume will). By the way, since it is saved as a new sheet, they will have to align the hitboxes anyway, and since the most likely points of reference are the head and feet (bodyparts, and not changed by costumes) this will take exactly the same amount of time it will take to align them to alternate costumes. So while I'm sure they'll use colour schemes rather than costumes, it is not for the reasons you mentioned, and only the only reason is that they can create the new sprites much more easier.
Second, I agree that it is easier to make alternate costumes for 3D fighters, since they'd only have to edit the model once (if they saved a 'naked' model so they don't have to set all bones and boneweights again, but anyone worth their salt does this). But, 3D fighters (and just about all games with 3D models, including FPSes and Platformers) also use hitboxes the same way sprites use them. Like invisible boxes layed over the actual visual. They do not use the model you are looking at in itself, just like sprites don't use the actual sprite to detect collisions. If you own a PC game that allows you to use the console, some games have a command to visualize the hitboxes (Valve games can do this, I believe they use cv_showhitbox 1, but you'll have to google that to be sure). All in all, aside from the creation of the costume (time) there isn't a whole lot of difference with the 3D method (you could argue about the few MB you might create with an extra spritesheet, but that will still be less than the data it takes for one model).
I could go on, but I feel this is long enough. All condensed, alternate costumes do not screw with hitboxes, time is the only thing preventing us from getting things other than alternate colour schemes.
This was a message brought to you by someone who cares.
I've yet to see a 2D fighter that has done that, and there's a reason:
This is what I'm talking about:
http://www.geocities.jp/web_of_oneself/mvsc2/color_magneto.html
Sprites and hitboxes are two separate things. You have the regular sprites, and some invisible boxes over them that act as the hitboxes. Laying different sprites over these hitboxes has absolutely no effect, except that you must align them one time. Since range and all such things depend on the hitboxes alone, your argument is invalid.
That's not what affects the hitboxes, the changed width and the height of sprite does.
If the hitbox is programmed relative to the sprite's width, height and position, then altering the size of the sprite is going to shift the hitbox relative to the pixel size increase.
Like so:
If Luffy punches, I programmed the hitbox (let's say the origin is in the middle) to x+Luffy_spritewidth/2, y-Luffy_spriteheight/2-4 (to be where the fist is.)
Now what happens if I add a pimp cape to Luffy's body that flows 10 pixels back? (It's just an example, you could just layer the cape sprite behind luffy, rather than actually drawing it on him but I couldn't think of a better example atm)
The hitbox just got pushed forward 10 pixels past Luffy's fist. Or if I gave luffy a pirate flag hanging tall behind him 10 pixels tall…. the hitbox is now above Luffy's head.
The difference would be minor in most cases, I'm just exaggerating it to illustrate that it can effect hit boxes.
Check this out:
http://shoryuken.com/2011/08/07/ssf4ae-costumes-may-effect-character-specific-combos/
It's not the actual sprite or the model sizes but more so a conjunction of the hitbox being programmed to be relative to the sprite/model's width and height.
And I said pallete swapping was the better option it just looks weird most of the time. That's how you get "Brown skin" luffy with weird color schemes.
That's not what affects the hitboxes, the changed width and the height of sprite does.
If the hitbox is programmed relative to the sprite's width, height and position, then altering the size of the sprite is going to shift the hitbox relative to the pixel size increase.
Like so:
If Luffy punches, I programmed the hitbox (let's say the origin is in the middle) to x+Luffy_spritewidth/2, y-Luffy_spriteheight/2-4 (to be where the fist is.)
Now what happens if I add a pimp cape to Luffy's body that flows 10 pixels back? (It's just an example, you could just layer the cape sprite behind luffy, rather than actually drawing it on him but I couldn't think of a better example atm)
The hitbox just got pushed forward 10 pixels past Luffy's fist. Or if I gave luffy a pirate flag hanging tall behind him 10 pixels tall…. the hitbox is now above Luffy's head.
The difference would be minor in most cases, I'm just exaggerating it to illustrate that it can effect hit boxes.
Only with lazy hitboxes, and those kind of hitboxes don't work in fighting games. Especially because from your comment, it sounds like you create the hitbox by running a formula over the sprite. That is not something you should ever do when creating hitboxes, unless maybe all characters are perfect rectangles. Let's take the hitbox in your example. What happens when I stand way below Luffy's fist, but my head sticks out a bit above his feet? I get hit, because the hitbox is a square in your case. And what happens if my character touches yours in the back (just standing) and then you punch? Going from what I see here, I'd get hit because the hitbox for the character and the fist are one and the same. Thus, get hit by any part of the character=hit by the fist. Obviously, this is not how it works.
They actually use multiple squares to fit the shape around the character, and use different ones for attacks. This hitbox is NOT generated by the sprite, as that would cause too much work. It works more like a cloak they put over the character, and that cloak can be re-used for different sprites. Technically for all of them, but Nami with Luffy's hitboxes would be weird. But when you put that pirateflag on Luffy, you realign the hitboxes back to his head and/or other reference points, like I mentioned, and the whole flag is takes out of the equation.
I'll say it again: The spite and hitbox are 100%, completely separate.
The SSF4 case you posted is an odd one, but I believe it is caused by misalignment. You'd have to check the hitboxes to be sure (I believe SSF4 allows you to visualize them). But granted, I don't know exactly how they use the hitboxes with alternate costumes in that game. Seeing as how his head is being hit and the costume changes nothing there, and nothing to make him taller, I say this was not intended to happen and most likely a screw-up. Again, I'm no expert on it, so don't take that for granted.
sorry lizard, a long argument for no reason I suppose, but the battle continues anyway!
! No no, you misunderstand me. The hitbox isn't a part of the body! The hitbox is a seperate sprite all it's own, but you do program them relative to the characters position man.
! How do you think those boxes get there dude?
! the box's position is always relative to the fighters position and frames.
! What I posted above what the hitbox's placement in a program directly aligned to luffy's fist. The hitbox width and height would be dynamically programmed for the fist, but it gets placed in relevancy to the width and height of the sprite.
! Although the code I posted above didn't show relevancy to luffy's facing direction…
! here's an example I made of what I'm talking about. You have to program dem hitboxes...
!
! one again, there was no need to add high heels, but it shows how programming relevancy has to be adjusted for even some miniscule changes.
! I just added 4 pixels mind you.
! Edit: ARGH. I made it in a rush. I shouldn't have changed that 20 to 18 in the SECOND Math time.
! The point was if you left it the same the hitboxes would be off if you adjusted a sprite size.
Very well then, spoilered in order to keep the argument out of the rest of this topic.
! I think we misunderstand each other here on some points. It is 6:30 Am here, so please forgive any spelling mistakes I will inevitably make.
First of all, I see what you mean with the "height of the sprite" thing, and that's where the confusion comes from. We both seem to understand how hitboxes actually work, as you stated with the math (I realize you kept it simple for the sake of convenience). You were talking about an increase of the character's height, and I was talking about the sprite height. These are not the same. The high heels in your example make it so the same hitboxes can not be used because your character actually needs to connect to the ground earlier. You will probably not see such changes in an alternate costume for that reason. It essentially like changing his posture, for all intents and purposes (regarding hitboxes).
In my example, I gave Luffy a quick alternate costume. Sleeves, boxing braces, a giant pointy hat, and a giant flowing cape. Bottom row shows the hitboxes. Completely different, if not silly (and pretty ugly, but as I mentioned, it's 6:30 and this is a rush job). The cape and hat are way out of the hitbox range, but they do not need to collide, as your character doesn't stand on them (floor-collision) or gets hurt when touched there, and vice-versa. Thus, the hitboxes can be recycled as usual. Our argument stemmed from the fact that you visualize costumes as something that could alter a character's height, whereas I see them as additions or changes that have no impact on the character itself. In those cases, and I take it those cases are the only viable ones, thus the only ones that the designers will use, the relative points do not change, thus the problem with the knife (as shown above) will not happen.
I'm not taking a side cause I dont' know much about this…but there were a few "alt. costumes" in Jump Ultimate Stars.
I don't mean Gear 2 Luffy or Bankai Ichigo which were pretty much separate characters. Seiya and Yoh had bigger armor in their higher level koma yet retained almost all the same attacks. Bobobo had a red shirt in his highest level koma. Vegetto is basically an alt. costume of Super Saiyan Goku.
1. Luffy (4,5,6)
2. Zoro (4,5,6)
3. Nami (4,5)
4. Perfect Clima Tact Nami (6)
5. Sanji (4,5,6)
6. Robin (4,5,6)
7. Franky (4,5)
8. Gear 2 Luffy (7,8)
9. Naruto (4,5,6)
10. Kyuubi Naruto (7,8)
11. Kakashi (4,5,6)
12. Sasuke (7,8)
13. Sakura (4,5,6)
14. Goku (4)
15. Super Saiyan Goku (5,6,7)
16. Vegetto (8)
17. Super Saiyan Gohan (4)
18. Super Saiyan 2 Gohan (5)
19. Vegeta (4)
20. Super Saiyan Vegeta (5, 6)
21. Piccolo (4,5)
22. Buu (6)
23. Freeza (6)
24. Gotenks (4)
25. Super Saiyan Gotenks (5)
26. Ichigo (4,5,6)
27. Bankai Ichigo (7,8)
28. Kenshin (4,5,6)
29. Yusuke (4,5,6)
30. Hiei (4,5)
31. Kurama (4,5)
32. Gon (4,5)
33. Killua (4,5)
34. Eve (4,5)
35. Train (4,5)
36. Yoh (4,5)
37. Final Over Soul Yoh (6)
38. Anna (4,5)
39. Arale (4,5,6,7)
40. Mashirito (4,5,6,7)
41. Carmelman J (8)
42. Gintoki (4,5,6,7)
43. Kagura (4,5,6)
44. Bobobo (4,5,6)
45. Red Shirt Bobobo (7)
46. Don Patch (4,5,6)
47. Golden Don Patch (7)
48. Seiya (4,5,6)
49. Golden Seiya (7,8)
50. Momotaro (4,5,6)
51. Kenshiro (4,5,6,7,8)
52. Raoh (6,7,8)
53. Tsuna (4,5,6)
54. Allen (4,5,6)
55. Lenalee (4,5)
56. Kazuki (4,5,6)
57. Jaguar (4,5,6)
58. Taikoubou (4,5,6)
59. Jotaro (4,5,6)
60. Dio (4,5,6)
61. Kinnikuman (4,5,6,7,8)
62. Ryotsu (4,5,6,7)
63. Neuro (4,5,6)
64. Muhyo (4,5,6,7)
65. Fuusuke (4,5)
66. Edajima (8)
67. Yugi (4,5,6)
68. Renji (4,5,6)
69. Hitsugaya (4,5,6)
70. Rukia (4,5,6)
So if you do count alt. costumes as separate characters, the playable character count in JUS goes up to 70. Bobobo was the only one that was just a different coloring. Nami, Luffy, Naruto, and Ichigo had completely different movesets and sprites. The movesets for Super Saiyan characters were different and the sprites stood in a completely different stance. Yoh and Seiya stood and moved the same way and had the same movesets, but they had different types of armor / costumes. Then consider there are multiple sets of specials for each.....plus the 40+ stages and crazy number of supports. Man, JUS was a great game. I wish we could have gotten a DS sequel with Toriko characters, Part 2 Straw Hats, updated characters from other series, Bakuman supports, etc.
More pics from last V-Jump issue.
Shanks confirmed and new One Piece card as present in the game (like in Gigant Battle 1).
Is that Vegapunk's Island (Franky's training) as the level with Shanks on? Or Drum/Impel Down? Sorry it's blurry.
On the second image, it's just some supports together with playables right? Because if they are playables that confirms:
Wapol
Camie + Papaggu
Lucci
Den Den Mushi
Kuma
Hancock
& Urouge
Out of those, Den Den Mushi and Urouge are the least likely.
Also, some of the characters' sprites there are support attacks from No. 1. ie. Lucci, Camie + Papaggu and Wapol.
Den Den Mushi should still be an item, not a Support if that's what it means.
So, from those pictures, we can deduce that new confirmed playables are Shanks, Hancock and Kuma.
Also, unlike the website, it confirms Crocodile I think. I can't remember if that was his support move from the first game.
Also, what's with the third picture? Are they promoting One Piece figures?
AND if only I had this much to say in Mafia…
I think it's pretty safe to say that Hancock, Kuma and Croc will be playable again. I find it very hard to believe they'd remove chars
wait i don't get it. Why are they showing the support screen from gigant 1 unless it's gonna be the same in this although i'd have thought they'd put all strawhats on 1 page? I wonder what the cards do this time around?
Is that Vegapunk's Island (Franky's training) as the level with Shanks on? Or Drum/Impel Down? Sorry it's blurry.
I think it's drum island as it looks like the veg lady although it could be the boy on vegapunks. Makes me wonder whether we get 2 levels based on training or not cause franky's and robins would go (both being snow levels) and you could have nami's there as well being a sky island
Who is the leader on team 1:
http://img695.imageshack.us/img695/1711/dsc1070j.jpg
I cannot tell, too small. Is it Franky?
yup its Franky. guess its based on the other pic next to it.
As for the Snow level, I photoshopped it, and then sharpened it the best I could: