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2d fighter maker 2002 v1 027
2d fighter maker 2002 v1 027










2d fighter maker 2002 v1 027

This is where combinations are made, stringing particular moves together in a proper sequence. The sequence editor is a little more forgiving in comparison. What the system lacks in user-friendliness it makes up for in versatility, offering control over every salient point on the character model. The process is certainly tedious, but there's nothing that can be done about that - there's no way to make this kind of work quick and simple. It's easy to move from frame to frame in order to get an idea of what the final animation will look like and tweak individual frames. Indeed, that game used the analog sticks for all kinds of editing features, although those controls would probably be too haphazard for manipulating animation and model details in Fighter Maker.Īctually manipulating the animation details isn't too difficult, once you get the proper perspective in the preview window. In this regard, I think I'm badly spoiled by the system in the last SmackDown game, which used the dual analog sticks to let you easily rotate the character models around all three axes.

#2d fighter maker 2002 v1 027 windows#

The ability to split up the screen into multiple preview windows helps somewhat, but I'd still rather be able to just move the camera around on the fly. Furthermore, those controls make it difficult to view the model from a perspective that doesn't look straight down a particular axis. To move around the model being edited in any mode requires toggling out of the main editor (losing control over the task at hand) and switching over to a separate set of preview controls.

2d fighter maker 2002 v1 027

The primary difficulty I found in every mode was the cumbersome preview control.

2d fighter maker 2002 v1 027

Each has its own problems and limitations, but a few are common to all three. There are three main editing systems: the body editor, where you determine a fighter's appearance the sequence editor, where you assign move commands and chain moves together to create combos and the animation editor, the most complex of all, where you edit moves frame by frame to determine how they play out on screen. There are some pre-created fighters to play with, but buying the game to just fiddle with the sample characters would be like buying a Corvette and never driving past the speed limit. It's a system for editing character models, move sequences, and animations, so as to allow the user to create characters for use in a pre-packaged 3D fighting engine. Gameplay A bit of a misnomer, that, because this is not a game. The results may be rewarding, but I personally can't predict what another gamer might get out of this one. You are warned, however, that it can be an extremely frustrating experience, limited by an occasionally backwards interface and clumsy preview controls. If you want to try and create a 3D fighting game without the benefit of a small fortune in computer equipment, software, and development licenses, this is what you want to get. Once you prove your characters have what it takes to beat the locals, you can challenge your friend's fighters to see who can build the greatest fighter of all time.So this is not so much a review as a collection of suggestions and advice. A host of skilled opponents are ready to put your fighters to the test. The customization process includes costumes, body types, special moves, camera angles, and everything you need to create a personally designed cast of fighting characters. Game description: Why play as another fighter when you can create your own? Fighter Maker 2 lets you build your own fighter from scratch, using 3D models that respond to your every direction. Publisher(s): Enterbrain (JP), Agetec (US) You can help PCSX2 Wiki by updating or adding more information to the article.












2d fighter maker 2002 v1 027