What was the problem with most western developers when it came to land/hit detection? what prevented them from tune-fining this?
What was the problem with most western developers when it came to land/hit detection? what prevented them from tune-fining this?
Still better than the SNES one.
But the SNES one has really good controls, it's a Capcom game, after all.
It does, and I love playing it, but as a kid my dream was to put on the VHS tapes for Disney films and play the film, if that makes any sense, and the Genesis one did it perfectly, also the sword is just too cool, and I'm more of an arcade fan, so its more punishing trial and error nature is more appealing to me than the modern direction the SNES went for, forgiving and even with a password system, so while both are excellent, and Capcom's title is a better video game, Virgin's title was just a better Aladdin video game for the time.
>arcade fan
So what do you see arcade about the virgin game? It's a typical western platformer with maze-like levels more on par with typical western PC platformers. Capcom one is more linear and arcade-y, well, Capcom are an arcade dev, not Virgin.
I mean arcade in the whole trial and error punishing direction where you'll often get sent back to the title screen and it'll take some time before you finish it, it's like an arcade title where you'll lose often as it takes away your quarters, but you're also learning as you're losing and manage to get a little further each time until you get so good at it that you finally beat it in this near perfect run. Also, I don't find it to be maze like at all, it's generally quite linear, they're just more vertical too, that's all.
But the Capcom game follow the movie far better than the Virgin game. So I don't get your point.
Capcom's version literally has a level where you have to go through a pyramid out of nowhere, and a level inside the lamp, which Virgin's version also had, both had to take liberties, so no, Capcom doesn't follow the movie far better at all, it's about the same, but Virgin's literally looks just like the film, like I'm playing and controlling a VHS, while the Capcom one with the sprites and art look like a well drawn Aladdin vídeo game adaptation, it's good, but Virgin's on a whole different level.
I guess anon means that Capcom game uses acrobatics, like in the movie, while virgin game uses the scimtair, which was only used briefly only at the end of the movie
I get that, that's fair, but either way video game adaptations will always take some liberties, it's only natural, both versions do it a lot, but Virgin being able to capture the film's look so well just gives it more of that "I'm playing the film" feel I love so much, Capcom's version is stellar, but to me Virgin's version, due to the looks, and its cool sword, is everything I wanted as a kid, it's special.
Not just the looks either. Say what you want about the GEMS sound driver the Genesis game uses but at least they managed to work more of the movie's soundtrack into it. Capcom leaned on more original tracks for their game and most of them sound just ok in comparison, in spite of the improved sound chip.
I also prefer the Genesis OST, though I've always liked the Genesis' sound chip, so I'm biased there.
They prioritized the look of Genesis Aladdin over everything else
why's your gif weirdly cropped like that?
>tune-fining
>what prevented them from tune-fining this?
Budget and deadlines. Imagine you have to put together a game by a certain date. There's like one or two programmers. Do you spend three days fine-tuning this or do you put your time into getting this thing out the door ASAP.
One reason why Nintendo games are more polished in comparison is because they had all the time in the world to burn. Exception goes to launch titles.
Game was made in three months also fix your gif m80
There's no "fine tuning" involved in hit detection itself, it's just having correct math and enough CPU resources to work with. A game with bad collision detection probably uses poorly implemented discrete collision. Checking X and Y one after the other instead of at once is a common mistake.
The more fine tuned hit detection is the more computationally expensive it is.
The console is not exactly a powerhouse.
Also it would take aways resources in development that probably with a tight deadline would be better used somewhere else.
The camel and Aladdin clearly use simple rectangle hitboxes, hence he can hit the camel all to the side and the same animation and effect occurs. It was regarded good enough, more important things to work on.
> hence he can hit the camel all to the side and the same animation and effect occurs.
That's a very simple thing to fix though. Minkowski differences solve everything and extremely cheaply. It's just a bunch if greater than/less than comparisons and some addition.
Fighting games have the most complex hit box design in gaming and it's just drawing at max 4 squares that are not even visible. That's computationally trivial.
Obviously it wasn't easy because of the sprites and animation making it hard.
This is the obvious answer. Disney animators handled the animation, and being traditional animators instead of videogame graphic designers, they prioritized the quality of the drawings and animation over thoroughly considering how well it would all transfer over to platformer mechanics. If you look at the dumped prototype build, placeholder graphics were literally just digitized pencil sketches that they slapped in there.
It's very weird, right? They also had a tendency to dislike normal levels and instead thought it fun to make you weave through a maze where falling meant redoing large stretches of it.
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Here's John Burton from Traveller's Tales explaining how he got pixel perfect collision detection. But is that something you'd even want? Most games rely on some leniency with the hit boxes. It seems like western devs were always trying to do nifty technical shit that didn't necessarily result in better games.
>It's OKAY when Japanese do it!
Wtf is going on kek
What do you mean? That's quality Nippon gameplay right there.
>The chad stride
My sides are in orbit
That's the western PS2 remake by Bluepoint Games, whose studio is in Austin TX, not the original game.
>REEE, WESTERN SHITTERS
Cope and seethe, maldy.
>not the original game
NTA, but yes it is. It retains the original code and gameplay from the original game. Only the assets were rebuilt. Literally the only thing it offers is an optional new control scheme. That glitch in the webm is also present in the original game as well, among others....Oh, so many others. So, pick your poison as to which one you'd like to replace the webm that anon posted if you dislike it so much.
https://www.youtube.com/shorts/AFpKgJFoVPw
https://www.youtube.com/watch?v=ReCoXEs1OiI
https://www.youtube.com/watch?v=A-SNHPl6Y3Q
https://www.youtube.com/watch?v=28MXTbyRetM
>Only the assets were rebuilt. Literally the only thing it offers is an optional new control scheme
Why the hell does Wander's face not animate during gameplay? Fricker has a static expression on the PS4 remake during gameplay.
This has to be bait but Americans are dumb enough that some offended yank would actually think this was a Japanese product so it’s difficult to say for sure
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