Makes sense, but is that true for when you turn back to normal too?Xyex wrote:Wont happen with Spike, unless they FINALLY decide to do what Dimps did from the beginning. That is, load ALL of the character models at the start of the battle. The reason the transformations in the BT/RB games take so long is because they're basically a loading screen. The game's accessing and loading the new character, which isn't already in memory like they were in the Budokai games.
DBZ: Ultimate Blast/Tenkaichi (Pre-Release Discussion)
Moderators: General Help, Kanzenshuu Staff
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
But you need to remember that more changes between the models in Spike's games. With DIMPs everything stayed the same except the model but in Spike's games you've got new attacks, signatures, etc...Xyex wrote:Wont happen with Spike, unless they FINALLY decide to do what Dimps did from the beginning. That is, load ALL of the character models at the start of the battle. The reason the transformations in the BT/RB games take so long is because they're basically a loading screen. The game's accessing and loading the new character, which isn't already in memory like they were in the Budokai games.ThunderPX wrote:I wish transformations would stop taking so much time.
So for all we know if they were all pre-loaded it may take too much time to load.
mysticboy wrote:Raditz has the durability of 3 moons.
- Kingdom Heartless
- I Live Here
- Posts: 3393
- Joined: Sun Jul 20, 2008 12:21 am
- Location: QLD, Australia
- Contact:
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
Generally, in Raging Blast 2 (and possibly 1) if you transformed from base form, you can quickly switch back without any loading screen. After that, you can also access the last form you used without the screen.mysticboy wrote:Makes sense, but is that true for when you turn back to normal too?Xyex wrote:Wont happen with Spike, unless they FINALLY decide to do what Dimps did from the beginning. That is, load ALL of the character models at the start of the battle. The reason the transformations in the BT/RB games take so long is because they're basically a loading screen. The game's accessing and loading the new character, which isn't already in memory like they were in the Budokai games.
Yo! Cal's the name. Nice to meet you!
Lover of all that is pure and fun in the worlds of Dragon Ball, Jim Henson and so forth!
3DS Friend Code 1418-7854-8786. I'm always playing Pokemon, so PM me yours for Friend Safari and battling! :D
Lover of all that is pure and fun in the worlds of Dragon Ball, Jim Henson and so forth!
3DS Friend Code 1418-7854-8786. I'm always playing Pokemon, so PM me yours for Friend Safari and battling! :D
- Saimaroimaru
- Advanced Regular
- Posts: 1047
- Joined: Thu Feb 28, 2008 7:40 pm
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
I like how we add in these non canon numerical fusion formulas. Its so funny.mysticboy wrote:Yes, the earrings are more powerful than the dance, but not by that much (6x8=48, 6x6=36). SSJ4 Vegetto is actually a logical what-if if GT is added. Since Gogeta only exists for 10 minutes, what if they fused with Potara?Jaruka wrote: SS3 Broly was quite useless but a cool idea, sorta in the range of SS4 Vegetto. The point is that SS4 Vegetto is really a bad idea, the character has no merit and to be fair nobody in the Z Universe could even compete with him in his Super Saiyan form. I know you may use GT as an argument but it's still argued against whether SS Vegetto is actually weaker than SS4 Gogeta and considering that portara is more powerful I doubt SS3 Vegetto would be weaker than SS4 Gogeta anyway. Not forgetting that SS3 Vegeta and SS3 Goku are already in these games so SS3 Vegetto would be a lot more logical to add.
If he's redundant, wouldn't Majin Cell, or Majin Freeza also be in the same boat?
- Piccolo Daimao
- Kicks it Old-School
- Posts: 8749
- Joined: Sun Mar 01, 2009 7:23 am
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
Just nitpicking here, but with DIMPS, while you could say that they mostly stayed the same, they did sometimes gain new moves. For example, SSj2 Gohan gained the Soaring Dragon Strike and Father-Son Kamehameha.Jaruka wrote:With DIMPs everything stayed the same except the model
Holden Caulfield in [b][i]The Catcher in the Rye[/i][/b] wrote:I hope to hell when I do die somebody has sense enough to just dump me in the river or something. Anything except sticking me in a goddam cemetery. People coming and putting a bunch of flowers on your stomach on Sunday, and all that crap. Who wants flowers when you're dead? Nobody.
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
I seriously doubt that. In Ladder Mode in the new Mortal Kombat the game loads two additional characters when you're fighting against Shang Tsung without any noticeable increase in load time before the match, and a Mortal Kombat character has a lot more in terms of animations than Raging Blast characters do. It's more likely that they're just lazy and don't want to properly optimize their code to load all the extra transformations before the game without significantly impacting the load times.Jaruka wrote:But you need to remember that more changes between the models in Spike's games. With DIMPs everything stayed the same except the model but in Spike's games you've got new attacks, signatures, etc...Xyex wrote:Wont happen with Spike, unless they FINALLY decide to do what Dimps did from the beginning. That is, load ALL of the character models at the start of the battle. The reason the transformations in the BT/RB games take so long is because they're basically a loading screen. The game's accessing and loading the new character, which isn't already in memory like they were in the Budokai games.ThunderPX wrote:I wish transformations would stop taking so much time.
So for all we know if they were all pre-loaded it may take too much time to load.
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
If you start at base and turn SSJ1 and then turn SSJ2, you get the screens both times (of course), but after you turn SSJ2 and go back to normal, you still get a screen of you reverting back. It's like this:Kingdom Heartless wrote:Generally, in Raging Blast 2 (and possibly 1) if you transformed from base form, you can quickly switch back without any loading screen. After that, you can also access the last form you used without the screen.
Base>SSJ scene>SSJ2 scene>Reverting back to base scene.
So basically, it still loads.
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
But it's important to note that when you revert you can flick between SS2 and basemysticboy wrote:If you start at base and turn SSJ1 and then turn SSJ2, you get the screens both times (of course), but after you turn SSJ2 and go back to normal, you still get a screen of you reverting back. It's like this:Kingdom Heartless wrote:Generally, in Raging Blast 2 (and possibly 1) if you transformed from base form, you can quickly switch back without any loading screen. After that, you can also access the last form you used without the screen.
Base>SSJ scene>SSJ2 scene>Reverting back to base scene.
So basically, it still loads.
mysticboy wrote:Raditz has the durability of 3 moons.
- Supa Saiya-Jin Tullece
- OMG CRAZY REGEN
- Posts: 800
- Joined: Sat May 19, 2007 5:18 pm
- Location: Helena, Alabama
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
In RB 1 (and presumably 2, though I don't know this) after transforming in to a form and then back to your normal form, transforming to the form you were just in would happen instantly.Patient-mental wrote:Easiest way of doing that:
Campaign: Extended cinematic for specific fights. Then shortened yet still cinematic transformations in others.
Vs: Choice between shortened or no cutscene* in character selection screen.
Online: For flow it'd probably be best to have no cutscene so *you only see the transformation from behind to avoid stuttering flow of the fight.
Extended: Anime scene when Goku first turns Super Saiyan (3 Minutes)
Shortened: That YouTube video posted by InfernalVegito (8 Seconds)
None: Goku describing Super Saiyan 1 and 2 to Buu (1 second)
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
The transformation moments are undoubtedly loading times. You can actually hear the PS3 working the loading time, as if it was a generic loading screen. Because the models are loaded, there's no loading time if you transform again after returning to your regular form.
So, maybe one way they could reduce the loading times is simply to install datas on the hard drive, taking 5GB for example (or at least, giving the choice of installing, otherwise most players will be unhappy, and that's understandable depending on the size of the hard drive and the ammount of datas they already have on it) to have all the "transformed models" ready to go. This would likely not suppress loading times (since even games downloaded on the network still have loading times), but it would reduce them a lot.
They could also load all models at the beginning of the battle, but that would make for longer loading screens, and those were already criticized in some reviews for being too long in Raging Blast.
Or, they can keep those loading times, but make them more appealing, with complex animations which would actually be part of the regular-form model (they already showed that they were capable of almost cutscene-like, complex animations during Freezer and Cell's transformations).
Guess everyone would have their own opinion on this matter...
So, maybe one way they could reduce the loading times is simply to install datas on the hard drive, taking 5GB for example (or at least, giving the choice of installing, otherwise most players will be unhappy, and that's understandable depending on the size of the hard drive and the ammount of datas they already have on it) to have all the "transformed models" ready to go. This would likely not suppress loading times (since even games downloaded on the network still have loading times), but it would reduce them a lot.
They could also load all models at the beginning of the battle, but that would make for longer loading screens, and those were already criticized in some reviews for being too long in Raging Blast.
Or, they can keep those loading times, but make them more appealing, with complex animations which would actually be part of the regular-form model (they already showed that they were capable of almost cutscene-like, complex animations during Freezer and Cell's transformations).
Guess everyone would have their own opinion on this matter...
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
[
I don't mean to seem rude but I hear a lot of people speaking ill of Spike without considering time and monetary constraints, not to mention most fans would probably complain if there were no transformation cutscenes.Jaruka wrote:I seriously doubt that. In Ladder Mode in the new Mortal Kombat the game loads two additional characters when you're fighting against Shang Tsung without any noticeable increase in load time before the match, and a Mortal Kombat character has a lot more in terms of animations than Raging Blast characters do. It's more likely that they're just lazy and don't want to properly optimize their code to load all the extra transformations before the game without significantly impacting the load times.Xyex wrote:But you need to remember that more changes between the models in Spike's games. With DIMPs everything stayed the same except the model but in Spike's games you've got new attacks, signatures, etc...ThunderPX wrote: Wont happen with Spike, unless they FINALLY decide to do what Dimps did from the beginning. That is, load ALL of the character models at the start of the battle. The reason the transformations in the BT/RB games take so long is because they're basically a loading screen. The game's accessing and loading the new character, which isn't already in memory like they were in the Budokai games.
So for all we know if they were all pre-loaded it may take too much time to load.
Just a wee bit of a nitpick but it's something I already took into consideration. Mainly because the moves can still be pre-loaded but with Spike I fear it would make the loading screens quite a bit longer.Piccolo Daimao wrote:Just nitpicking here, but with DIMPS, while you could say that they mostly stayed the same, they did sometimes gain new moves. For example, SSj2 Gohan gained the Soaring Dragon Strike and Father-Son Kamehameha.Jaruka wrote:With DIMPs everything stayed the same except the model
mysticboy wrote:Raditz has the durability of 3 moons.
- Patient-mental
- Beyond Newbie
- Posts: 135
- Joined: Mon Mar 23, 2009 6:56 am
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
Loading mid fight (while transforming) is no excuse when theres also a Loading screen and Pre-Fight banter between characters and it's not like its loading large high detailed areas or characters. Their real time rendering of the background/foreground is really subpar for current generation games if it has to load the entire arena in the loading screen.
- Saimaroimaru
- Advanced Regular
- Posts: 1047
- Joined: Thu Feb 28, 2008 7:40 pm
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
Thus why I am against af or any fanfiction transformations from getting into any dbz games besides homebrew. http://ultradragonball.wikia.com/wiki/C ... formations Do you really want Spike to focus on stuff like this? I sure don't.
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
That's an unfair deduction to make, considering that Spike wouldn't have SS33 Goku.Saimaroimaru wrote:Thus why I am against af or any fanfiction transformations from getting into any dbz games besides homebrew. http://ultradragonball.wikia.com/wiki/C ... formations Do you really want Spike to focus on stuff like this? I sure don't.
mysticboy wrote:Raditz has the durability of 3 moons.
- Saimaroimaru
- Advanced Regular
- Posts: 1047
- Joined: Thu Feb 28, 2008 7:40 pm
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
How is that unfair? Between this and Db fanfiction wiki and all of the crappy "we want this" facebook groups, there isn't many good fanfiction good ideas. I mean really do you want this: http://ultradragonball.wikia.com/wiki/L ... per_Saiyan in the game? Sorry I try to give them a shot but its disappointment after disappointment.Jaruka wrote:That's an unfair deduction to make, considering that Spike wouldn't have SS33 Goku.Saimaroimaru wrote:Thus why I am against af or any fanfiction transformations from getting into any dbz games besides homebrew. http://ultradragonball.wikia.com/wiki/C ... formations Do you really want Spike to focus on stuff like this? I sure don't.
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
But look at how long MK9 has been in development.Taku128 wrote:I seriously doubt that. In Ladder Mode in the new Mortal Kombat the game loads two additional characters when you're fighting against Shang Tsung without any noticeable increase in load time before the match, and a Mortal Kombat character has a lot more in terms of animations than Raging Blast characters do.
All that stuff is pretty stupid. I don't think these transformations will go anywhere since they're overly absurd.Saimaroimaru wrote:How is that unfair? Between this and Db fanfiction wiki and all of the crappy "we want this" facebook groups, there isn't many good fanfiction good ideas. I mean really do you want this: http://ultradragonball.wikia.com/wiki/L ... per_Saiyan in the game? Sorry I try to give them a shot but its disappointment after disappointment.
- InfernalVegito
- Advanced Regular
- Posts: 1299
- Joined: Mon Sep 06, 2010 11:18 am
- Location: Universe
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
There are limits. And clearly all of the transformation displayed on the site you posted are far beyond realistic what-ifs. They are true fanfiction which goes beyond logical assumption what the characters could have achieved or what they could have done differently. No one would ever take these into consideration anyway. So please stop trying to justify that what-ifs are bad with such examples. Anyone can tell the difference between exaggerated/absurd (the ones portrayed on the site of your link) and realistic/logical what-ifs such as a SS4 Vegetto or GT Gotenks.Saimaroimaru wrote:
How is that unfair? Between this and Db fanfiction wiki and all of the crappy "we want this" facebook groups, there isn't many good fanfiction good ideas. I mean really do you want this: http://ultradragonball.wikia.com/wiki/L ... per_Saiyan in the game? Sorry I try to give them a shot but its disappointment after disappointment.
BT3 off meds | The final fight
Ah, the Alpha and the Omega. As all life was created from Chaos...so shall it be DESTROYED!!!
The wails of machines | Singing cold harmony | Shifting air upward | Entranced by the breeze | Light pours like blood | Into a cosmic sea | Of stars crystallized | In a frozen symphony
Vegetto kicking you into orbit theme
Ah, the Alpha and the Omega. As all life was created from Chaos...so shall it be DESTROYED!!!
The wails of machines | Singing cold harmony | Shifting air upward | Entranced by the breeze | Light pours like blood | Into a cosmic sea | Of stars crystallized | In a frozen symphony
Vegetto kicking you into orbit theme
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
It was unfair to both fans and Spike, you make it seem as though because fans may want SS4 Vegetto that means they want SS63 Gogetto or Legendary Super Super Saiyan Broly. Also, Spike has never 'made up' a form for one of their games, they've only used existing material and even if they did use original content they wouldn't go overboard and I think you know that.Saimaroimaru wrote:How is that unfair? Between this and Db fanfiction wiki and all of the crappy "we want this" facebook groups, there isn't many good fanfiction good ideas. I mean really do you want this: http://ultradragonball.wikia.com/wiki/L ... per_Saiyan in the game? Sorry I try to give them a shot but its disappointment after disappointment.Jaruka wrote:That's an unfair deduction to make, considering that Spike wouldn't have SS33 Goku.Saimaroimaru wrote:Thus why I am against af or any fanfiction transformations from getting into any dbz games besides homebrew. http://ultradragonball.wikia.com/wiki/C ... formations Do you really want Spike to focus on stuff like this? I sure don't.
Then again mate, your opinion is as valid to NamcoBandai as someone who wants SS4 Vegetto.
mysticboy wrote:Raditz has the durability of 3 moons.
- Saimaroimaru
- Advanced Regular
- Posts: 1047
- Joined: Thu Feb 28, 2008 7:40 pm
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
Clearly you two are reading too much into my posts. Lets break it down before we go further.
AF/Fanfictions transformations as in anything above Super Saiyan 4. The link displayed what I was talking about. Next I ask do you want Spike to focus on stuff like this. I wasn't saying that Spike was or was going to. In fact the question was rhetorical, and no dip Spike doesn't make original content. I think the misunderstanding was the use of the word any, I should have been more specific(trying to fight that habit), my comment was directed at Super Saiyan transformations other wise I would had used the what-if category link along with that link.Saimaroimaru wrote:Thus why I am against af or any fanfiction transformations from getting into any dbz games besides homebrew. http://ultradragonball.wikia.com/wiki/C ... formations Do you really want Spike to focus on stuff like this? I sure don't.
Re: Dragon Ball: Game Project Age 2011 (Pre-Release Discussi
Loading times are typically optimized at the end of a game's development cycle, shortly before a game comes out. Sometimes game reviewers are sent near final versions of the game a couple weeks before release where the load times are significantly longer than the retail version because the development team hasn't finished optimizing it. It doesn't take two and a half years to optimize loading.mysticboy wrote:But look at how long MK9 has been in development.Taku128 wrote:I seriously doubt that. In Ladder Mode in the new Mortal Kombat the game loads two additional characters when you're fighting against Shang Tsung without any noticeable increase in load time before the match, and a Mortal Kombat character has a lot more in terms of animations than Raging Blast characters do.