Here's an interview Brandon Sheffield from gamasutra did with me at Capcom's Digital day last month. It's about the various hard decisions I've encountered along the way in making Street Fighter: HD Remix. There's some pretty hardcore details in there so maybe it's not quite for the general audience, ha. Oh, and for the record, I would never say the word "maths."
--Sirlin
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on Thursday, April 17th, 2008 at 2:14 am and is filed under Fighting Games, Games I Worked On, Street Fighter HD Remix.
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April 17th, 2008 at 2:40 am
Nice interview
almost all of the info about this game is being let out of the bag. As much as I love to read about the change of moves and the drawing of characters are better. I don’t want to take away from the shock and awe of playing it and seeing the changes. Said it before a millon times don’t care how long it takes to come out as long as it is DONE right. It looks and sounds great now looking forward to the beta more than ever. So when is that beta? Thanks for all the hard work keep it up. Play you soon.
April 17th, 2008 at 3:48 am
I enjoyed the interview. I think it’s really interesting that even you thought the game felt weird without the hit-sparks. It’s funny how all those little things really do help tie everything together. I don’t think sound and special effects get as much props as they should.
April 17th, 2008 at 6:17 pm
You make a good argument about the reversal frames while standing up.
April 17th, 2008 at 6:29 pm
I wish more people understood how much an improvement removing the “fake difficulty” of hard to perform moves is going to be.
April 19th, 2008 at 7:17 am
Omg I had an orgasm when I read ‘’And we gave Bison a new fake slide'’
April 19th, 2008 at 4:51 pm
I’ve been wondering what the imput will be.
If it’s down+towards + roundhouse kick, it can’t be done while charging his Scissor Kick/Psycho Crusher. If it’s down, down+towards, toward, kick, then it can’t continue charge any of his moves.
But if it’s done with down+away+roundhouse kick, then he could do mixups between throw and Psycho Crusher.
I wonder what Sirlin would find the choice.
April 20th, 2008 at 3:13 am
I think Bison was good enough in ST already to warrent having no other changes besides having a fake slide kick.
April 20th, 2008 at 4:12 am
If the fake slide is good enough, it might be reasonable to not allow a scissor kick/psycho crusher follow-up. Down-forward + Roundhouse would be good in that case. If not, maybe the command will be jab+short to allow special move followups for both the real and fake slides.
April 20th, 2008 at 11:54 pm
to Robert August de Meijer:
it’s probably any down + multiple buttons (ex: roundhouse + another kick)
April 21st, 2008 at 3:55 am
Hi Sirlin! Excellent interview. It seems that you’ve been doing a wonderful job on SF HD. Also, I am a great fan of your works and I’ve been reading your articles in the past few years.
Considering this, I would like to know if you could allow me to translate some of your articles to portuguese for the benefit of our brazilian fighting game community. I’m building a new website (we only got foruns nowadays - we need some strong content desperately) and I would really appreciate having some of your thoughts spread here in Brazil.
I also used some of your content on my Graduation Project at university (it was about concept art for a game - a fighting game, to be more specific).
Please if you have interest contact me. I’m looking foward to it. Thank you very much in advance.
April 25th, 2008 at 12:54 am
Excellent read… hit sparks, reversal difficulty, dialing down fireballs a bit, etc. Sirlin is doing a great job, continually. Thanks dude.
April 28th, 2008 at 9:30 am
Are the moves really implemented in assembly? That seems crazy dev-time-wise, and pretty unnecessary.
April 28th, 2008 at 9:38 am
The original SF code (on which ST is based) was made 17 years ago. Of course it’s in assembly.
Unless the source was in C and has just been lost over time or something.
May 28th, 2008 at 12:40 am
[…] Gamasutra interviews David Sirlin about SF HD Remix […]