Trông pro vãi. Hi vọng nó ra sớm hơn dự kiến để còn test:votay:
Printable View
Trông pro vãi. Hi vọng nó ra sớm hơn dự kiến để còn test:votay:
BLOG 4
Video 1: vài thay đổi trong match, hiệu ứng thời tiết, sân vân động, đèn flash của cánh phóng viên và đương nhiên là các bàn thắng không thể thiếu rồi.
YouTube Video
//////////////////////////////
Video 2: Trận đấu giữa Sao Paulo và Vitoria
YouTube Video
//////////////////////////////
Tất cả vẫn đang trong công đoạn hoàn thiện, chi tiết hơn sẽ xuất hiện trong Blog 5.
Quá nhiều những cú sút xa ngoài vòng cấm. Tình hình của FM09 đã trở nên tệ hơn:cbkg093::cbkg093:
FM2010 new features blog no.5 - match view talk, and a new match video.
Trích dẫn:
After yesterday's match engine video trailer, today I'm going to attempt to get down and dirty with letting you know what has been going on match engine- and match view-wise over the last year.
For those who are new to the game, or don't know about the terminology used, a quick definition:
The match engine in Football Manager is a simulation of the game of football based on the tactics you have set, the tactics your opponent (whether a computerized version of a real life manager, or another human on multi-player games) has set, and the footballers that you have both picked.
The match view is what is displayed on the screen in front of you in one of a multitude of camera angles, including both 2D and 3D.
Today I'm going to talk about the match view, which includes things surrounding the pitch, such as the new stadiums and crowds.
First off, animations. There are well over 100 new animations in FM2010, alongside most of the old animations being tweaked and improved. We've now got a full time animator at Sports Interactive (previously we were working with contractors) which has made a huge difference, particularly as he has experience on working on other football games so has already knows what works and what doesn't. He's forced us to provide him with some tools too, so we've got a shiny new animation editor, and a mirroring system so that he can make an animation work for left footed and right footed players without having to do it all twice.
Next up, stadiums. The approach we've taken with stadiums is that we shouldn't have half a dozen to depict different ranges of size of stadium, but we should have a load of different stands that can be used and re-sized according to the stadium capacity. Whilst we'd love to have licenses to use real stadiums for every club around the world, we don't, so while the stadiums won't look like the real thing, they will at least be able to fit the right amount of fans in, have the right kind of stands, terracing or seating, roofs or not, that kind of thing.
The crowd itself should (by the time of launch - it doesn't yet!) have the right amount of people in for the attendance of the match, sitting happily in their seats, getting excited and celebrating when the team scores.
And not forgetting match cameras. At the moment, we have two new cameras in the game, called sideline and touchline. What you can see of these in the videos is work in progress. I'm hopeful that both will stay in, but one of them might be tweeked a bit before launch. You'll just have to wait for the demo and find out then!
We've also added in weather effects to the match view. Different types of rain and snow all appear, and aren't just there to look pretty either. The effect that weather has on a real pitch will happen in game too, so if it's pouring down with rain, expect the ball to travel a lot slower on the ground and roll less.
The player graphics themselves have also improved, as have the pitch types and pitch degradation too. Again, the degradation on the pitch has an effect on ball movement.
Lighting has also improved massively, and there's a noticeable difference on player and stadium shadows based on the time of day that a match is being played and the type of weather that the match is played in.
Tomorrow, I'll be looking into the match engine itself, and having a little chat with Paul Collyer, co-founder of Sports Interactive (we who make Football Manager), and the guy to shout at if you see something unrealistic happening in the match!
Until there, here's the video.
YouTube Video
Khán giả :O :a37: sân cũng đẹp nữa :a37: cầu thủ cũng có vẻ thông minh hơn :X
Football Manager 2010 new features blog Day 6: Interview with game guru Paul Collyer
Trích dẫn:
Yesterday in the blogs, I dealt with changes to the match view, which is what you see on the screen during matches in Football Manager 2010.
Today, I'm looking at what goes on "under the hood" to decide the action that you see on the screen.
For many years this area of the game has been controlled by Paul Collyer, co-founder of Sports Interactive with his brother, Oliver.
But first a bit of background behind the match engine itself.
When we first started making football management games 17 years ago, all you could see of the match engine was text based commentary.
In 2003 we released a game with a 2D top down representation of the match engine. Five years later, with last year's Football Manager 2009, we had a 3D display for the first time.
To make the match engine, Paul has to watch a LOT of football. Poor guy, huh?
But he doesn't just watch football live, or on the telly, we also have the same tools that real life managers use for analysing football matches, to help ensure that it's as accurate as possible.
On top of that Ray Houghton, the ex-Republic of Ireland international, is a consultant at SI, with his main role being to watch the match display and tell Paul where the players are doing things that they wouldn't in real life.
The match engine will never be "finished". It constantly evolves. The changes that are made in the match engine are tested not just internally, but also externally with our test "Dream Team", and it also gets put into the beta versions of Football Manager Live (the massively multiplayer version of the game where you own your own club, as well as manage it) for a couple of thousand more people to test.
So lots of people look at versions of the match as it updates each week, and give feedback on the realism aspect and point out any bugs and issues that might be apparent.
Miles Jacobsen: So, my first question to Paul was "what's changed since FM2009 in the match engine?
Paul Collyer: Well, it's been a steady year of analysing as many areas of weakness as possible and trying to improve them. Two good examples are passing and the marking of the player with the ball. We have used both our in-house testers and our external team of beta testers to the full. I think the general AI is better, albeit never 'finished' in my eyes.
MJ: You mention that there are new "player preferred moves" in the match engine now - what are player preferred moves, and what new ones are in the game?
PC: A player preferred move is an action that the player tends towards in the match. That could be 'likes to try long shots', or 'likes to run with the ball'. Where possible we have linked these to their tactical instruction counterparts, so if you have a player who 'likes to try long shots' then you need to set his 'try long shots' instruction with reference to that. In other words, to make him try them less make sure you set them to the lowest setting possible. It works the other way for negative PPMs like 'runs with the ball rarely'. Not all of the PPM's have instructions that match, of course, there are stuff like 'tries long range freekicks' which simply shape the kind of player you have regardless of tactics . Anyway, new ones added for this year include 'has flat hard throw' (Rory Delap ) and 'looks for pass not shot'.
MJ: Are there any nice little touches you can talk about that are new to the match engine for FM2010?
PC: There are lots. I know one of your favourites is that if a player has scored twice in a match and his team get a penalty, there's a good likelihood that he'll be given the ball to take the penalty so he can get a hat-trick, and we have also better modelled the effects on players of stuff like pitch condition, as in a player with weaker first touch may find it harder to control a ball on a wet pitch
MJ: Is there anything else you'd like to say?
PC: Yes, I hope people see that with each release we try to get a bit closer to the holy grail of football management games: a lifelike and believable match simulation that allows the user and his players to express themselves as accurately as if he was watching it from the dugout!
Thanks Paul. So there you have it. Lots of improvements and changes for this years match engine.
There are no new videos today (sorry!), but for those who have missed the previous videos or previous blogs, you can see a complete list of all the blogs here - Days 4 and 5 are the ones with match engine videos in.
Tomorrow, I'm going to reveal the new tactics creator with the first in a two part look at it. See you then!
Cheers
Sân khá mịn, nên quay lại để khám phá xem FM10 với 3D như nào nhỉ ;)
Football Manager 2010 new features blog Day 7: new tactics creator module
Trích dẫn:
Today I want to give you the first look at the brand new tactics creator module.
Thanks to the wonders of modern day technology, and SEGA having someone who's good at doing video editing, there's no massive wall of text to show this to you (and as you'll see from the video, there's a lot of stuff there) so here are the basics of the tactics creator!
A few points to make post you watching the video. First off, yes, there are full descriptions of all of the player position types in the game (my knowledge of what a Trequarista is has improved greatly in the last couple of months!).
Secondly, one thing the video doesn't show is the "advanced" options, which are things like being able to tell wingers to cut inside. I'll go into more detail on that, and also talk about "touchline shouts" in tomorrow's "part 2" blog.
Before I get bombarded with questions on our forums (community.sigames.com) like "will my old tactics still work?" and "what if I want to use the old system?" the answer to both questions is yes. You can also share your tactics created with the new tactics creator too.
Oh, and before I go, I need to give huge thanks for Gareth, Richard, Rashid and Mark who worked alongside SI co-founder Oliver Collyer to come up with the tactics creator for the game. I'll be interviewing a couple of them alongside Ov later on in the blog season to give an idea on how the collaboration came together, and what some professionals in the football world think of the work.
That'll do for today I think. Tomorrow, as I've said, I'll be looking at advanced instructions and touchline shouts. And if you're all well behaved and eat all your vegetables at tea time, I'll even throw in another match engine video for the weekend.
YouTube Video
có FM 10 demo rùi nhưng mãi chả ra bản full buồn quá
Football Manager 2010 new features blog Day 8: introducing 'touchline shouts', and advanced tactics
Trích dẫn:
Yesterday I had the pleasure of showing you all the tactics creator for the first time.
Today, I'm going to talk about advanced tactics, and touchline shouts.
As you will have seen from yesterday's video (click here if you haven't seen yet), it's really easy to set up tactics in Football Manager 2010, and more "football like" in the way it's done.
Some managers and people, however, want to go a lot deeper with their tactical settings.
Also as mentioned yesterday, it's still possible to use the old system of sliders to set up tactics. But using the new system, there is also an advanced mode to be able to set up each individual player to play exactly as you want them to.
In this advanced mode (which you can get to by left clicking on any player on the tactic screen) you can set up individual player instructions much as you would have done in the old tactics system.
Whilst the old options are still there (like mentality, closing down, run with ball, long shots etc), there are also a few new options: "wide play" and "roam from position" for outfield players; and "distribute to" for goalkeepers.
"Wide play" gives you options to ask your wingers - or any player getting into a wide position - to "hug touchline", "cut inside" or "move into channels".
"Roam from position" allows players to, err, roam from position, and find themselves space.
"Distribute to" allows you to specify which player the goalkeeper should¨target with his kicks and throws.
"Roaming" is also used in team instructions, so you can ask all of your players to "stick to position", "more roaming" or leave it turned off.
Touchline shouts are also something that are new for Football Manager 2010. These enable a manager to make very quick changes tactcally while a match is playing, with a plethora of options. By clicking the "touchline instructions" button in TV view you can change the teams overall strategy with a couple of clicks, or use the "shortcuts" to change to a previously saved tactic, make a quick substitution, target an opposition player, set player marking, swap two players or change any player role.
You can also issue instructions. There are 22 instructions in total, and all of these automatically change the way your players will play, and are bunched into groups, so multiple instructions can be issued at one, but just one from each category. They are (drum roll please):
Retain Possession
Get Ball Forward
Pass Into Space
Pass To Feet
Pump Ball Into Box
Clear Ball To Flanks
Shoot On Sight
Work Ball Into Box
Exploit the Flanks
Exploit the Middle
Look For Overlap
Take A Breather
Play Wider
Play Narrower
Push High Up
Drop Deeper
Hassle Opponents
Stand Off Opponents
Get Stuck In
Stay On Feet
Play Even Safer
Take More Risks
...All of which are pretty self explanatory.
So, to summarise the new tactics system in FM2010: it's faster to use,¨easier to understand, more football based and more powerful than ever before!
To celebrate the weekend, here's another match engine video - have a¨great one, and don't forget to check back on Monday when I'll be continuing the Football Manager 2010 blogs, exclusively with¨MirrorFootball.
YouTube Video