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watch me play my flute
(11-18-2011, 01:37 AM)
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Skullgirls- New Characters, Painwheel and Valentine, Announced [Full Roster Revealed]
#1
Edit Part Duex: Painwheel Character Introduction Video.
Edit: Painwheel being played in an actual match. Update- New playable character/boss Valentine announced:
--------------------------------------- Painwheel Revealed The link is to an archive of the Gamespot show On The Spot, which was earlier today, but all the Painwheel stuff is in the very beginning. Since a lot of of posts on the game kind of ghettoized itself to one thread, here are some things that people who haven’t heard of Skullgirls might like to know: Reverge Labs on Tutorials - Tutorials: Teaching the Untechable
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There was a thread for this piece of news a while back, but Michiru Yamane of Castelvania fame is composing the soundtrack for the game for those that still had not heard. If you're interested on how Reverge pulled that off check their blog post about it. Past Character Announcement Videos: Ms. Fortune Parasoul Peacock Cerebella Filia
Last edited by El Sloth; 01-17-2012 at 07:25 PM.
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Member
(11-18-2011, 02:12 AM)
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#4
New thread for new news.
This should make for a much better thread now that all that clutter is gone. Hopefully it'll attract more people.
Originally Posted by _dementia:
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Banned
(11-18-2011, 02:19 AM)
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#5
Wow @ that On The Spot segment. No sound, awkward pauses, lackluster explaination...and just, it was a bad way to show off the game.
"So before we go, do you have anything to add that's cool and awesome about Skullgirls that you'd like the fans to know?" "Uhh...not really." WTF Still looking forward to it, but that segment was kinda a disaster. |
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Member
(11-18-2011, 02:22 AM)
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#6
Great stuff on the new thread, this is definitely something we needed. Ya know I'm really happy about how Painwheel ended up turning out but the On the Spot video only has me wanting an even more in depth overview of the character, special moves and supers (with the exception of one) were kind of omitted for the sake of time and giving a general overview of Painwheel and the game.
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Member
(11-18-2011, 02:22 AM)
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#7
60fps goodness (old for those who were in the old thread): http://www.megaupload.com/?d=D0JIXT27
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watch me play my flute
(11-18-2011, 04:13 AM)
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#9
Well, hopefully we get a video that shows off a bit more of what she can do soon.
Hey, Ravidrath, a question about Painwheel's charged up moves: does she have "armor" similar to the kind Sentinal has in Mvc3 or can she take any number of hits without the move being interrupted? First character with a flight mode; this the air superiority character you guys mentioned a while back? |
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Lab Zero Games
(11-18-2011, 05:34 AM)
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#10
Huh, so my interview sucked? The guys at the office said they thought it went well.
And, really, I hate open-ended things like "tell me something awesome about your game" - the answers are really never particularly informative and they just come off as being blindly hype-y.
Originally Posted by El Sloth:
Yeah, her charge mechanic wasn't quite working yet, but it will have armor. How many hits and if it reduces damage will be determined by playtesting. Any damage she takes while charging will be added to her attack when the charge is done or you let go of the button. And, yeah, Painwheel is the aerial dominance character. |
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Lab Zero Games
(11-18-2011, 06:35 AM)
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#11
Found a YouTube version of the bit, for the people who are having a hard time with Gamespot's player:
http://www.youtube.com/watch?feature...&v=TPZnfCxdj0s |
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Member
(11-18-2011, 07:54 AM)
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WARNING WARNING MASSIVE INFO DUMP AHEAD
#12
This is the first collection of questions and answers from the large Q&A thread over at SRK(Shoryuken.com) with tons of relevant info on the game. It covers a wide range of subjects stretching from modes to characters and even mechanics like the ratio system(life/damage increases depending on team sizes).
Credit goes to Zebster from SRK who compiled all of Mike Z's(battle director/planner for Skullgirls) answers. I changed it up a bit by highlighting Mike's answers for easier reading. I'll post the second collection of Q&A's a little later, but it should still be within the first hundred posts so that a big chunk of info can stay on the most viewed page of the thread. Folks who aren't well acquainted with fighters can skip over most stuff, but there is some more mundane stuff here that even the inexperienced folks can understand.
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Last edited by SolarPowered; 11-18-2011 at 08:04 AM.
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Member
(11-18-2011, 10:26 AM)
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#13
I remember seeing Skullgirls at a booth at a con a few years ago. They didn't have anything playable, but they had a video going, and were super-psyched to talk about their project. I took a card, and though, "Eh, the art's pretty, but it looks basic" and filed it away mentally with the people who take a broken, basic amateur game to a booth and want to rave about it. (There's more than you'd think, so many bad platformers...)
I feel like such a fool now, it's amazing how far it's come, and the talent behind it. |
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Banned
(11-18-2011, 03:20 PM)
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#15
Originally Posted by Ravidrath:
I understand being interviewed, while explaining the game, while playing the game all at the same time can be a little trying, and no interview goes perfectly well...I just, I dunno. The whole segment really came off very flat and uninteresting to me. And I'm really into Skullgirls. But I guess alot of it has to do with the lack of audio, which is no one's fault....I guess? SG has a lot of personality, and having no audio during that segment kinda did it disservice. And I get those open-ended questions aren't exactly easy to answer, but "Um...not really." just made it sound like you weren't very excited about the project, but of course, we all know you are. You did go on to say, "We're just polishing the game up to be the best it can..etc...etc" which was great, but starting the answer off with, "Um...not really" probably made a bad impression on new gamers who don't know anything about the game. Just keep doing more interviews, and show off the game to as many different outlets as possible! Having gameplay with voice-overs explaining all the systems, with the rocking score overlayed on it, and put it stuff on gametrailers! |
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If they are Dutch, upright and breathing they are more racist than your favorite player
(11-18-2011, 03:23 PM)
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#16
Originally Posted by Ravidrath:
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watch me play my flute
(11-18-2011, 03:55 PM)
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#17
Those are some great questions SRK came up with. And just as into the hardcore minutia as you'd expect.
The Ms.Fortune questions were especially interesting. I hadn't thought about most of that stuff at all. I think that her having the option of being able to to immediately react (with the head) when being raw tagged in will end up being a pretty big deal for her in the long run. And might make assists where her head comes off popular. Glad that there isn't a Vampire Savior life regen for the single characters. That sounds horrible with the way they are now.
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Originally Posted by Ravidrath:
Originally Posted by Raging Spaniard:
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Banned
(11-18-2011, 04:02 PM)
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#18
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You're way too defensive over SG. I know you have reasons for it...but damn. |
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Lab Zero Games
(11-18-2011, 07:31 PM)
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#19
Originally Posted by Criminal Upper:
We had originally planned to do a walkthrough of Ms. Fortune first, and then go into Painwheel. But John got confused and selected Painwheel at the start, and our controllers were reversed. I never intended to be demoing anything myself and just talk while he drove, but just had to run with it. So I was kind of caught flat-footed by the entire thing. We also should've probably should have had me sitting next to Chris, instead of trying to talk across John...? And a more in-depth video of Painwheel will be coming as soon as all her implementation is done. She's a pretty complex character, and the next character is actually further along in implementation than Painwheel is.
Last edited by Ravidrath; 11-18-2011 at 07:42 PM.
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If they are Dutch, upright and breathing they are more racist than your favorite player
(11-18-2011, 07:44 PM)
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#20
Originally Posted by Criminal Upper:
Mostly Im just venting, in GAF every other member acts like they have a doctorate in PR and it always strikes a nerve. |
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Member
(11-19-2011, 02:25 PM)
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#22
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Member
(11-19-2011, 02:40 PM)
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#24
I bet December will be your busiest month yet.
Did we even get one for last week's video? |
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watch me play my flute
(11-19-2011, 03:04 PM)
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#26
Speaking of which, will the game unseat 3rd Strike as the king of individual frames of animation per character? |
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Member
(11-19-2011, 04:45 PM)
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#27
Originally Posted by Ravidrath:
I'm looking forward to an actual breakdown for Painwheel similar to what was done for the other characters. This was more of a tease than a full on reveal but as you've just said, she's not totally done. I'm glad to hear the next character is far along. If you truly intend to hit a January release, when you take out time for holidays, there isn't THAT much time left. I continue to wish your team the best. Also, the latest FNF was one of the better ones released. Nice. |
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Member
(11-19-2011, 05:05 PM)
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#28
SG: 1200+ per character 3S: 695 - 1703 per character, average of 1126.7 |
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Member
(11-19-2011, 05:36 PM)
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#30
Ibuki has around 16 unique winposes, many with NPCs. That really pads her framecount, lol.
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Member
(11-19-2011, 05:51 PM)
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#32
I'm pretty sure that the lowest number for a Skullgirls character is in the low 1000 or so. I'm amazed that they've got that many considering the size of the sprites and the rest of the work that has gone into the game. |
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Lab Zero Games
(11-19-2011, 07:49 PM)
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#33
And, no, Ms. Fortune's head does not do damage while it's being recalled.
Last edited by Ravidrath; 11-19-2011 at 07:52 PM.
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Member
(11-19-2011, 07:53 PM)
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#34
Yea, I saw that, but there was something about signing up or signing in, neither of which I want to do.
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watch me play my flute
(11-19-2011, 08:31 PM)
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As a sloth I understand your laziness.
#35
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Member
(11-19-2011, 09:41 PM)
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#40
I just realized Ryu is in the background, LOL. Not sure what's going on with the guy who has a saw blade in his face though.
Fixed for accuracy. I will note though that both Marie and Valentine have showed up in Fanart Fridays (more than once for each I think), yet Squigly is nowhere to be seen. We only have two pre-launch reveals left............. |
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Member
(11-19-2011, 10:17 PM)
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#46
This is the second collection of questions and answers from the large Q&A thread over at SRK(Shoryuken.com) with tons of relevant info on the game. It covers a wide range of subjects stretching from modes to characters and even mechanics like the ratio system(life/damage increases depending on team sizes).
Credit goes to Zebster from SRK who compiled all of Mike Z's(battle director/planner for Skullgirls) answers. I changed it up a bit by highlighting Mike's answers for easier reading. I'll post the second collection of Q&A's a little later, but it should still be within the first hundred posts so that a big chunk of info can stay on the most viewed page of the thread. Folks who aren't well acquainted with fighters can skip over most stuff, but there is some more mundane stuff here that even the inexperienced folks can understand.
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This will almost certainly be the last info dump for the game since I don't want to drown the thread in information that might seem intimidating to the less hardcore crowd and followers. Enjoy and once again... Mike Z and SRK get props for the discussions/info they put out there. Edit: LOL I forgot to give credit to Ravidrath. I see him posting in the SRK Skullgirls thread very often, but I guess his avatar gets drowned out by all the crazy questions. Much props for this guy for sure. We wouldn't have had those pretty FnF downloads and a small, but steady following on GAF if it weren't for him. :PPPP You can look forward to me hounding you guys for specific numbers on each character once the game comes out. They all move so smoothly that I can't help thinking about it when a new reveal is shown. :P
</3 Truth in it's most distilled form. Okay, I don't know how common this is, but it should be very very convenient.
Last edited by SolarPowered; 11-19-2011 at 10:27 PM.
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Member
(11-19-2011, 10:25 PM)
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#48
Would it be too much to make it per character? I hate when there's one character's voice I don't like, and I have to either deal with it or mute everything. I usually just mute everything. I'd love to be able to play BB with just Plat's voice, for instance, but alas . . .
Last edited by Master Milk; 11-19-2011 at 10:27 PM.
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Lab Zero Games
(11-19-2011, 10:44 PM)
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#49
All the voices go into one voice channel, and the voice volume just adjusts that. Adding it for each character would mean basically having 6 voice channels mixing all the time, which has processing implications. On top of that, it also means we've signed up to continually update the UI for perpetuity, since we'd have to keep updating it as new characters are added. |