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Skullgirls |OT| New age of Heroines

Ravidrath

Member
Any word on this being released on euro-psn yet? How far has SCEE come?

I wish I had something better to tell you, but we haven't received confirmation from Sony Europe when it will be out on the EU or ANZ PSN. Like the original release date, though, it will probably be confirmed a few days at most before the actual release.

It's frustrating for us, too, because it's completely out of our hands and obviously we want to get it into everyone else's.
 

Dachande

Member
Ack, keep meeting up with the same guy on ranked matches tonight and trouncing his solo Valentine every time... so I'm trying not to play for a bit to hopefully give us some space. Otherwise I feel bad!
 

Steaks

Member
Anyone want to play on XBL? GT: KenEsque.

I'm east coast USA, would prefer to play people closer to me.

I play solo Cerebella, so if you're good and know how to use assists, I want to play you since I'm playing what's going to amount to a gimmick in competitive play and I need as much practice as possible.
 

Steaks

Member
BTW after playing a million Cerebella games since the game came out, my biggest gripe so far is the hitbox for grabbing people jumping away from me with Cerebella's DP grab is horrible. A move designed to beat people jumping back only works when you're point blank, is blockable in most situations (for good reason), incredibly high risk, and only combos into other stuff very specific situations. In combos, it does less damage than alternatives (stand HK, -> DP+HP ender). It's bad for beating people jumping into you because you have a very high vulnerable box and low amounts of active frames.

What was the intent behind this move then? It is genuinely horrible at beating up-back because of its horizontal hitbox. The worst part about Cerebella is working to get in and having no solution to up back, when the solution in every other game is frequently this move, and it is already high risk and very niche in application.
 

QisTopTier

XisBannedTier
BTW after playing a million Cerebella games since the game came out, my biggest gripe so far is the hitbox for grabbing people jumping away from me with Cerebella's DP grab is horrible. A move designed to beat people jumping back only works when you're point blank, is blockable in most situations (for good reason), incredibly high risk, and only combos into other stuff very specific situations. In combos, it does less damage than alternatives (stand HK, -> DP+HP ender). It's bad for beating people jumping into you because you have a very high vulnerable box and low amounts of active frames.

What was the intent behind this move then? It is genuinely horrible at beating up-back because of its horizontal hitbox. The worst part about Cerebella is working to get in and having no solution to up back, when the solution in every other game is frequently this move, and it is already high risk and very niche in application.

It's for combos like potemkin, or use as an assist
 

Deps

Member
If they made her AA grab better, it'd be the dumbest move in the game. When Bellas up close, she can do AA grab xx cmd grab super like an option select. On the way up her cmd grab is unblockable, if they don't jump they get cmd grab supered. Only way out is a delayed jump, which is really hard.
 

Steaks

Member
If they made her AA grab better, it'd be the dumbest move in the game. When Bellas up close, she can do AA grab xx cmd grab super like an option select. On the way up her cmd grab is unblockable, if they don't jump they get cmd grab supered. Only way out is a delayed jump, which is really hard.

You can do a move that beats throws. You can jump forward/up and block then do a move. You can not let her get in.

It's for combos like potemkin, or use as an assist

I have not found a single use for it where it's better than DP+HP in a combo.

I think it needs a very slightly better horizontal hitbox is all. Not a lot. Just a little. I would gladly take a nerf elsewhere for improving this move BTW.

It removes a fundamental aspect of playing this style of character, and it removes an incredibly large source of fun that Potemkin and Tager have over her.

The single most satisfying thing in the universe is grabbing someone out of their jump when you do an anti-air command throw when you finally work your ass off to get in. With the level of reward and safety the move carries, it should feel awesome. This move doesn't have that level of awesome.
 
Fought my first hornet bomber spammer yesterday and bested him 8-7. That assist is insanely annoying and it seems to follow through even if I hit the point character unlike Napalm pillar which deactivates immediately if the point character is touched.

The horizonal and vertical coverage it has is crazy and it combos so well it scares me. Still whooped him though. It just requires some patience. Parasoul is probably going to be a reset monster alongside Ms.Fortune and Painwheel. Her tear loops/resets are fun. I'm really not feeling Valentine right now. Her damage feels middling and I'm gonna need a lot of practice in order to connect her air combos. She is definitely a placeholder for Squiggs.
 

Ravidrath

Member
Le-sigh... I want my eu psn skullgirls

We want you to have it, too. :\

It's basically the same maddening situation we had for the first release date - it's out of our hands, so we can't announce anything. We expect it should be by the end of the month, but it's up to SCEE at this point.
 
Autumn Games is the publisher and owner of the IP. Konami Digital Entertainment America is the distributor for NA and EU, and we're currently looking for another publisher for Japan.

We're primarily interested in Japanese publishers with an arcade presence, but feel free to PM me to discuss further!

Awesome! I sent a quick PM last Friday.

Hope we can figure out a way to help out.
 

Card Boy

Banned
Ravidrath any chances of a PC Steam release? If not, then why? If it's out of you're hands, then would you like to see a PC release?
 

alstein

Member
I really hope the game will be moddable in PC.

I can imagine some of the crazy mods, including some total conversions, the FGC could do.
 

Ravidrath

Member
I really hope the game will be moddable in PC.

I can imagine some of the crazy mods, including some total conversions, the FGC could do.

People have been trying to figure out how to rip our character sprites, and so far have been baffled by them.

Mike has basically said if you manage to rip them, we'll hire you, because... yeah.

1. The actual end result you see on-screen doesn't exist anywhere in the game, but as the three separate line, shading and color layers

2. The actual compositing of the three layers is done via a custom shader

3. To save on rendering time, we have a munging process that... processes those and stores them in a proprietary manner​

So, basically, to do a "total conversion" you'd have to reverse engineer our entire sprite pipeline based on garbled data.
 

alstein

Member
People have been trying to figure out how to rip our character sprites, and so far have been baffled by them.

Mike has basically said if you manage to rip them, we'll hire you, because... yeah.

1. The actual end result you see on-screen doesn't exist anywhere in the game, but as the three separate line, shading and color layers

2. The actual compositing of the three layers is done via a custom shader

3. To save on rendering time, we have a munging process that... processes those and stores them in a proprietary manner​

So, basically, to do a "total conversion" you'd have to reverse engineer our entire sprite pipeline based on garbled data.


So that method of sprite-making is the only way it works for Skullgirls? That would make modding much harder. I was thinking more along the lines of your engine being a great framework for other folks to make their own fighters on your engine. Maybe you could have even sold commercial mod licenses. It's a great 2d engine that seems pretty versatile for stuff wildly different from Skullgirls.
 
Man, are you kidding me? The game STILL isn't out on EU PSN? To top it off, their store has a huge white MW3 ad along with the fantastic idea of having a white font for the store. What a bunch of incompetent bullcrap (from Sony Europe, that is. I feel sorry for Reverge for having to put up with this shit).

Well, guess I still can't play Skullgirls.
 

Esura

Banned
Someone said on another forum that you guys were considering releasing Skullgirls at retail in Japan. That would be awesome and I would double dip and import it too.
 

Ravidrath

Member
Someone said on another forum that you guys were considering releasing Skullgirls at retail in Japan. That would be awesome and I would double dip and import it too.

We're trying to...

We still need to find a publisher for Japan. Ideally we'd do a full-priced disc release after we added some more characters, but it may make more sense to do a cheaper release sooner than that.
 

Psxphile

Member
People have been trying to figure out how to rip our character sprites, and so far have been baffled by them.
Some people seem content just ripping them manually, frame by frame, using recording software. At least... I *think* that's how it was done:

0cCSh.gif


Also... has this been posted yet? The Skullgirls VAs playing against each other as their characters? Shit gets raunchy, viewer discretion is advised:

http://www.youtube.com/user/JusticeTang
 

Sixfortyfive

He who pursues two rabbits gets two rabbits.
Some people seem content just ripping them manually, frame by frame, using recording software. At least... I *think* that's how it was done:
If they just want to rip the characters to rebuild in MUGEN or something, sure. It doesn't matter how the data is stored because it's not terribly hard to just edit values in RAM as the game is running and screen-cap everything manually.

What alstein seems to have been suggesting, though, was modding Skullgirls itself in some fashion. That sounds considerably more difficult.
 

Ravidrath

Member
Some people seem content just ripping them manually, frame by frame, using recording software. At least... I *think* that's how it was done:

0cCSh.gif


Also... has this been posted yet? The Skullgirls VAs playing against each other as their characters? Shit gets raunchy, viewer discretion is advised:

http://www.youtube.com/user/JusticeTang

Background characters are not the same as the playable characters - those are just animated textures on the 3D background.
 

Ravidrath

Member
The voice actresses are all pretty awesome.

Mike asked Valentine's voice to make some voicemail things for a particularly rabid Valentine fan and... she did!

Peacock's actress also shows up at a ton of events just to check the game out, mingle, etc.

We're really lucky to have all of them, I think!
 

Pandaman

Everything is moe to me
having lots of fun playing around with parasouls 46lk, finally found an in combo usage for her chun li headstomp thing with it, but i dont think its actually worth the effort.

still: fun, fun.

my favourite thing so far is that 46lp, s.lk, s.mk, s.mk, s.hk times out perfectly with the projectile exploding and resetting the opponent, so you can either continue the combo or pause and start a new one off her overhead lp or c.mk. dirty. hell even if you want to continue the combo, both the overhead and c.mk work for that too, so you could drop the combo accidently and still get saved since they blocked wrong lol.
 

Dachande

Member
Hey, Ravidrath, what was in that patch that we got on 360 today?

Obviously it won't be the training stuff or the movelists or you'd be shouting about it, but I'm curious. Misc bug fixes that only just passed MS cert?
 

Ravidrath

Member
Hey, Ravidrath, what was in that patch that we got on 360 today?

Obviously it won't be the training stuff or the movelists or you'd be shouting about it, but I'm curious. Misc bug fixes that only just passed MS cert?

Required fix by MS that made the game get stuck on system menus if you had a flight stick or guitar plugged in - was submitted before the game was released.

Never saw it reported by anyone, though.
 
Has any progress been made in identifying the source of the load time discrepancy between the 360 and PS3 versions?

I'm getting used to it but it can still be irritating at times.
 

Ravidrath

Member
Has any progress been made in identifying the source of the load time discrepancy between the 360 and PS3 versions?

I'm getting used to it but it can still be irritating at times.

The primary issue relates to the way we access data, which apparently doesn't really agree with MS's package encryption. We can fix that one relatively easily.

Still unknown is the wild variance even between different 360s. Even amongst people playing off of HDDs, there seems to be a huge variance in load times. Some people are reporting 10 seconds or so, while others are reporting up to 2 minutes.

You did install the game to the HDD, right? Not to USB or internal flash memory?
 
You did install the game to the HDD, right? Not to USB or internal flash memory?

It's installed on a newish 360. As far as scenarios go, this probably as good as it gets.

Selecting versus/arcade/etc -> character select takes 8-12s

I can understand loading up a fight because that can vary wildly depending on the game. A loading screen to get to character select is what gets me, feels like it shouldn't be there.
 

Ravidrath

Member
Ravidrath, do you know when the Amazon link will be live?

I don't.

The service we used submits everything all at once, and then it just goes up depending on whatever amount of time their approval process takes.

The iTunes version JUST went live, and if you look at the date, it says it was submitted on the 2st.

...Basically, I just need to search Amazon every hour until it pops. (´・ω・`)


It's up on CDBaby.com now, though:

http://www.cdbaby.com/cd/michiruyamane
 
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