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Skullgirls |OT| New age of Heroines

Ravidrath

Member
Edit: I'm feeling like I'm being a dick by saying this but the new tracks don't have proper ID3 tags attached to them -_-'. Oh well I've added them but just as a heads up for somebody blindly adding them to their collection thinking it'll fit right in.

Try downloading now?

I grabbed the wrong files when packing them up, and they should be updated with tags now.


Damn .

I've been checking here every other day hoping for an update on console Squiggly :(

It'll be telegraphed well in advance - no surprises here.

And Autumn is getting lawyers involved, which will probably get Konami's attention.
 

Johnz

Neo Member
Heel beowulf should be a voicepack...

I mean he did bury 30 other characters because it was best for business.

HHH.gif
 

Beats

Member
I love the new animated NPCs in River King Casino. I wish I had the money to get one in during the indiegogo campaign.
 
Can I just say that I really appreciate that LZ animated the contributor background characters. They were originally supposed to be static, but them being animated is really cool.
 

CrossRhythm

Neo Member
Yup. I'm excited to see mine. The team had mentioned that mine would look weird as a static pose. The animated poses do make a big difference.
 
The George plush is really cool, and the softness is surprising.

I'm thinking I should get a frame for the poster even though I don't usually put things on my walls.
 
Did the poster come in the same box as the plushie for you guys? I didn't get a poster. :-(

I wish George's hands weren't quite so long. I want to use him as a class mascot...he's very cool looking.
 
Known about the project and Mike Z consulting for it for awhile now, but didn't know about the Kickstarter until the GAF thread for it.

While it'd be cool to see, I don't think it's going to hit its target, because I'm sure lots of people, and most importantly, the people that would actually pay to see this game made, probably don't even know it or the KS exist.
 

alstein

Member
Known about the project and Mike Z consulting for it for awhile now, but didn't know about the Kickstarter until the GAF thread for it.

While it'd be cool to see, I don't think it's going to hit its target, because I'm sure lots of people, and most importantly, the people that would actually pay to see this game made, probably don't even know it or the KS exist.

A big reason why Skullgirls got the 828k was because of the art/music/bells and whistles. I really wonder if it ever got broken down why folks donated. I suspect art/design would top the list, and gameplay design would be fairly low. (and I like the gameplay outside of a few minor squibbles)

This game doesn't have that.
 

NEO0MJ

Member
A big reason why Skullgirls got the 828k was because of the art/music/bells and whistles. I really wonder if it ever got broken down why folks donated. I suspect art/design would top the list, and gameplay design would be fairly low. (and I like the gameplay outside of a few minor squibbles)

This game doesn't have that.

Yeah, right now it looks beyond generic, boring and flat.
 

shaowebb

Member
Im gonna see if I cant get them convinced to do some streams of ADO so they can talk design directly to the public and showcase the game some. Currently theres just not enough shown.
 
Ahhhh, stupid pokemon vortex was too strong!

Salty was godlike this last week.

Rainbow Double is finally in! Soooooooo good.

All of you are welcome!
 
I just read the whole thread and I can't wait to test this too. I am also bored with people complaining about everything just because it's change. Some have good argumentation, but seeing Mike going secret at the end of the thread because he's bored makes me sad as I live this process of open development even if I don't post often on Skullheart.

Also does someone has an explanation about the timed combo in BlazBlue Mike is talking about here ? http://skullgirls.com/forums/index.php?threads/possible-new-ips.716/page-11#post-21149

If I am correct, BBCT/BBCP you have to time perfectly your combo within a frame window or it will just not work ? I didn't know these games had this systems.
 
I just read the whole thread and I can't wait to test this too. I am also bored with people complaining about everything just because it's change. Some have good argumentation, but seeing Mike going secret at the end of the thread because he's bored makes me sad as I live this process of open development even if I don't post often on Skullheart.

Also does someone has an explanation about the timed combo in BlazBlue Mike is talking about here ? http://skullgirls.com/forums/index.php?threads/possible-new-ips.716/page-11#post-21149

If I am correct, BBCT/BBCP you have to time perfectly your combo within a frame window or it will just not work ? I didn't know these games had this systems.
Basically, imagine Skullsgirls length combos, but eveything is a link. That us BlazBlue. It sucks.
 
I just read the whole thread and I can't wait to test this too. I am also bored with people complaining about everything just because it's change. Some have good argumentation, but seeing Mike going secret at the end of the thread because he's bored makes me sad as I live this process of open development even if I don't post often on Skullheart.

Also does someone has an explanation about the timed combo in BlazBlue Mike is talking about here ? http://skullgirls.com/forums/index.php?threads/possible-new-ips.716/page-11#post-21149

If I am correct, BBCT/BBCP you have to time perfectly your combo within a frame window or it will just not work ? I didn't know these games had this systems.

When you land a hit, you have a certain amount of frames(time) to do a combo before the opponent is guaranteed to drop out. Depending on how fast you press buttons and actually land your attacks in a combo, it might drop sometimes even though you've successfully completed it others.

For instance, you've got a combo that does 21 hits. If you start it in the corner, you always land the first hit, and then immediately after that you continue on with your combo. But let's say that slightly outside of the corner, closer to midscreen, after the first hit you have to add a short dash to be able to continue. Sometimes your combo might not get all 21 hits because you had to add the dash, because the dash makes the combo take more time.
 
So that means that independantly of the hitstun your attack created on your opponent, if you do not continue the combo in an amount of defined frames that is not the same as the frames of the hitstun, your combo will drop ? Like you do an Air D that launches and does 15 frames of hitstun, but if you do not confirm the combo in the first 5 frames after the hit, the opponent can tech 10 frames sooner ?

But... Why the hell would you do that to your game ? O_O Because they had some bad results with the game being broken or stuff like that ?
 
No, it's not for any individual hit, it's for the combo as a whole.

Let's say the limit is 900 frames (15 seconds). Using the example from my previous post, when you start the combo in the corner it typically takes you 898 frames to complete it. Which means it always finishes and does the 21 hits in the corner.

But let's say the midscreen version of that same combo can take anywhere from 898 to 903 frames to complete, because of the dash after the first hit adding some number of frames. If your dash is too long and pushes the number of frames of the combo above 900, then the combo will always drop and you won't get the full 21 hits you're expecting.

As for the reason, I think it's so that combos aren't as long. They've put a hard limit on how long a combo can be.
 
Ok I knew about this system for some time but thought it was working differently. Like if you start a combo, you have a maximum lenght and each move reduces it by a certain amount decided by the devs, giving at the end a lenght depending of what you add in your combo.

I didn't know they added something that radical again in CP. That's very well... unelegant.
 
Um ...

1024x576.resizedimage


... UMMM

For those who don't know, there've been rumblings about a Skullgirls guest character in the Japanese Fighter, Under Night in Birth : EXE Late ... and then this popped up in Skullgirls' official art gallery!
 
Um ...

1024x576.resizedimage


... UMMM

For those who don't know, there've been rumblings about a Skullgirls guest character in the Japanese Fighter, Under Night in Birth : EXE Late ... and then this popped up in Skullgirls' official art gallery!
tumblr_lmtediCPoo1qzrgug_zpsbe37f332.gif


If only this game were on steam already. I'd buy it in a heartbeat with or without Filia.
 
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