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Skullgirls PC Beta Thread | Gettin' Squigly Wit It

alstein

Member
Those Parasoul buffs are ridiculous- her damage output is ridiculous- she can kill solo vs solo in 2 hits with only 2 bars (and she can build that from the combos)
 
New patch up today
General
- Add ability to map right stick Up and Down, and Right Stick Assists option.
- Updated most 2D stages. All should be complete and to-scale now.
- Watched the sun rise while writing these patch notes. >.<

Gameplay
- Undizzy stun resets to zero on wakeup and ground tech.
- Hitting an assist will not give meter to the victim's team, only to the attacker. Domo arigato JP!
- Neither side gains meter for hitting the assist during a double-snap. Victim's side still auto-gains meter slowly while the assist is being comboed. (You still get the small amount of meter for doing special attacks, but not the large amount for hitting with anything.)
- Hitting an assist will lock out assists and tags for 60f after the assist leaves the screen.
- Bugfix: Specials should no longer do more than 20 stun (Hairball / Item Crash / Hornet Bomber). Peacock HP/Peacock j.HK/Double j.HK still can do 60, that's not fixed yet.

Squigly
- Added final effects for Opera and F+HP.

Parasoul
- Remove stomp loop, again. :^P Stomp->j.MK always goes up one IPS stage.
- j.Tear Toss counts as an airdash for purposes of normal cancelling.
"What?"
j.LK->j.MP xx Tear Toss->j.LK will now work in IPS Stage 3, but not in Stage 5. Opens up new things like j.LP->j.LK->j.MK xx MK Tear Toss->falling j.LK, land and combo onto tear.
113 Megs
 
Bump 4 moar patch notes.
General
- Disable Alt-Enter during an actual fight when online, to prevent rollback problems for opponents. Can still do it during character select, etc.
- Add controller side select at startup. You don't have to choose a controller for both sides. If you don't choose a controller for a player, that player will default to using their keyboard mapping - so if you are only using the keyboard, just hit Accept. There are bugs mapping various controllers backward (keyboard 1 to player 2, etc), we know. So don't. (^.^)
- Fix bug with removing/reinserting controllers during matches.
- P2 can now select any single-player mode.
- Other UI niceties like showing what Accept/Cancel is on the main menu. There are bugs here too, we know. BETA!

Gameplay
- Don’t reset stun if waking up with OTG intact; ground techs always reset it. Prevents combo->slide/crumple->combo from being 0-stun combos both times with no escape opportunity besides reversal.

Fortune
- Completed head-on s.HK frames!

Squigly
- New completed frames: Daisy pusher, Dragon Stance and movement, Center Stage.
- Added VFX: s.MK, c.HK, s.HK, dash fwd, dash back, Center Stage, Dragon Stance and fwd movement. TWO MORE TO GO... (=.=)

Dunno if it's worth continuing with this thread instead of sticking with the community thread, but hey, new bumps for new news.
 

NZNova

Member
If we're already in the beta from backing the campaign, does the beta client just get upgraded to the full game or is there gonna be another key for the full game and the beta sticks around in the steam library?
 

LuffyZoro

Member
If we're already in the beta from backing the campaign, does the beta client just get upgraded to the full game or is there gonna be another key for the full game and the beta sticks around in the steam library?

I think Ravid said it was the latter.
 

Ravidrath

Member
If we're already in the beta from backing the campaign, does the beta client just get upgraded to the full game or is there gonna be another key for the full game and the beta sticks around in the steam library?

The beta and retail game will always coexist.

We intend to keep testing new gameplay changes and characters pretty much forever, similar to how Valve does it with DotA2, TF2 and Counterstrike.
 

El Sloth

Banned
The beta and retail game will always coexist.

We intend to keep testing new gameplay changes and characters pretty much forever, similar to how Valve does it with DotA2, TF2 and Counterstrike.
This is pretty rad. Capcom has conditioned me not to expect intelligent cool things from fighting game devs, but whaddaya know
 

Masaki_

Member
Matchmaking definitely improved for me after the recent patch. I've been slacking off, though, and getting my ass kicked against more experienced players. Need more time in the lab.
 

Ohnonono

Member
So I have skullgirls and the beta on my steam list. It let me install both. How odd.

It also let me play both. Is there any difference?
 

Ravidrath

Member
So I have skullgirls and the beta on my steam list. It let me install both. How odd.

It also let me play both. Is there any difference?

...It let you play the retail version?


Looks like Valve set this incorrectly, so I've asked them to fix it.

The retail build is really old, at this point. So the beta is what you want to play.
 
Are the PC Pre-order bonuses the same everywhere? I have seen slightly different verbiage for different outlets over the past few months?
 

Ravidrath

Member
Are the PC Pre-order bonuses the same everywhere? I have seen slightly different verbiage for different outlets over the past few months?

They're the same everywhere.

At one time we were going to have different free single-character DLC color packs for each store, but decided to give everyone the full bundle in the end.
 
I'm totally out of the loop on this one. Is the same game that came out on PS3/360 a while ago? If so why does it need a beta...why not just release it? Is there something different with this one?
 
Thank You for the ultra-fast clarification. That is what I thought and then I started second guessing after grabbing it from Gamersgate and looking around while it downloads.
 

Ravidrath

Member
I'm totally out of the loop on this one. Is the same game that came out on PS3/360 a while ago? If so why does it need a beta...why not just release it? Is there something different with this one?

It's getting new multiplayer features, and we're testing new characters and gameplay changes, as well.
 

Tophats

Neo Member
Quick question will the retail release have cross platform between PC and PS3 like you guys talked about before or have plans changed on that?
 

Gbraga

Member
For people who have been playing the beta for some time now, is it more about resets now? Skullgirls has some sick resets, but the long ass combos made it so boring to watch. The game was clearly designed around resets, but people always find a way around things :p
 

Ravidrath

Member
...!

Skullgirls PC Beta Tournament Has Over $2000 in Prizes
Tournament lasts from August 14th to August 21st

Los Angeles, CA – August 1st, 2013 – Marvelous AQL, Autumn Games and Lab Zero Games will be holding an online tournament for the PC version of their critically-acclaimed 2D fighting game, Skullgirls.

The top 20 tournament winners will receive prizes with a combined worth of over $2000, to be announced at a later date.

The beta version of Skullgirls has a number of changes and improvements over the current console version, including improved balance and the inclusion of the first DLC character, Squigly. Like its console counterparts, the PC version of Skullgirls’ online play is powered by the rock-solid, lag-free GGPO networking library.

To obtain a Steam code for the beta, one must pre-order the game at any of the participating digital stores, or get a code from a participating media partner.

Stores
GameFly, GamersGate, Gamefly, Origin, Steam

Media Partners
CheapAssGamer, Destructoid, Polygon, Shacknews, Siliconera


Codes distributed by media partners are restricted-use codes, but will offer full access to the game’s multiplayer modes until the game’s official release on August 22nd. Beta codes received from Lab Zero Games’ wildly successful Indiegogo campaign or pre-orders will never expire, letting players test new changes and characters before their official release.

Once a player has access to the beta, to enter the tournament players simply need to register at the following URL:

https://docs.google.com/forms/d/1jYjhiye3DPWJ0xavflKa_Ua0pS8XxRzk28nKasntDro/viewform

Registration will be capped at 1024 participants.

Here is the schedule for the tournament:

8/5 - 8/9: Registration
8/11 - 8/13: Announcement of pools and times
8/14 - 8/19: Pools
8/20 - 8/21: Finals

Tournament participants and the general public can track the progress of the tournament at the following URLs:

Pools
http://labzerogames.challonge.com/sgpcbgroup1
http://labzerogames.challonge.com/sgpcbgroup2
http://labzerogames.challonge.com/sgpcbgroup3
http://labzerogames.challonge.com/sgpcbgroup4
http://labzerogames.challonge.com/sgpcbgroup5
http://labzerogames.challonge.com/sgpcbgroup6
http://labzerogames.challonge.com/sgpcbgroup7
http://labzerogames.challonge.com/sgpcbgroup8

Finals
http://labzerogames.challonge.com/sgpcbfinal


Sign up to receive Skullgirls news at http://www.skullgirls.com, become a fan on Facebook or follow @Skullgirls on Twitter for game updates, giveaways, exclusive artwork, and more. Skullgirls is rated T for teen by the ESRB. Visit www.esrb.org for rating information.
 
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