We met with RyoRca and M2 at E3, and she was asking for advice on this campaign and I sent her a bunch of tips and stuff.
Also, I strongly recommend going with GGPO. The license is cheap, it's proven and reliable and... Japanese devs don't really have a good track record of promising good netcode and delivering. I don't know if it's pride or just that they're not actually testing outside of Japan, where the internet is worse, but this seems to be the trend.
Is it as terrible as over here? (South America, where I have a 3mb connection: that's 378 kb/s download rate and a brutally capped upload rate of 20 kb/s) If a game works online over here with 100 ping I'm already happy... I get like 150/210 ping to the US. (Yeah, yeah, first thing I should do is update my bloody connection.)
That said, I have doubts this will make 68k at this point, only 6k so far. Skullgirls was at what, 50-60k after 2 days? Unless they get Zone-sama or ponies, it's gonna be rough.
Also keep in mind that the Skullgals IGG didn't get on the crazy train with funding until the final two days, which is typical behavior for Kickstarters.It lasts for 45 days, I think $68,000 is possible.
Keep Skullgrils Growing's goal was $150,000, which they hit in under 24 hours.
We cant promise that well use GGPO right at this time, but how about we research which is better and then use whichever works out to be best for the players?
I'm glad they're open to considering other possibilities. Input delay alone is fine if you're reliably getting pings of like 40ms or w/e... but in my experience, you won't get those in the US. Even in geographically short differences.
GGPO I could somewhat play Brazilians/Argentinians in the US. It's that good.
SNK devs opinions on netcode are never to be trusted. I really think Nyu should have said GGPO or we're walking from this.
The Skullgirls IGG campaign was on the "crazy train" from day one. I can assure you of that much. I'm sure Ravidrath would agree with me.Also keep in mind that the Skullgals IGG didn't get on the crazy train with funding until the final two days, which is typical behavior for Kickstarters.
The Skullgirls IGG campaign was on the "crazy train" from day one. I can assure you of that much. I'm sure Ravidrath would agree with me.
Might be misremembering, but didn't the SG IGG raise more money in the last three days than the rest of the month combined?
Nah, the last three days was something like 600k->829k. The rest of the month was massive. You just don't understand how big day one was haha. Peter and the rest of Lab Zero were literally caught with their pants down. No one expected Squigly (150k) to be funded in a single day so they basically had to say "screw weeks of work, just throw everything at the wall along with ponies and the kitchen sink" to catch up with the demand.Might be misremembering, but didn't the SG IGG raise more money in the last three days than the rest of the month combined?
First, you really need to convince them to use GGPO. People will not buy indie fighting games without it.We actually pitched for GGPO pretty hard when we first discussed working together with the devs, but they're very confident that their improved netcode can hold its own against GGPO and so that’s what’s in our plan. That said, the interest and demand for GGPO has been huge, so I wouldn't say that it's totally out of the question just yet.
Been playing the current version over the past few days (v4.3). Parrying disables the ability to block for a few frames, which is a nice touch and makes parrying not exactly the same as 3S. Plenty of characters can combo a ground string from the UOH if timed right, making it pretty useful. Jet and Chadha seem to have the best damage, but Hina and Shimo have interesting spacing games. The game is very sound, functionally speaking.
Now if only I could find a game under 100 ping...
When you say can't block, is it can't block, or can't do anything offensive? Could you do parry/DP.
I keep hearing things like this from Japanese devs, I still fondly remember Ryota Niitsuma's "speed of light" netcode comments, and yet the result is largely always the same. If not worse like in KoF 13's case. I have no doubt their netcode is going to work great in the Far East Asian countries like Korea, Taiwan, and, of course, Japan where internet infrastructure and speeds dwarf the rest of the world (for the most part), but I'm going to go ahead and just assume the thing is going to be a chore to play online here in NYC because that's just been my experience with non-GGPO fighters this gen. BlazBlu was the only exception (shame I didn't end up liking the game very much).We actually pitched for GGPO pretty hard when we first discussed working together with the devs, but they're very confident that their improved netcode can hold its own against GGPO and so thats whats in our plan. That said, the interest and demand for GGPO has been huge, so I wouldn't say that it's totally out of the question just yet.
Does v4.3 have online?
Something I've been wondering, does the English language support include dubbing the characters?
Or is it just referring to the commentary tracks?
Is everything going to be localized into English? (Artbooks, digital commentary, etc.?)
What will the quality of the digital packs be like?
Good question. We won't be dubbing the characters (yeuch!) - just the commentary tracks![]()
Thanks for the reply Genki! Sent a PM to you with some additional questions. Let me know!Hi, guys.
Thanks for all the feedback on regarding latency & netcode. All of this is being fed back to the devs, so feel free to keep it coming the more input from more people we have, the better.
Catching up on questions from the weekend:
Yes, it does. Rice Digital's version of 4.3 has localized the in-game networking options and they have an English manual for the config utility.
Good question. We won't be dubbing the characters (yeuch!) - just the commentary tracks
Yes, absolutely.
We're still nailing down the specifics regarding the content, but they won't be just a check in the 'digital art' box.
Announcing our first English language dynamic commentator for Yatagarasu Attack to Cataclysm!
The first English language dynamic commentator for Yatagarasu Attack to Cataclysm will be none other than pillar of the Fighting Game Community, jchensor AKA James Chen!
jchensor has a long, long history in the fighting game community and has been active in pretty much every aspect of the scene, including tournament playing, FAQ writing, creating combo videos, making EVO trailers, writing articles, and providing live commentary at events. He currently co-runs and co-hosts UltraChenTV.com, which airs live steaming shows with the mission of spreading the love of fighting games and develop the Fighting Game Community.
With Yatagarasu Attack on Cataclysms unique dynamic commentary system, jchensor will comment on YOUR matches in real time! Expect props for kicking butt and some dissing for bad play!
We are honored and excited to have jchensor be a part of Yatagarasu Attack to Cataclysm please welcome him onboard!
jchensor on Twitter: http://twitter.com/jchensor
jchensor on Facebook: https://www.facebook.com/jchensor
UltraChen TV: http://www.ultrachentv.com/
I wish I could contribute to this as a commentator. So badly. We need more fighting games like this and I'll be promoting it for awhile either way.
I worked for MLG ya know... *nudge, wink*
I wish I could contribute to this as a commentator. So badly. We need more fighting games like this and I'll be promoting it for awhile either way.
I worked for MLG ya know... *nudge, wink*
Yoooo, James Chen has been announced as the first English dynamic commentator:
Drop us a line if you want, no biggie. Do you have our contact mail?I wish I could contribute to this as a commentator. So badly. We need more fighting games like this and I'll be promoting it for awhile either way.
I worked for MLG ya know... *nudge, wink*
I sent Genki a PM.Drop us a line if you want, no biggie. Do you have our contact mail?
I sent Genki a PM.
I sent Genki a PM.
alright, i'm gonna back this for sure now. any chance for 16:9 support though?