Goddammit, you quoted my typo. Oh, and that's good news.
Just noticed it lol.http://24.media.tumblr.com/tumblr_me62v0i8fc1ryw9z1o1_500.gif
If you can explain the IPS you'll go down in Skullgirls history. Also, yeah... I don't have a problem with $5, especially when there is free period to obtain a permanent download.Stay tuned for a patch notes video and a basic primer on IPS. I am pulling craaaaaazy overtime this weekend.
I hope this game takes off on PC. It has everything going for it.
On DLC: $5 is reasonable for a character, IMO.
The best tutorial in a 2D fighting game. That only takes you so far, though. The best teacher can't help a student who doesn't want to do the homework and projects. If you do put in the work you'll learn.Argh I'm so tempted to buy this but there are so many games coming out already on top of being swamped from the summer sale. Saw that beta keys were going and see I've managed miss 2 giveaways on sites now. Bummer.
So how's the game handle from the perspective of someone interested in rekindling a love of fighting games? I haven't really dug into a fighting game since the N64 era. Is the tutorial good enough to get me up and running?
So how's the game handle from the perspective of someone interested in rekindling a love of fighting games? I haven't really dug into a fighting game since the N64 era. Is the tutorial good enough to get me up and running?
Comparing a character in a fighting game to one in a MOBA is not very fair. Fighting game characters, compared individually, tend to be fundamentally more complex simply by having more possible actions through their own movesets while simultaneously interacting with the different systems in the game, not to mention that every one these specific characters are all hand drawn and animated. A single character could be composed of anywhere from 1100 to 1500 individual frames.I was reading that the crowndfunded characters will be free for the first 3 months in the other thread. My assumption is that they would cost money after that time? I'm against the concept of Paid characters in any multiplayer based game whether its League of Legends or SFxTekken. I feel paid characters create equality, fragmentation of the community and in some cases a advantage to the paying user if said character plays to their strengths.
The guys over at Romino Games will be releasing their 10th character for free soon for Awesomenauts, never have charged for one. They do charge for cosmetic and premium skins for there game as a means of funding their efforts for the free characters. Outside the crowdfunded characters my concern is what happens when you decide to release 2, 3 or 5 more characters? Do you plan on charging money for them? If this business model can work for devs like Romino, GGG or Valve, then why not you? I have no issues with charging for cosmetics, costumes and vanity items and have gladly supported said company's with my dollar.
Ravidrath consider this my beta feedback to you whether you want to listen or not.
I agree with you in principle, but our characters cost a lot more to make than those games' do. If we ever have the kind of success that would let us spend $250k per character consistently just to drive sales of the core game, I think we'd definitely go that route, but right now that's just not in the cards.
Just doing some back-of-the-napkin math, to make free characters work for us, we'd have to be able to guarantee that each free character would generate at least 12,000 additional sales of the core game just to break even.
And, if you look at the comments from Seth Killian and Dave Lang, our character prices are actually cheap by industry standards.
And, yes, we're going to be charging $5 for the DLC characters after the three month period is over. This is to try and limit the "freeloaders" but also encourage people to buy the game sooner than later, so they can get all the characters when they're free.
Got into the beta earlier this morning and tried out training a bit with my logitech controller. Felt good but I'm still not sure about the dpad yet.
I'm wondering if there's some way I can use my PS3 TE stick...
Just plug it in. It'll work without drivers and such. You can configure it in the options.
Does anyone else have horrendous loading times pre-battle/training/tutorial? Speaking only of the beta.
Does anyone else have horrendous loading times pre-battle/training/tutorial? Speaking only of the beta.
Aside from the in-game stuff, anyone have any suggestions on learning how to play this? I'm terrible at fighting games, and in all honesty the first game I actually tried to learn (somewhat successfully) was Injustice. Haven't played more than maybe 30 minutes of literally any other fighting game, but I was/still am pretty addicted to Injustice and would like to try some other stuff. Namely this, because it looks awesome. I'm horrendously bad though.
What about Robo Fortune? Also $5? She's the "cheapest" and while I don't care, having an "edit" of a preexisting character be the same price as brand new characters could be seen badly by some people. Sure story mode and stage are added to that too but you've seen how people are sometimes *shrug*
finding any kind of updated information for this game is a freaking mess.
@Ravidrath you should get your forum back online for the launch.
Dude its your PC, only when I play you I get 20 second load times.Does anyone else have horrendous loading times pre-battle/training/tutorial? Speaking only of the beta.
- Enable Arcade Mode, now you can play against the CPU again
If you really haven't played that much of any fighter, then for right now, just play. If there were an easy way to play against you, seeing what you actually do in a match would be beneficial, but that's not really an option at the moment. If you're really a beginner the answer probably isn't gonna change anyway.
The thing you probably need to focus on right now is getting used to how your character controls, both movement and attacks. So just play. If you don't mind training mode, just going in and getting used to a character there would be great. Move around the screen and get used to how they move. Throw out all of their attacks and see when they hit and when they don't, and of course memorize the commands for everything.
If training mode bores you like it bores me, then just go online and get your ass kicked. Learning to control your characters will take longer, but you'll still get it eventually. And if you're actually playing against people, you can also focus on one of the most important things a player can know how to do; blocking. If you do go online, make sure your focus isn't trying to win, but seeing how long you can avoid losing.
I must say, seeing as how I didn't pick it up on consoles because I hoped there would be a PC ver. on Steam (bought immediately), the tutorial for this is pretty damn fantastic.
It pretty much explains why I suck at fighting games, and puts into words some of the finer details of fighting games that I lacked an understanding of. Yes words can only teach so much, but it has certainly opened my eyes as to the why and how of certain mechanics.
Yeah, we put a lot of effort into the tutorials.
I wrote most of them, to make sure they were understandable to a fighting game newb like myself. And then iterated on them with Mike several times to make sure that they were actually correct, too.
Not sure when we'll get to it, but we have a new tutorial feature we want to put in to make them even better, too.
Yeah, we put a lot of effort into the tutorials.
I wrote most of them, to make sure they were understandable to a fighting game newb like myself. And then iterated on them with Mike several times to make sure that they were actually correct, too.
Not sure when we'll get to it, but we have a new tutorial feature we want to put in to make them even better, too.
I was reading that the crowndfunded characters will be free for the first 3 months in the other thread. My assumption is that they would cost money after that time? I'm against the concept of Paid characters in any multiplayer based game whether its League of Legends or SFxTekken. I feel paid characters create equality, fragmentation of the community and in some cases a advantage to the paying user if said character plays to their strengths.
The guys over at Romino Games will be releasing their 10th character for free soon for Awesomenauts, never have charged for one. They do charge for cosmetic and premium skins for there game as a means of funding their efforts for the free characters. Outside the crowdfunded characters my concern is what happens when you decide to release 2, 3 or 5 more characters? Do you plan on charging money for them? If this business model can work for devs like Romino, GGG or Valve, then why not you? I have no issues with charging for cosmetics, costumes and vanity items and have gladly supported said company's with my dollar.
Ravidrath consider this my beta feedback to you whether you want to listen or not.
Yeah, we put a lot of effort into the tutorials.
I wrote most of them, to make sure they were understandable to a fighting game newb like myself. And then iterated on them with Mike several times to make sure that they were actually correct, too.
Not sure when we'll get to it, but we have a new tutorial feature we want to put in to make them even better, too.
the tutorial mode is well done - its just missing combo trials for each character. is there a reason it wasn't added?
Dude its your PC, only when I play you I get 20 second load times.
- Enable Arcade Mode, now you can play against the CPU again
11.25 per person in Steam 4-pack. I think there was a $12 key available somewhere though. Maybe GMG with a code?Fighting games aren't really my thing but I've been enjoying my time with the beta.
Any word on what the best deals are?
Are the any beta code giveaways going on right now? Would like to give it a try.