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Skullgirls PC Beta Thread | Gettin' Squigly Wit It

And i agree with Gev in principle

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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.
 
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?
 
http://24.media.tumblr.com/tumblr_me62v0i8fc1ryw9z1o1_500.gif
Just noticed it lol.
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.
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.
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?
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.
 
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?

1) Super fun and welcoming, but a little execution is required.
2) The tutorial covers about 90% of what you need. The last 10% is a few hours in training mode to get a feel for the game.

Did anyone else see the crazily salty poster on the community hub?
 
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.
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.

Of course that is not to say MOBAs aren't complex (which by god they fucking are), just that the comparison does not hold up on a individual character-to-character basis.

Skins and other cosmetics for characters are not feasible for a 2D hand drawn game with a development team of this size. Maybe some cosmetic UI stuff.

I'm just going to link to this thread and save some time: http://m.neogaf.com/showthread.php?t=516730&page=1
 
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.

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*
 
Woah. I can perform moves that require things like Semi-Circle Back + Kick Kick on my laptop keyboard now, the double kick wasn't registered before. Now I just need to find time to play this.
 
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...
 
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.
 
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.
 
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.

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.
 
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*

We haven't quite figured out what to do with Robo-Fortune yet.

She won't have her own patch because we only have the budget for four, and will probably be included with Beowulf's patch.
 
finding any kind of updated information for this game is a freaking mess.

@Ravidrath you should get your forum back online for the launch.
 
I've been having really really bad connection problems with people that I supposedly have good ping with. I've only been able to complete one match, and it was pretty much unplayable.

I remember being having some issues last week or so with connection problems. I'm going to try to reinstall it and see if that does anything... anyone else having (had) issues?

EDIT; Reinstalling seemed to fix it.
 
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.
 
Update for today:

General
- Enable Arcade Mode, now you can play against the CPU again. Not only that, you can finally fight CPU Squigly, who has AI from our original AI programmer even though he took another job long ago! Thanks, Mr. Amazing.
- Meridian Rooftops updated with NPCs (nice pigeon characters), reactions, etc. The beautiful gets beautiful-er.
- That's it, everyone else is busy with finishing up Lobbies.
 
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.

Thanks, I'll probably hop online tonight and see what I can do.
 
The beta keeps updating over and over but I've yet to play it once. Have they improved the tutorial mode? I didn't really feel it in the console version. Wasn't as helpful as everyone made it out to be and that was the reason I bought that. Only played it two or three times to date. =/
 
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.

Ooh, I'm looking forward to that.
All I can really say is, keep up the great work.

(And woo, my new fightstick just shipped. Two weeks earlier than I expected it to)
 
So, so good. I forgot how good this game is, it's been a while since I last played it on the PS3. The new stages are gorgeous, and Squigly's animations are simply beautiful. Any nice BNBs with her? I believe I'll stay with my Valentine/Parasoul duo until Eliza comes out, but maybe I'll make a second team with Squigly, she's lovely (and has great colors).

Are the long ass combos gone already? Didn't played against anyone who even tried them, so I don't know.
 
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.

Thanks to you and the team for doing that. This stuff should be the new standard for fighting game tutorials.
 
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.

Because it cost $200K+ to make a fighting game character at reduced wages and put them on all platforms.

That's without a stage and story btw.
 
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?
 
just noticed the german translations of the achievements are a bit wonky at times.
are you still working on that or do you need a "bug" report?
 
Little suggestion: flipping between 2D and 3D backgrounds should be on video settings and not on game settings.
 
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