A brief history of the shobu project and why SkullGirls is no longer needed.(Part 1)

Sooo this netcode…?

I’m no Warren Buffett, but I believe there is a market for “an amazing engine with perfect netcode.”

Tagging this

You’re a goddamn cocktease =/

is/was woof on the team
i saw him selling skullgirls shti like 10 yearsago

I’m… intrigued. BUt as said above, if you still have that engine, you might just have yourself something to work with.

I want to say “Blow MUGEN out of the water with a similar concept, but awesome netcode.” But I think you might’ve heard that somewhere else before.

Oh well, a man can dream, right?

Assuming this isn’t bullshit and he owns the rights to the engine. Yeah.

From reading this thread, I can see that it might be in my own interest to continue the project in some form or another. There at least seems to be interest in such a project. I’ve been in search for artists who would be interested in dedicating their free time to developing a fighting game on and off since I was separated from SkullGirls. Developing a fighting game requires much of a person’s free time, especially for animators, so it is understandable there are not many people out there willing to dedicate their time. I have a bit of artistic talent, but not enough to hand draw thousands of frames of animation for an entire game. On the other hand, I do have quite a few years under my belt using 3D animation software, so even if the game has to be 2.5D, I want to have something to show for my work.

That would be cool if you could make things work out.
It probably wouldn’t be easy, but it would be great to see an indie fighter developed in the US get released.

what team

i still do stuff for skullgirls

zinac u are a really weird dude…jtibtutu

Bringing it out in 2.5D might actually help it get attention outside of the traditional (MUGEN/2DF) indie fighter community.

This is like the best part of the project, though. People like MvC2, that’s why they wanted MvC3 to be like MvC2 instead of TVC2. Also because 3 comes after 2, not 2 after 2.

Ya know how new members get mocked for not knowing their shit and being generally fucking stupid as hell. You are the reason. You. Maybe you should have read more about this before posting your opinion. There is a very long history here.

Ahad is a hack, and knowing that I think he will make it very far in this industry. He is exactly the kind of person who will make you wonder how he still has a job after releasing an abysmal game. Then he will get to make another abysmal game and repeat this process forever.

Ahad made other games before skullgirls?

And what’s up with Zinac with this “Part1” thread deal? There is going to be part 2? I’m sorry, there is just no way I will sympathize with your situation. At first I thought you created the SG engine and Reverge didn’t give you credits for it, but later I found out that the team didn’t even use your engine nor your netcode. So what exactly is the point of the thread? What message are you trying to convey?

I was about to reply seriously then I noticed this was an amazing necro. Thread’s been dead for over a year bro.

Yeah I’ve since given a thumbs up to MikeZ’s work. Close thread. I have my own projects in the works.

Drama avoided? On SRK? What?

I’m not a fan of hitboxes in modern games. By now all collision data should be handled on a per pixel basis.

And what it will add to genre besides random hits\misses and new level of [S]bullshit[/S] character specific tactics & combos?
(also huge issues with balancing, character design and invulnerability ect)

why did you guys dig this shit up