Mike_Z
3202
Hee hee, I’m laughing at this because it’s pretty nice, but the level files are there too, so with a lot less work you probably could have the real thing. :^P We also have 2D versions of the stages that we worked from, and THOSE are AMAZING. In fact, I’ma make a note to myself to see if we can put them in the nonexistent art gallery. :^)
Well you see, I’m not so good with the reverse engineering or any such thing. I can easily extract the .dds files to a PNG and work with them, but anything more complicated than that and I’m lost. If there’s level files somewhere, then I’ve probably ran into them and decided I couldn’t do anything with them.
Mike_Z
3204
Hacker cred -10.
Unless, of course, you control all your tools with a HitBox. (^.^)
This is the first game I’ve found where you can raw cancel normals into tag. Pretty cool. Cerebella s.MP into Parasoul hard tag into 10k is hilarious.
I guess it was in MvC2 but I never played around enough to find that out. =/
I want to stay hype for this game, but still no PC release date?
Hah, well if I was looking for hacker cred I would be trying to crack those sprite files. I could probably learn how to do this a lot better than I do now, but I just kinda don’t care that much. I like looking at art assets from games for fun, or sometimes just to pull cool looking images and make stuff out of it. I actually designed my avatar with nothing but assets ripped from KoFXIII (and the Hit Box logo of course).
It’s just a fun hobby really.
Me want!
Now we know Squiggley is in the works (bless them mighty hips of hers), but are their any word of new stages yet? I know a few of us are dying to have that Train Chase stage that was seen in Alex’s artwork.
Hmm…Yeah, gotta know if she talks or not. Well she doesn’t have those stitches on her mouth when she’s using Leviathan as a weapon in those old concepts, problem is she goes all zombie…so you may want to keep your distance.
I wonder if she’ll still have that Zombie bite move.
Mike_Z
3209
You’ll know as soon as we do. My apologies, I’m sure high-stakes poker to determine the exact date is in progress as we speak.
So a curiousity question:
A huge part of the time it takes for a PC release is ensuring compatibility with different systems (and anti-piracy measures and things like adding key bindings, but we can’t skip those). However long the compatibility part takes, it would be possible to release the game that much earlier if we skipped all that and said “Hey here, it exists but you’re on your own if it doesn’t work for you.” NOT that we would EVER be able to convince Autumn to do this, but I wonder - would the PC crowd prefer it, say, a decent chunk of time earlier with that warning and the community having to figure out what makes it not work for people, or later with more testing?
I know I would probably say “Yes, screw that, earlier release!”, and please do answer honestly…but before you answer remember to pretend you’re one of the people it doesn’t immediately work for. Are you still willing to spend the time/effort it may take, in exchange for the earlier release? (^.^)
And again, this probably won’t happen anyway. I do not speak for Autumn/Reverge, I’m just asking to ask.
[edit]
O rly? Did we confirm that somewhere I don’t know about, or is this like you “knew” she was gonna be in the initial game? :^)
Huh…Well, Sprites as detailed as the one’s in Skullgirls would require a master to get them out. I’m still trying to find a decent image of Cerebella’s Diamond Dynamo in action.
Speaking of ripping, is their any other artwork in the game that hasn’t been seen yet, like those face sketches of Painwheel you found? Mainly any delicious Cerebella pics.
@Mike_Z - No matter how much compatibility testing you do, there will always be systems that don’t work due to untested and/or unforeseen variations. I like and support the community QC(sort of) idea. There are more of us than you could hire testers, and an earlier release is always good.
See also - SFxT/MvC3 infinites, SG PAL slowdown. You can’t find it all, let us help.
MWisk_2
3212
I need Squigly Mike… T_T
I would pay quadruple for Squigly. I want her even more than the 1 extra frame of tech window… That’s how much she means to me. @_@
We probably wouldn’t care, but the Steam community would tear you guys apart. remembers the shitstorm from every time Tripwire Interactive releases a new game
Just four requests:
- No XNA. It limits your control options to keyboards and MS 360 pads. Yes, xpadder or joy2key are options, but I recommend making this as easy as possible for the end users.
- Hardware polling, hardware polling, hardware polling.
- If you have to go DRM, use Steam.
- The words “Games for Windows Live” should never come up in the planning meeting. Ever. Pin anyone who mentions it under the garage door.
Here’s a little fun fact: the amount of detail a sprite has literally has nothing to do with how hard it is to extract. It’s all in the archive/encryption method, which Mike was smart enough to make one that’s so oddball it’s hard to even tell what’s going on. I’ve had some Hex Editors straight up crash just trying to open a file to look at it (they weren’t good programs, but they were free so I’m not complaining).
The images of Painwheel I found were in the credits. If you mean the face sheet, that was sent to me from some guy online and didn’t have anything to do with the game (well it did, but it’s not IN the game).
Hace
3215
I would only say to release it early IF AND ONLY IF Reverge would follow up on bug reports and keep patches coming every other week or so. Obviously this is a pain in the ass if you don’t have a huge group.
Best option is to extend time with optimization, released closed betas to people with different types of systems to see results (this is important). Also be sure to follow up with the thousands of BUG REPORTS because nothing is perfect in PC GAMING and if you don’t release at least 3 patches eventually, somebody in the world (likely me) is going to hate you (jk ilu).
Also you probably can’t answer this, but can’t you guys just skip the anti-piracy measures by partnering with Steam? Or is there some incentive to avoid that?
Either you or Peter were saying stuff like that about a month ago that ya’ll started or are about to work on the first DLC character, or is this more of Reverge lab’s Mind games?
It was back on the previous General Discussion thread, But, I DO NOT want to go searching that almost 200 page thread for that post.
Well, being in the PC consumer state of mind, we need a balance, there should def be testing for the 2 major card makers cards, drivers, etc… ATi/AMD and NVidia.
Aside from that, release date is more important since the hype leads to more people buying it and therefore better play for us since we have more people to play with online.
Of course cross-platform play with xbox would be AMAZING and if that would be possible, then TAKE ALL THE TIME U NEED.
Other than that, maybe go 70/30 with more stress on getting it out than 100% testing.
Most computer gamers are savvy and can find fixes online post release. OFC the support POST RELEASE would need to be stepped up a bit to catch and fix the increase in errors.
joe2187
3218
Wouldn’t that require GFWL?
I think the closed b*** thing sounds like a good idea, you can use the community as testers to try out different changes within the system, feedback and whatnot, it could also end up being a clusterfuck of piracy. I dont know.
I dont really know how the interwebz work.
If it ever does become a problem in the future though, would it be a possible solution to keep IPS counts over from one character to the other? As in if you do a combo with one character that used s.mp enough to where another one would activate IPS, then the second character’s s.mp would also activate it? Or would that be too much reprogramming to patch in?
Yes, it would. If GFWL ended up in the game I would do something violent and humiliating to the person who suggested it.
And uh… don’t mention the b-word. Bad shit always happens when that word gets mentioned in here. hides from Peter