Stop making unnecessary requests. The more requests you make, the longer it will take for them to make. Why would you need a special mode just for online training?
I think Labzero should just do a quick port and then update it with lobbies and other goodies later.
I actually hope Skullgirls would just keep updating like League of Legends instead of having to make an entire new sequel with new mechanics and forcing everyone to relearn his/her characters.
my Dream Schedule for the SG franchise
2013: Skullgirls v.2013 +2 DLC characters
2014: Skullgirls v.2014 +4 DLC characters
2015: Skullgirls v.2015 +Cryamore & Scott Pilgrim DLC characters
2016: Skullgirls v.2016 +Megaman DLC characters
You can reply to several posts in one message, so there’s no need for four sequential posts. Just hit ‘Reply’ under every message you want to quote and they all appear in the reply window.
Online training is a very useful tool. Sometimes you do just want to try stuff out on a living opponent and not all of us are lucky enough to have players nearby to do that with. When the opponent keeps dying and you need to restart matches it gets very annoying.
Do we know how hard it will be to get the game to run on Linux systems?<br><br>I’ve been inching ever closer to just ditching Windows for good, but I keep getting dragged back kicking and screaming because of THAT ONE SOFTWARE or game that Linux can’t replace or replicate, but I’ve just about closed all those holes, thank you Valve.<br><br>…Then I remember, AHHHH DAMMIT SKULLGIRLS FOR PC!<br>
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/63551/DeepEnd">DeepEnd</a> said:</div>
<div class=“QuoteText”>In that SRK post we saw the possibility of Directx11 for SG,<br><br>What does this add to a 2D game ?<br></div>
</blockquote>
A few things. Some enhancements to efficiency and a better shader system are the ones that come to mind, though SG doesn’t really need either of those. My main gripe with DX11 is that it is more bulky and will mean that the game can’t be run on Windows XP, which I personally use for compatibility with some other old games.<br><br>A linux version would be sweet, though I’m not sure how practical it would be.<br>
<p>Some news about the PC version:</p><p>*The PC version is not very system-intensive. It runs on Mike Z’s “toaster” of a computer and should run on any modern setup. Pete says it runs just fine on his Macbook Pro.<br>*The team is looking into porting Skullgirls to DirectX11<br>*The PC version is confirmed to have online lobbies.<br>*The team is currently looking into adding online training mode and replay recording to the PC version.<br>*Crossplatform play with the PS3 will, unfortunately, not be included. Steamworks, the technology that makes it possible, is not an approved middleware.</p>
I heard they are thinking about returning to DX9 because the DX11 port was to solve some issues with high end PCs not running the game…well lets see whats happen, the rest of the info havent changed.
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/20911/Louiscipher">Louiscipher</a> said:</div>
<div class=“QuoteText”>I’m curious what kind of fan-mods people can come up with. </div>
</blockquote>
I’ll be working on Robo-Fortune the moment I get my hands on the beta (assuming I get the time, of course). And probably some other stuff as well.<br>