Curious, but are skullgirls characters animated on 1s or 2s? I know it runs at 60fps but do you guys really have a frame on each tic? If so, wow.
This is sweet. I’ve never had the pleasure of watching the game in person and 60FPS footage is just what I was looking for!
hey thanks i found it randomly haha…haaaaad to have it!
No, we don’t - lots of frames are held for timing and gameplay purposes.
It’s also possible to over-animate something so that it doesn’t look good, too - you really want fighting game animations to be snappy and have not too many frames, otherwise they look slow. The trick is in what you do with the few between frames.
Thanks for the reply. That was pretty much what I expected but it’s good to have confirmation. The animations sure look smooth either way.
i really like that Parasoul has the ryu-like chest busting wall bounce kick and crouching forward it matches her in your face fighting style…even though i hate ryus lol
Player 2 (Jason I think) Has a awesome Parasoul …now people can get a idea on how to use the tears! He was having trouble keeping the pressure with Cerebella when player 1 was doing the running (hopping in this case…) game with Parasoul though.
Great match…downloading now 
EDIT: Amazing…you guys were not kidding about it looking better in person o_o
Yup, this and that nice standing overhead kick of hers(looks like an overhead) are going to get tons of use from me.
Am I the only one who saw Parasoul floating for a second using her parasol? Having an air function like that one could be very nice!
Gasaraki
4651
Yeah she does have that. I’m not sure how it activates, but I think it’s similar to how cerebella does her “airdash”
4r5
4653
oh wow, games looks hot in 60fps
I guess I’m the only one who has had problems running the video on my computer?
I’ve watched tons and tons of 720p footage and movies on my computer with little no slowdown whatsoever, but the video is all choppy and pixelated for some reason. It’s annoying because there are parts here and there where it temporarily cleans up and the game looks better than I could ever imagine(seriously, the characters and the shading give off that “painterly” vibe which I never expected on characters). It runs a little slow on Vimeo when I try to play it in HD, but it runs smooth on youtube. I just want to watch it on my PC because it’s miles ahead of youtube and Vimeo.
Is anyone else experiencing this?
Edit: Got it running smooth on Vimeo. Definitely a step up and it looks so smooth that it actually overshadows the beautiful work on the sprites themselves lol.
Now… to get the video working on my PC!
Really helps a ton, doesn’t it?
Zebster
4656
Haven’t checked the 60 FPS video yet (downloading as I type this) but it sounds like it will be worth the watch.
So I was wondering if a little glossary will be included to define fighting game terms for new players. I just got this idea from playing Mario Golf on the GBC and saw that they had one (lots of definitions in there), and was thinking it could be helpful.
Alzarath
4657
can’t download off vimeo, life has no meaning. guess I’ll try later.
tataki
4658
can someone upload the file somewhere?
So, I’m guessing the milestone is finally hitting Alpha? With it comes finalized block sparks, *complete *stages, and presumably UI elements will be complete, soon? The character select screen is pretty much halfway there, so that would leave the round announcement and completion texts. Also, with Alpha status would come more strict controls on content, because the content in question would be that much closer to the released product.
That said, is there any way you could change the level 4 super bar color? The orange is not very visible against the pink and it’s really bothering me. The other colors are quite high-contrast, so those are fine, but I would suggest anything else. Anything darker would be fine, even if it’s the red from the life bar. Alternatively, anything light so long as it’s not red/pink at all, so purple/orange would be bad but white/yellow should be fine.
On an unrelated note, before we get to the point where you’re writing out DLC character lines, I want to stress the point that *all of *Big Band’s dialogue needs to consists of honks, blurts, horn sounds, and otherwise. No voice. Just horns. Even better if he has a unique honk for tagging into each character.
Game looks extra bangable @ 60FPS.