Can you clue me in on how Parasoul or Valentine will play like?
Can you get the guys at Reverge to draw me some Valentine stuff?
VALENTINE VALENTINE VALENTINE VALENTINE VALENTINE VALENTINE VALENTINE
Can you clue me in on how Parasoul or Valentine will play like?
Can you get the guys at Reverge to draw me some Valentine stuff?
VALENTINE VALENTINE VALENTINE VALENTINE VALENTINE VALENTINE VALENTINE
and for psn?
Not every character has a true airdash. Cerebella has what Mike calls a “ghetto airdash” with her glide/clap move, but it’s not really one. Peacock has one, but it’s weird and changes based on what you’re doing. I can’t talk about any other characters yet, but I think you can expect variety.
Can’t talk about ranking or modes right now, sorry.
Advertisement is up to Autumn, not me, but we will be taking it to several tournaments and other public events so people can get their hands on it and give us feedback.
As Mike said in all of his interviews and stuff, we do plan on having really robust tutorials. Mike wants the game to teach people how to play not just this game, but fighting games in general. Not just how to do moves and blocks and whatnot, but also why they’re important. Our single player AI is designed around teaching you how to play, too, and will be more pattern-based and change to teach you the strengths of the character you’re playing.
One of our designers, Ian, wrote that great blog post about our AI design philosophy, so you should give it a read.
Can’t talk about training mode much, either, I’m afraid.
…Breastily?
I dunno, are those characters even in the game? 
Yeah, didn’t mean to make my original reply so specific.
Like many games do now, it’ll likely be released on both platforms as a free trial/demo alongside a paid unlock key.
I sent a very nicely worded email to Reverge asking how Peacock’s cyborg (or whatever you want to call it) powers work and what her body actually looks like. I didn’t even get a canned response.
When I said PC online>console online it’s not based on random people but on tests with people I know IRL so I know all the conditions. It’s the only real way to compare between games am I right?
Consider this one of your fans signing the petition: Please do a PC version, I will definitely buy it.
Any chance the PS3 version will have custom soundtracks? I’m a huge fan of Yamane’s music, but if I’m playing a game for hours and hours and hours I tend to like to change it up a bit on occasion.
This can’t be stressed enough.
yeah i asked about that a few pages back and didnt get a response, its a big reason sf4 and mvc2 still see play on our main ps3 over mvc3 or bb or ah3
Make Skullgirls a downloadable Steam title on PC please. Thanks!
Also, I would definitely suggest giving us the option to see hitboxes in training mode. That was the best feature of HDR’s training, and no other game has dared to do so.
Signed,
Everybody
Nice to see this game coming along well, I remember playing it at Nor-cal install and I enjoyed playing SG more than I did BB:rock:
I would think Steam would definitely be the way to go if you were considering a PC release.
Not only will it probably get it additional marketing, but it will also help to combat some of the piracy, I would think?
I personally would like to have on PC because then I could put it on my laptop and play it on my trips overseas.
A Steam release would interest me for this game. I don’t know how much of a hassle it would be to put it on their market though.
steam release plz
They have a million indie games on there already, including many games that were ported from XBL/PSN like Braid and Super Meat Boy. I imagine it can’t be too terribly difficult.
If online uses steamworks, then yeah. I also like the idea of releasing the game free but with only 2 characters and we have to pay for the rest.
I would like the option to have customized music set for character select and stages.
Lots of great suggestions in here!
Uh, hopefully you can understand why I might not want to answer questions about how character (especially Peacock) looks naked? Or might’ve thought it was a joke?
Also, our artists didn’t even know - the best they could come up with was, like… just a smooth, rubber tube-y/sausage-y shape, like if you were to undress Popeye’s Olive Oil. Her design hails from an era long before Rule 34.
100% this seriously this would be the coolest
Eh I can see why developers do not want it takes a lot of the guess work when you have players learning the game. You also have to deal with that it can cause a lot of strain on a system having them viewable.