Skullgirls~

PS3 and 360, a PSN/Live game btw

Am I the only one worried from this statement?

yes you are

Will i be able to mash taunt at scrubs online like vsav on ggpo?

I would rather be 100%'d by 10 hits than 90 hits.

I’d rather not have 100%s at all… duh?

Nope. I’ve been kinda bothered by this whole approach to a combo system to begin with though. It seems MZ really really hates loops, but only because they’re loops and it seems like that could have some weird side effects.

Mammon Machine: Skulls for Girls, Part 1

btw i dont know what has mike against loops, if they arent infinites, then there is nothing bad about them, at least for me :stuck_out_tongue:
im actually worried that you cant do unblockables on SG :confused:

i really hope as much effort and thought is going into this game on a character design (gameplay-wise) level as is on a system level. if so it should turn out great.

It sounds like you’ll be able to set up 100% combos, but these will be hard to execute and take all of your meter (ie. not practical). Sound great to me, much better than getting hit by lvl 3 XFactor.

We’ve got more animation process-centric content coming out soon, so I’m going to hold off on detailing that here.

We also addressed some of this in today’s Official Skullgirls Site blog post:

Skullgirls - Blog

Regarding keyframes…

A punch would have four keyframes: the idle pose, pulling the fist back, full extension, and then the idle pose again. We draw the keyframes first and then time them in the game, and then seeing what the timing is tells us how many in-betweens we need to add for gameplay purposes.

We only have four artists in-house, so a vast majority of the animation is done off-site. We do all the particularly important animations such as idles, walks and supers, completely in-house. Everything else is keyframed here, and then in-betweened and cleaned-up by contractors. This way we maintain really strict control over how the animation looks, since the animation will be set up by us, but still be done efficiently by our offsite artists.

Regarding tests…

We have an animation and cleanup test that we send to people who are interested. The animation test consists of in-betweening a few keyframes we give you, and the cleanup test involves cleaning up rough sketches, and then shading and coloring them.

Eh, why even consider 100% combos? I don’t think anyone outside of Marvel fans enjoy them and it just limits the game unless every character can do 100%, and even then it just means you go with a character that has an easier 100% over another.

Is there any information on a release date for this game? The best I can find is “sometime 2011”. Is that still the official line? Are they targeting a summer release, or will it likely be late 2011?

I’m also curious in the combo engine for this game, since the articles I’ve read imply that long combos will be the norm. It’s a hard question to answer, but… roughly how long will the average combo last? I dislike games where you get touched once and then have to watch a 30 second combo (Dante in MvC3, etc). It seems like the designers want to eliminate infinites, but will be encouraging long “unique” combos, though this approach can still be frustrating for players.

Other than that, I’m interested in the game! Using GGPO is, of course, a great idea and I’m very interested to see what the designers do when they try to teach you how to play outside of trial-mode combos. Fighting games have needed good tutorial modes for 15 years and I hope you guys are able to pull something off.

lol people thinking true 100% combos (no resets) are going to be viable.

ive gotta say i’m not sure the dislike for loops is really reflected among the player base as a whole. who doesn’t get hype when someone does the ROM?

Eh, nothing wrong with long combos and loops, personally. It’s appealing to players who like execution-based games, and there are certainly those types outside of Japan. It’s a love-hate thing but whatever.

was fun while it last, guess I’ll still buy the game for support of a us indie game …but the game is self may be a let down to me…hitconfirms/ combos/ and pressure…looks like I am really stuck with old gems since majority of these generation game cater to these.

Good luck SG team.

I really hate loops, most of the time they’re really boring to watch and after BBCS I’d rather not see loops anytime soon.

this game better not have bb long combos

This game will have BBCS long loops, if you’re good enough to pull them off. Pretty sure Mike Z even demonstrated some in one of the interviews, though it used both characters and a bunch of meter, and still didn’t kill off the other player.

I wonder how the balancing of the one character team is going.