Difference is that the ROM is the sexiest loop of all time.
Looks like one of my favorite artists likes him some Skullgirls. You might know him from doing character designs for Seikon No Qwaser or the Witchblade anime adaptation.
Makoto UNO your art is always so great.
The latest makoto uno works was (on the doujin side of things)… interesting to say the least.
I’m fine with big titted characters so long as they’re not supposed to be twelve years old.
Looks like somebody’s a fan of [media=youtube]1EKTw50Uf8M[/media]
My curiosity is completely satisfied now (for non-gameplay related topics at least).
Good show Reverge. Good Show.
Second half of Mammon Machine’s interview is up, BTW:
Mammon Machine: Skulls for Girls, Part 2: Skull Harder
We aim to please.
Really enjoyed the Guilty Gear part, glad to hear about the history of a game I love.
The article raises me a question though: Is Mike the sole game designer who the art passes through, or is he the lead designer?
Mike is the lead designer and does all the art/design collaboration stuff and character implementation scripting, and also a lot of the programming.
We have another designer, Ian, but he’s more of a system designer and is handling stuff like AI scripting and other game content. I’m also doing some design and implementation for the UI, too.
that interview was very interesting to me both as someone who is hype as fuck about this game but also as someone who has programmed a fighting game engine of my own. if you guys are ever hiring programmers i’d be the first to apply
Peacock sounds like a wacky zoner like MODOK. Does she have any close range game is what I’m wondering.
No. While high-damage games can work out fine, it’s hard to get right. One-touch kills should be extremely hard to set up if they even exist at all. In addition, 90-hit 5-meter combos are just stupid no matter what. Who can honestly say that they are interesting after you see them once or twice? You play fighting games to interact with the other player; landing a difficult set-up should be rewarded, but there is absolutely no reason for a game to have a combo last more than like five or ten seconds, because that entire time features no player interaction at all. I hope Skullgirls’ system can find a balance between allowing creativity and turning matches into two players taking turns doing mid-match combo videos.
I’m super excited for this game and I’m already am in love with it.
Make sure you don’t include anything like being able to take photos of your fighters so it doesn’t get banned here in Sweden :eek:.
Why does Sweden ban in game photos?
Why do anime artists love to make females with the outrageously huge water balloon breasts? It looks tacky and distasteful.
Sent this for possible inclusion in the news feed, but figured I’d post it here, too.
[INDENT=1]http://revergelabs.com/2011/05/skullgirls-summer-preview-tour/[/INDENT]
We’ll be taking the game to a number of events and tournaments this summer so everyone can play the game and provide feedback on it.
hype. i will be at ect to play and give some feedback as well.
Christ you literally gave me a reason to show up to East Coast Throwdown now.
I will pretty much sit there and play the game all damn weekend.
<3