I remember playing it at the local pizza place. Yeah, this actually happened. A pizza place, with a tiny, tiny, three-machine arcade room. Middle machine, Time Killers.
I swear to GOD it was awesome. I swear it was well animated and with highly detailed sprites and engaging background-and even controlled well! I even gave it a better colour palette than it actually could've had. I see arcade video captures and it's like it was all just some kind of waking dream of my youth.
One thing I'm not clear on; on that Double vid, they revealed her like she was well known or something. Skullgirls is a whole new IP, right? So how are people talking like "oh I'm glad it was Double" and such?
Was there a big public pool of characters that they selected from or something like that?
Hmm? yeah, Reverge labs has been surprisingly transparent about the development of this game (at least as transparent as their PR department allowed). Hell, we even have attack data and move lists for all the characters. We also know the earliest DLC characters will be Squigly and umbrella (a zombie girl with a snake dragon in her head, and the little sister of parasoul respectively) and we know this because they were supposed to be in the initial roster but got cut due to budget and time. (and there's like a list of a good number of other potential DLC characters floating around, including MALE characters, such as a buff soldier with a tank on his arm)
and wow, that was an interesting FNF. I guess it looks like Double has trouble (no pun intended) getting in on characters with her mobility, and might really need assists to make opening.
PSN: InXplotch
... My, what a boring Signature.
0
cj iwakuraThe Rhythm RegentBears The Name FreedomRegistered Userregular
Any word on a pc release down the line? Would totally get Skullgirls then. Right now don't have a 360 or PS3
I believe they've said that there will be a pc release.
They didn't outright confirm it yet. They did say they wanted to do it, but they're going to focus on the console versions first, and if those do well, then we'll see a console version released (hopefully on steam with steamplay. that'd be awesome)
Any word on a pc release down the line? Would totally get Skullgirls then. Right now don't have a 360 or PS3
I believe they've said that there will be a pc release.
They didn't outright confirm it yet. They did say they wanted to do it, but they're going to focus on the console versions first, and if those do well, then we'll see a console version released (hopefully on steam with steamplay. that'd be awesome)
And with every indie dev in the universe shitting on XBLA, it wouldn't surprise me.
Come to think of it, the last fighting game I played on a PC was One Must Fall. How easy is it to get a Goddamn TE working on PC? I had problems last time.
3DS Friendcode 5413-1311-3767
0
Nova_CI have the needThe need for speedRegistered Userregular
Was it One Must Fall, the pre-robot demo? Or One Must Fall 2097, the badass robot stomping full version? :P
I ask because OMF 2097 is the only shareware title from the golden age of shareware that I actually bought.
And yeah, I can't remember any great PC fighting game since then, although Street Fighter has seen PC releases (The newest one is on Steam, I'm pretty sure).
0
TIFunkaliciousKicking back inNebraskaRegistered Userregular
for SSF4 on pc my stick was plug and play
for GGPO i had to get a weird program like xpadder because it wasn't recognizing for shit but got inputs from the stick for some reason
I remember playing it at the local pizza place. Yeah, this actually happened. A pizza place, with a tiny, tiny, three-machine arcade room. Middle machine, Time Killers.
I swear to GOD it was awesome. I swear it was well animated and with highly detailed sprites and engaging background-and even controlled well! I even gave it a better colour palette than it actually could've had. I see arcade video captures and it's like it was all just some kind of waking dream of my youth.
I have nearly the same experience. I came across the game in a Vegas casino and played it for hours. I remember sinking enough cash into it to get to the final boss. A large crowd formed around me and was cheering and shit. Even my pops had come by.
I don't know much in terms of arcade etiquette, but the following was traumatic for me (at the time). A person put a quarter on the screen, and after I lost my fight to the boss I went to play again, but my pops said I had to give the machine up for the person who put the quarter there. I sadly walked away, and the other dude proceeded to beat the final boss. It was discouraging, but I guess that's how shit works in the arcade?
Come to think of it, the last fighting game I played on a PC was One Must Fall. How easy is it to get a Goddamn TE working on PC? I had problems last time.
I've got a 360 one and I just plugged it in and it worked. There have been some games that it didn't work with. I think it's games that don't specifically support the 360 controller and just have generic controller support.
Was it One Must Fall, the pre-robot demo? Or One Must Fall 2097, the badass robot stomping full version? :P
I ask because OMF 2097 is the only shareware title from the golden age of shareware that I actually bought.
And yeah, I can't remember any great PC fighting game since then, although Street Fighter has seen PC releases (The newest one is on Steam, I'm pretty sure).
Yeah, the number of fighting games that have come out on PC is limited. There's SF4, SSF4AE (but not regular Super) and the first Blazblue (but not any of the later ones). Street Fighter x Tekken is going to come out for PC, but two months later.
I remember playing it at the local pizza place. Yeah, this actually happened. A pizza place, with a tiny, tiny, three-machine arcade room. Middle machine, Time Killers.
I swear to GOD it was awesome. I swear it was well animated and with highly detailed sprites and engaging background-and even controlled well! I even gave it a better colour palette than it actually could've had. I see arcade video captures and it's like it was all just some kind of waking dream of my youth.
I have nearly the same experience. I came across the game in a Vegas casino and played it for hours. I remember sinking enough cash into it to get to the final boss. A large crowd formed around me and was cheering and shit. Even my pops had come by.
I don't know much in terms of arcade etiquette, but the following was traumatic for me (at the time). A person put a quarter on the screen, and after I lost my fight to the boss I went to play again, but my pops said I had to give the machine up for the person who put the quarter there. I sadly walked away, and the other dude proceeded to beat the final boss. It was discouraging, but I guess that's how shit works in the arcade?
Well, yes and no. The quarter meant he called next, but him taking up your continue wasn't classy of him, especially with being at the final boss. Means he just wanted a cheap win. Fuck him.
Do we have a button layout yet? I'm quite curious what it is for pads and sticks.
Six button fighter, top row: weak punch, medium punch, strong punch, bottom row: weak kick, medium kick, strong kick
I forget combinations do what in terms of call ins and assists.
If i recall correctly
Lp+lk is throw
Mp+mk is assist 1
Hp+hk is assist 2
Diagonals are to tag out
Lp+mk/mp+lk is tag 1
Mp+hk/hp+mk is tag 2 (i may have gotten tags and assists mixed up.)
On pads, L1 and L2 would be used as shortcuts for the diagonal Inputs and you can't program L3 or R3 (not that it really matters)
Also, you will never need to input a triple punch (like for street fighter ultras) so pads shouldn't have muchof a problem with supers.
Do we have a button layout yet? I'm quite curious what it is for pads and sticks.
Six button fighter, top row: weak punch, medium punch, strong punch, bottom row: weak kick, medium kick, strong kick
I forget combinations do what in terms of call ins and assists.
If i recall correctly
Lp+lk is throw
Mp+mk is assist 1
Hp+hk is assist 2 Diagonals are to tag out
Lp+mk/mp+lk is tag 1
Mp+hk/hp+mk is tag 2 (i may have gotten tags and assists mixed up.)
On pads, L1 and L2 would be used as shortcuts for the diagonal Inputs and you can't program L3 or R3 (not that it really matters)
Also, you will never need to input a triple punch (like for street fighter ultras) so pads shouldn't have muchof a problem with supers.
I really hope that's easy to learn on a fightstick.
Also, Peacock and Valentine look fun but I don't like being evil characters ever. Then it occurred to me the morality levels are about the same as Darkstalkers. These ladies be fucked up.
Based on their backstories i'd say Valentine leans more towards being evil while Peacock is just straight up crazy.
I'm really looking forward to this game there are a lot of features for the serious fighting game fan.
Ability to jump into practice from VS mode
360 recognition so you don't jump
Ability to have custom moves for assists
Having to hold start to pause in VS mode
I might start expecting these in games from other developers.
The two diagonals that felt most natural to me were light kick + medium punch (thumb and middle finger) and medium punch + heavy kick (middle finger and ring finger). Other people might find other diagonals to be more comfortable but I had no issue using those.
0
Nova_CI have the needThe need for speedRegistered Userregular
I have no idea what you guys are talking about. :P
The only fighting game I ever got good at was KI Gold because the combos felt fluid instead of disjointed like most other games that I've tried. Skullgirls being made for the hardcore fighting game fan probably means I'll never be any good at it, but I'm hoping.
I'll be playing with a 360 controller - does anyone know if the game works well like that, or is it really made for the arcade stick?
I remember it being playable on a pad when I had to at AX, but, I vastly prefer a stick, but that's just because that's what I am used to.
The combos in this game shouldn't be that bad to do, really. The game has normal cancels and magic series for characters, so if you go like, light, medium, heavy, launcher, jump, light, medium, heavy or whatever, it should combo (depending on character and whatnot of course, speaking in generalities here) and that's pretty much as natural as combos get.
Combos look pretty easy, they mentioned the input is pretty lenient, and it does share similarities with MvC2. As for pad vs stick, it seems stick is preferred (which is a bummer for me, since I play pad) but they only thing I could imagine being difficult is wavedashing, (which involves pressing down then the dash shortcut in repetition). I wouldn't worry about it unless you plan on going to hardcore tournaments and the like
Also @ bigjoe: capcom actually recently added the "hold start to pause" thing to SFxT, which is kinda funny.
These characters and this setting make me want to watch Baccano. I know nothing about Baccano other than it's about mobsters, immortals and Cthulhu.
Cantido on
3DS Friendcode 5413-1311-3767
0
RavidrathDesigner / Community ManagerLos Angeles, CARegistered Userregular
Whoa... accidentally clicked on my old bookmark for this thread, and was surprised to find it's suddenly alive!
I'm a designer and community manager at Reverge Labs, and can answer any questions people have about the game.
...Well, except release date and price, which first party policy prevents us from announcing until the game is through submission.
I will say that the 3/31 release date is wrong (not to mention impossible), but not far off from the truth. With the final character revealed, though, one can (correctly) surmise that we're very nearly done.
An the game should cost what new downloadable games pretty much always cost these days.
Any plans for a Vita or other handheld release at any point, or are you strictly sticking to home consoles and a possible PC release?
No plans yet, but everyone's asking for it, and I'm letting our publisher know.
We want to release it in Japan (where we already have a lot of fans and fan art), too, and I think a Vita version will likely be pretty important for a Japanese release.
Whoa... accidentally clicked on my old bookmark for this thread, and was surprised to find it's suddenly alive!
I'm a designer and community manager at Reverge Labs, and can answer any questions people have about the game.
...Well, except release date and price, which first party policy prevents us from announcing until the game is through submission.
I will say that the 3/31 release date is wrong (not to mention impossible), but not far off from the truth. With the final character revealed, though, one can (correctly) surmise that we're very nearly done.
An the game should cost what new downloadable games pretty much always cost these days.
I asked earlier about a PC release, was told if it sells well enough on consoles, but with someone official here, can you give us any word on that?
Nice to see you around here, Ravid! I've seen from my perusal of the GAF Skullgirls threads that you're a regular contributor there, and a pretty insightful guy to boot; anyway, I just wanted to show my appreciation for the Reverge crew's little labor of love, and one of the few fighting games that I'm genuinely exited about. Hopefully the sales will back it all up!
0
RavidrathDesigner / Community ManagerLos Angeles, CARegistered Userregular
Nice to see you around here, Ravid! I've seen from my perusal of the GAF Skullgirls threads that you're a regular contributor there, and a pretty insightful guy to boot; anyway, I just wanted to show my appreciation for the Reverge crew's little labor of love, and one of the few fighting games that I'm genuinely exited about. Hopefully the sales will back it all up!
Thanks!
Yeah, I'm a NeoGAF guy at heart, I guess... even though I kind of hate it over there. But it's a good community as long as you stay away from anything popular enough to create drama.
Posts
I have a weird relationship with this game.
I remember playing it at the local pizza place. Yeah, this actually happened. A pizza place, with a tiny, tiny, three-machine arcade room. Middle machine, Time Killers.
I swear to GOD it was awesome. I swear it was well animated and with highly detailed sprites and engaging background-and even controlled well! I even gave it a better colour palette than it actually could've had. I see arcade video captures and it's like it was all just some kind of waking dream of my youth.
and wow, that was an interesting FNF. I guess it looks like Double has trouble (no pun intended) getting in on characters with her mobility, and might really need assists to make opening.
... My, what a boring Signature.
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
She's magic.
And a harpsichordist!
http://www.youtube.com/watch?v=CZKH2JP7Ie4
I believe they've said that there will be a pc release.
... My, what a boring Signature.
And with every indie dev in the universe shitting on XBLA, it wouldn't surprise me.
Come to think of it, the last fighting game I played on a PC was One Must Fall. How easy is it to get a Goddamn TE working on PC? I had problems last time.
I ask because OMF 2097 is the only shareware title from the golden age of shareware that I actually bought.
And yeah, I can't remember any great PC fighting game since then, although Street Fighter has seen PC releases (The newest one is on Steam, I'm pretty sure).
for GGPO i had to get a weird program like xpadder because it wasn't recognizing for shit but got inputs from the stick for some reason
I don't know much in terms of arcade etiquette, but the following was traumatic for me (at the time). A person put a quarter on the screen, and after I lost my fight to the boss I went to play again, but my pops said I had to give the machine up for the person who put the quarter there. I sadly walked away, and the other dude proceeded to beat the final boss. It was discouraging, but I guess that's how shit works in the arcade?
I've got a 360 one and I just plugged it in and it worked. There have been some games that it didn't work with. I think it's games that don't specifically support the 360 controller and just have generic controller support.
Yeah, the number of fighting games that have come out on PC is limited. There's SF4, SSF4AE (but not regular Super) and the first Blazblue (but not any of the later ones). Street Fighter x Tekken is going to come out for PC, but two months later.
http://bahijd.tumblr.com/
Well, yes and no. The quarter meant he called next, but him taking up your continue wasn't classy of him, especially with being at the final boss. Means he just wanted a cheap win. Fuck him.
Six button fighter, top row: weak punch, medium punch, strong punch, bottom row: weak kick, medium kick, strong kick
I forget combinations do what in terms of call ins and assists.
Now I am sad that Double did not get that Super Throw. So awesome!
If i recall correctly
Lp+lk is throw
Mp+mk is assist 1
Hp+hk is assist 2
Diagonals are to tag out
Lp+mk/mp+lk is tag 1
Mp+hk/hp+mk is tag 2 (i may have gotten tags and assists mixed up.)
On pads, L1 and L2 would be used as shortcuts for the diagonal Inputs and you can't program L3 or R3 (not that it really matters)
Also, you will never need to input a triple punch (like for street fighter ultras) so pads shouldn't have muchof a problem with supers.
... My, what a boring Signature.
As for release date, we only have "early 2012" to go off of, which is essentially Q1. Most people pin it down for a mid march release
... My, what a boring Signature.
I really hope that's easy to learn on a fightstick.
Also, Peacock and Valentine look fun but I don't like being evil characters ever. Then it occurred to me the morality levels are about the same as Darkstalkers. These ladies be fucked up.
I'm really looking forward to this game there are a lot of features for the serious fighting game fan.
Ability to jump into practice from VS mode
360 recognition so you don't jump
Ability to have custom moves for assists
Having to hold start to pause in VS mode
I might start expecting these in games from other developers.
The two diagonals that felt most natural to me were light kick + medium punch (thumb and middle finger) and medium punch + heavy kick (middle finger and ring finger). Other people might find other diagonals to be more comfortable but I had no issue using those.
The only fighting game I ever got good at was KI Gold because the combos felt fluid instead of disjointed like most other games that I've tried. Skullgirls being made for the hardcore fighting game fan probably means I'll never be any good at it, but I'm hoping.
I'll be playing with a 360 controller - does anyone know if the game works well like that, or is it really made for the arcade stick?
The combos in this game shouldn't be that bad to do, really. The game has normal cancels and magic series for characters, so if you go like, light, medium, heavy, launcher, jump, light, medium, heavy or whatever, it should combo (depending on character and whatnot of course, speaking in generalities here) and that's pretty much as natural as combos get.
Also @ bigjoe: capcom actually recently added the "hold start to pause" thing to SFxT, which is kinda funny.
... My, what a boring Signature.
I'm a designer and community manager at Reverge Labs, and can answer any questions people have about the game.
...Well, except release date and price, which first party policy prevents us from announcing until the game is through submission.
I will say that the 3/31 release date is wrong (not to mention impossible), but not far off from the truth. With the final character revealed, though, one can (correctly) surmise that we're very nearly done.
An the game should cost what new downloadable games pretty much always cost these days.
No plans yet, but everyone's asking for it, and I'm letting our publisher know.
We want to release it in Japan (where we already have a lot of fans and fan art), too, and I think a Vita version will likely be pretty important for a Japanese release.
I asked earlier about a PC release, was told if it sells well enough on consoles, but with someone official here, can you give us any word on that?
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
If it's not simultaneous, it should be very close. We have our Australian rating already, which is usually the hold-up.
The official word is that there is no official word... yet.
It's looking very likely, but we won't know for certain until the Xbox 360 and PS3 versions have been submitted.
Thanks!
Yeah, I'm a NeoGAF guy at heart, I guess... even though I kind of hate it over there. But it's a good community as long as you stay away from anything popular enough to create drama.