• As part of the relaunch of Skullheart, ALL previous threads have been archived. You can find them at the bottom of the forum in the Archives (2021) section. The archives are locked, so please use the new forum sections to create new discussion threads.

Salty Updates 18 July 2014

I love the Double Snap music. It has that sense of urgency to it!
It's gonna make me anxious though, like "KILL IT, KILL THE ASSIST WITH FIRE" *mash mash* lol

Double's Blockbuster KO portrait...omg, priceless.
 
I love the Double Snap music. It has that sense of urgency to it!
It's gonna make me anxious though, like "KILL IT, KILL THE ASSIST WITH FIRE" *mash mash* lol

Double's Blockbuster KO portrait...omg, priceless.
Can't leave out Eliza.
 
Oh, is it a blockbuster KO on their last character only? I was kinda hoping it was every time you killed a character with a block buster it'd show up.
That looks hideous, trust me.

Also wish the lines and the special music would play during a Happy Birthday combo.
There's no way to reliably detect that case that doesn't do some really annoying things if you like, hit the assist once while the point char is knocked down, etc. I tried.

[edit]
Also the super finish effect has been WAY updated just now.
 
In the Patch Notes for 7/20 "Swapping characters between games is now done by holding the TAG buttons (MP+MK / HP+HK) instead of the assist buttons. This is more intuitive, I'd been meaning to do it for a while." Someone explain this to me, I am honestly lost
 
There's no way to reliably detect that case that doesn't do some really annoying things if you like, hit the assist once while the point char is knocked down, etc. I tried.
You can't make it so that if you're hitting the assist while the point is in hitstun it happens? Or, like, if the game can register whether or not a move is hitting two characters on the same frame? Even if you can't, I think the change is great. The game needs/needed some non-gameplay fluff during matches imo.
In the Patch Notes for 7/20 "Swapping characters between games is now done by holding the TAG buttons (MP+MK / HP+HK) instead of the assist buttons. This is more intuitive, I'd been meaning to do it for a while." Someone explain this to me, I am honestly lost
You can change your team order before a match starts. Think it's still offline only. But if you run filia/cerebella/double, you can switch to cerebella point by holding mp+mk.
 
You can't make it so that if you're hitting the assist while the point is in hitstun it happens? Or, like, if the game can register whether or not a move is hitting two characters on the same frame? Even if you can't, I think the change is great. The game needs/needed some non-gameplay fluff during matches imo.
Oh yes, I can certainly do both of those things, very easily. And I did, when I was testing it.
PROBLEM IS, those situations happens a LOT more than you think, and they don't get continued, and having the effect happen for like 1/10th of a sec in the middle of otherwise random gameplay is hella annoying. There's no really easy way to tell.
 
You can change your team order before a match starts. Think it's still offline only. But if you run filia/cerebella/double, you can switch to cerebella point by holding mp+mk.
Ohhhhh, it's offline only..! Now I feel silly
 
Don't mind me, just being dumb, but is there anyway to have a kinda split-screen effect with two characters at the same time on BB-Finished Double KO or just when the last character alive in a Happy Birthday combo gets BB-Finished (As in, get both Filia and Squigly in a HBD, Squigly dies, but only when Filia dies is when you get a Jojo screen with both Filia and Squigly)?

But seriously, I already loved the Super finished screen when it was red during Salty (if a little eye-straining), but now that it's black and white I literally have no complaints <I wouldn't have any regardless since clearly you/the team wanted it in enough to put it in, but still. :PUN:>
 
Oh yes, I can certainly do both of those things, very easily. And I did, when I was testing it.
PROBLEM IS, those situations happens a LOT more than you think, and they don't get continued, and having the effect happen for like 1/10th of a sec in the middle of otherwise random gameplay is hella annoying. There's no really easy way to tell.
... Start the effect after 30 frames (or however many) of hitting both characters so that for things like hitting both characters with a Titan Knuckle would never activate it? That's my last suggestion, since you have probably thought of everything I would and more.

Just tested the new effect. It does look nice, but it doesn't activate on Eliza's Sekhmet super. The game crashed before I could test it (my computer being booty cakes), but I was going to see if it worked and how it looked on Val's lvl 3.
 
i have; The Sekhmet super background lasts so long that the Jojo finish doesn't show because the Sekh super outlasts it, and it's JUST BARELY long enough to be able to show after Val's LV. 3.
 
the new effect looks even better, good job.

Now I came across one issue with the I-killed-the-point-and-gonna-combo-assist ACTION LINES. After killing the point I let the assist hit the ground (i still had OTG) and didn't combo her. The effect started around the time she got up and almost immediately stopped. Maybe tie the starting of that effect to your character actually landing a hit on the assist?
 
Oh dang, I didn't know the Jojo Finish already updated to be in the foreground in front of the fight.

OK, yep, perfect now.
 
Some quick YT'ing in hopes of sating my curiosity and voilà!
My kneejerk reaction is that the color burst is a bit too similar to SFIV and maybe making it sepia toned would fit the game world better but just because SF has it, doesn't mean it looks bad on SG. It's a very welcome addition.

(Haven't noticed Fortune's collar "reacts" as well.)
 
  • Like
Reactions: SmashBlade
i have; The Sekhmet super background lasts so long that the Jojo finish doesn't show because the Sekh super outlasts it, and it's JUST BARELY long enough to be able to show after Val's LV. 3.
Val's level 3 probably should override it entirely since its a cutscene super.
 
I uploaded "Super Finish effects V2"of all characters, for consoles player:
That looks great!
 
Last edited:
(Haven't noticed Fortune's collar "reacts" as well.)
It has always reacted. It's been so long since I played through her story but I think it reacts in some of those portraits, but it also reacts during gameplay.

Also, Fukua's death shot is creeping me out.
 
  • Like
Reactions: Osmiumsmith
I like the updated KO effect, especially with how it handles the lineart. The yellow backdrop comes across a lot better, but maybe instead of a smooth gradient, the artists could brush a little texture into it, similar to some of the BG's in story mode:
tumblr_lyu9p4T1hV1qmg4zfo2_1280.png

(maybe not as much "splatter" texture though)
Of course, this is assuming the backdrop is an image, and not a lighting filter of some kind. In any case, it looks WAY cooler than the initial version, and it's pretty sweet to see it added-in!
 
It has always reacted. It's been so long since I played through her story but I think it reacts in some of those portraits, but it also reacts during gameplay.

Also, Fukua's death shot is creeping me out.

She IS smiling! Holy shit.

More congrats to Lab Zero for making a clone character feels distinct from the original with inteligent effort.
 
  • Like
Reactions: Cawtime
Just when you thought she couldn't get any creepier...
 
  • Like
Reactions: Osmiumsmith
I like the updated KO effect, especially with how it handles the lineart. The yellow backdrop comes across a lot better, but maybe instead of a smooth gradient, the artists could brush a little texture into it, similar to some of the BG's in story mode:
(IMG)
Of course, this is assuming the backdrop is an image, and not a lighting filter of some kind. In any case, it looks WAY cooler than the initial version, and it's pretty sweet to see it added-in!

I don't know about using textures, think on memory constraints
 
I don't know about using textures, think on memory constraints
Photo textures and splatter effects would be too much, but if they applied very subtle brush strokes, they could potentially add a little texture to the backdrop without drastically changing the filesize. Smooth gradients just don't pop up a lot in the game, so I'm thinking a little brush action might help for consistency.

Again, this is assuming it's an image at all. I'm impressed there was enough space to apply a color gradient in the first place. Mike might actually be using something in the game's lighting engine to create the color effects, so obviously he has a better idea of what's realistic for this thing. *shrug*

Anyway, it looks good as it is, so I'm sure he'd rather move on to more important things.
 
Some supers override the BB KO effect because they have their own stylistic finishing effects. The ones off the top of my head are Sekhmet super, EKG Flatliner, and Val's lv3
 
I love both the Poccolo Effect and the Death Screen. The Death Screen does feel a bit empty, though. Maybe if you added a shout or scream on death (like in Street Fighter IV), then it would be more complete.

As for the colors, if people really think the Death Screen color is clichee, maybe it should be changed from Yellow-Orange to Red/Blue-Purple. It would also fit the theme of the game better.
 
As for the colors, if people really think the Death Screen color is clichee, maybe it should be changed from Yellow-Orange to Red/Blue-Purple. It would also fit the theme of the game better.
Yup, it feels kinda too street-fighter-ish. Really doesn't need a sf4-like death scream for the same reason, though.
 
I like how it looks now and I don't think it can get any better ^~^!
 
Too much jojo in skullgirls needs more fist of the north star.

Just pretend the double snap music is the Fatal KO music and you're good to go.
 
Just pretend the double snap music is the Fatal KO music and you're good to go.
First thing I thought. Luckily it's easy to mod music in?
 
I love both the Poccolo Effect and the Death Screen. The Death Screen does feel a bit empty, though. Maybe if you added a shout or scream on death (like in Street Fighter IV), then it would be more complete.

As for the colors, if people really think the Death Screen color is clichee, maybe it should be changed from Yellow-Orange to Red/Blue-Purple. It would also fit the theme of the game better.
Don't know how red/blue-purple fits the game better. The central game colors are like black, gold, and white for the most part.
 
The death screen makes me wish the characters had death screams like in street fighter (what Zidiane said)

Posting the latest Poccola video because he deserves it.

Lots of fun.




Edit: Is Fukua smiling here?

Hey thanks for showing the video I was in :D
 
Last edited:
  • Like
Reactions: gllt
We know a Kenshiro. Maybe we can get a "omae wa mo shindeiru"?
 
The death screen makes me wish the characters had death screams like in street fighter (what Zidiane said)
I said what now?
 
Been away for a little while, and all this new stuff is great to come back to.
 
pfft death screams

My suggestion would be a sound bite of @Tomar saying "Blockbuster KO!" or something cornball like how there was in CvS2 "Finest KO" and MvC1 "Hyper Combo Finish!"
Nah, it needs the name of the super that killed in gigantic letters on the screen. Shame there aren't Variable Combinations to give us combined super names while we're at it.
 
  • Like
Reactions: Chrono_Tata